virtualx-engine/modules/mono/glue/cs_files/Quat.cs
Aaron Franke 577f3ccaf9 Replace float with real_t, default Vectors, other misc C# improvements
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.

(cherry picked from commit ff97c97c93)
2018-04-14 23:20:03 +02:00

350 lines
9.5 KiB
C#

using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
public struct Quat : IEquatable<Quat>
{
private static readonly Quat identity = new Quat(0f, 0f, 0f, 1f);
public real_t x;
public real_t y;
public real_t z;
public real_t w;
public static Quat Identity
{
get { return identity; }
}
public real_t this[int index]
{
get
{
switch (index)
{
case 0:
return x;
case 1:
return y;
case 2:
return z;
case 3:
return w;
default:
throw new IndexOutOfRangeException();
}
}
set
{
switch (index)
{
case 0:
x = value;
break;
case 1:
y = value;
break;
case 2:
z = value;
break;
case 3:
w = value;
break;
default:
throw new IndexOutOfRangeException();
}
}
}
public Quat CubicSlerp(Quat b, Quat preA, Quat postB, real_t t)
{
real_t t2 = (1.0f - t) * t * 2f;
Quat sp = Slerp(b, t);
Quat sq = preA.Slerpni(postB, t);
return sp.Slerpni(sq, t2);
}
public real_t Dot(Quat b)
{
return x * b.x + y * b.y + z * b.z + w * b.w;
}
public Quat Inverse()
{
return new Quat(-x, -y, -z, w);
}
public real_t Length()
{
return Mathf.Sqrt(LengthSquared());
}
public real_t LengthSquared()
{
return Dot(this);
}
public Quat Normalized()
{
return this / Length();
}
public void Set(real_t x, real_t y, real_t z, real_t w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public void Set(Quat q)
{
this.x = q.x;
this.y = q.y;
this.z = q.z;
this.w = q.w;
}
public Quat Slerp(Quat b, real_t t)
{
// Calculate cosine
real_t cosom = x * b.x + y * b.y + z * b.z + w * b.w;
real_t[] to1 = new real_t[4];
// Adjust signs if necessary
if (cosom < 0.0)
{
cosom = -cosom; to1[0] = -b.x;
to1[1] = -b.y;
to1[2] = -b.z;
to1[3] = -b.w;
}
else
{
to1[0] = b.x;
to1[1] = b.y;
to1[2] = b.z;
to1[3] = b.w;
}
real_t sinom, scale0, scale1;
// Calculate coefficients
if ((1.0 - cosom) > Mathf.Epsilon)
{
// Standard case (Slerp)
real_t omega = Mathf.Acos(cosom);
sinom = Mathf.Sin(omega);
scale0 = Mathf.Sin((1.0f - t) * omega) / sinom;
scale1 = Mathf.Sin(t * omega) / sinom;
}
else
{
// Quaternions are very close so we can do a linear interpolation
scale0 = 1.0f - t;
scale1 = t;
}
// Calculate final values
return new Quat
(
scale0 * x + scale1 * to1[0],
scale0 * y + scale1 * to1[1],
scale0 * z + scale1 * to1[2],
scale0 * w + scale1 * to1[3]
);
}
public Quat Slerpni(Quat b, real_t t)
{
real_t dot = this.Dot(b);
if (Mathf.Abs(dot) > 0.9999f)
{
return this;
}
real_t theta = Mathf.Acos(dot);
real_t sinT = 1.0f / Mathf.Sin(theta);
real_t newFactor = Mathf.Sin(t * theta) * sinT;
real_t invFactor = Mathf.Sin((1.0f - t) * theta) * sinT;
return new Quat
(
invFactor * this.x + newFactor * b.x,
invFactor * this.y + newFactor * b.y,
invFactor * this.z + newFactor * b.z,
invFactor * this.w + newFactor * b.w
);
}
public Vector3 Xform(Vector3 v)
{
Quat q = this * v;
q *= this.Inverse();
return new Vector3(q.x, q.y, q.z);
}
// Constructors
public Quat(real_t x, real_t y, real_t z, real_t w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public Quat(Quat q)
{
this.x = q.x;
this.y = q.y;
this.z = q.z;
this.w = q.w;
}
public Quat(Vector3 axis, real_t angle)
{
real_t d = axis.Length();
real_t angle_t = angle;
if (d == 0f)
{
x = 0f;
y = 0f;
z = 0f;
w = 0f;
}
else
{
real_t s = Mathf.Sin(angle_t * 0.5f) / d;
x = axis.x * s;
y = axis.y * s;
z = axis.z * s;
w = Mathf.Cos(angle_t * 0.5f);
}
}
public static Quat operator *(Quat left, Quat right)
{
return new Quat
(
left.w * right.x + left.x * right.w + left.y * right.z - left.z * right.y,
left.w * right.y + left.y * right.w + left.z * right.x - left.x * right.z,
left.w * right.z + left.z * right.w + left.x * right.y - left.y * right.x,
left.w * right.w - left.x * right.x - left.y * right.y - left.z * right.z
);
}
public static Quat operator +(Quat left, Quat right)
{
return new Quat(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
}
public static Quat operator -(Quat left, Quat right)
{
return new Quat(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
}
public static Quat operator -(Quat left)
{
return new Quat(-left.x, -left.y, -left.z, -left.w);
}
public static Quat operator *(Quat left, Vector3 right)
{
return new Quat
(
left.w * right.x + left.y * right.z - left.z * right.y,
left.w * right.y + left.z * right.x - left.x * right.z,
left.w * right.z + left.x * right.y - left.y * right.x,
-left.x * right.x - left.y * right.y - left.z * right.z
);
}
public static Quat operator *(Vector3 left, Quat right)
{
return new Quat
(
right.w * left.x + right.y * left.z - right.z * left.y,
right.w * left.y + right.z * left.x - right.x * left.z,
right.w * left.z + right.x * left.y - right.y * left.x,
-right.x * left.x - right.y * left.y - right.z * left.z
);
}
public static Quat operator *(Quat left, real_t right)
{
return new Quat(left.x * right, left.y * right, left.z * right, left.w * right);
}
public static Quat operator *(real_t left, Quat right)
{
return new Quat(right.x * left, right.y * left, right.z * left, right.w * left);
}
public static Quat operator /(Quat left, real_t right)
{
return left * (1.0f / right);
}
public static bool operator ==(Quat left, Quat right)
{
return left.Equals(right);
}
public static bool operator !=(Quat left, Quat right)
{
return !left.Equals(right);
}
public override bool Equals(object obj)
{
if (obj is Vector2)
{
return Equals((Vector2)obj);
}
return false;
}
public bool Equals(Quat other)
{
return x == other.x && y == other.y && z == other.z && w == other.w;
}
public override int GetHashCode()
{
return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2}, {3})", new object[]
{
this.x.ToString(),
this.y.ToString(),
this.z.ToString(),
this.w.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1}, {2}, {3})", new object[]
{
this.x.ToString(format),
this.y.ToString(format),
this.z.ToString(format),
this.w.ToString(format)
});
}
}
}