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- /* The MIT License
- *
- * Copyright (c) 2010 Intel Corporation.
- * All rights reserved.
- *
- * Based on the convexdecomposition library from
- * <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in
- * all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- * THE SOFTWARE.
- */
- using System;
- namespace OpenSim.Region.PhysicsModules.ConvexDecompositionDotNet
- {
- public class Quaternion : float4
- {
- public Quaternion()
- {
- x = y = z = 0.0f;
- w = 1.0f;
- }
- public Quaternion(float3 v, float t)
- {
- v = float3.normalize(v);
- w = (float)Math.Cos(t / 2.0f);
- v = v * (float)Math.Sin(t / 2.0f);
- x = v.x;
- y = v.y;
- z = v.z;
- }
- public Quaternion(float _x, float _y, float _z, float _w)
- {
- x = _x;
- y = _y;
- z = _z;
- w = _w;
- }
- public float angle()
- {
- return (float)Math.Acos(w) * 2.0f;
- }
- public float3 axis()
- {
- float3 a = new float3(x, y, z);
- if (Math.Abs(angle()) < 0.0000001f)
- return new float3(1f, 0f, 0f);
- return a * (1 / (float)Math.Sin(angle() / 2.0f));
- }
- public float3 xdir()
- {
- return new float3(1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y));
- }
- public float3 ydir()
- {
- return new float3(2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x));
- }
- public float3 zdir()
- {
- return new float3(2 * (x * z + w * y), 2 * (y * z - w * x), 1 - 2 * (x * x + y * y));
- }
- public float3x3 getmatrix()
- {
- return new float3x3(xdir(), ydir(), zdir());
- }
- public static implicit operator float3x3(Quaternion q)
- {
- return q.getmatrix();
- }
- public static Quaternion operator *(Quaternion a, Quaternion b)
- {
- Quaternion c = new Quaternion();
- c.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;
- c.x = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y;
- c.y = a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x;
- c.z = a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w;
- return c;
- }
- public static float3 operator *(Quaternion q, float3 v)
- {
- // The following is equivalent to:
- //return (q.getmatrix() * v);
- float qx2 = q.x * q.x;
- float qy2 = q.y * q.y;
- float qz2 = q.z * q.z;
- float qxqy = q.x * q.y;
- float qxqz = q.x * q.z;
- float qxqw = q.x * q.w;
- float qyqz = q.y * q.z;
- float qyqw = q.y * q.w;
- float qzqw = q.z * q.w;
- return new float3((1 - 2 * (qy2 + qz2)) * v.x + (2 * (qxqy - qzqw)) * v.y + (2 * (qxqz + qyqw)) * v.z, (2 * (qxqy + qzqw)) * v.x + (1 - 2 * (qx2 + qz2)) * v.y + (2 * (qyqz - qxqw)) * v.z, (2 * (qxqz - qyqw)) * v.x + (2 * (qyqz + qxqw)) * v.y + (1 - 2 * (qx2 + qy2)) * v.z);
- }
- public static Quaternion operator +(Quaternion a, Quaternion b)
- {
- return new Quaternion(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
- }
- public static Quaternion operator *(Quaternion a, float b)
- {
- return new Quaternion(a.x *b, a.y *b, a.z *b, a.w *b);
- }
- public static Quaternion normalize(Quaternion a)
- {
- float m = (float)Math.Sqrt(a.w * a.w + a.x * a.x + a.y * a.y + a.z * a.z);
- if (m < 0.000000001f)
- {
- a.w = 1;
- a.x = a.y = a.z = 0;
- return a;
- }
- return a * (1f / m);
- }
- public static float dot(Quaternion a, Quaternion b)
- {
- return (a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z);
- }
- public static Quaternion slerp(Quaternion q1, Quaternion q2, float amount)
- {
- float angle = (q1.x * q2.x) + (q1.y * q2.y) + (q1.z * q2.z) + (q1.w * q2.w);
- if (angle < 0f)
- {
- q1.x = -q1.x;
- q1.y = -q1.y;
- q1.z = -q1.z;
- q1.w = -q1.w;
- angle = -angle;
- }
- float scale;
- float invscale;
- if ((angle + 1.0) > 0.0005)
- {
- if ((1f - angle) >= 0.0005)
- {
- // slerp
- float theta = (float)Math.Acos(angle);
- float invsintheta = 1.0f / (float)Math.Sin(theta);
- scale = (float)Math.Sin(theta * (1.0 - amount)) * invsintheta;
- invscale = (float)Math.Sin(theta * amount) * invsintheta;
- }
- else
- {
- // lerp
- scale = 1.0f - amount;
- invscale = amount;
- }
- }
- else
- {
- q2.x = -q1.y;
- q2.y = q1.x;
- q2.z = -q1.w;
- q2.w = q1.z;
- scale = (float)Math.Sin(Math.PI * (0.5f - amount));
- invscale = (float)Math.Sin(Math.PI * amount);
- }
- return new Quaternion(
- q1.x * scale + q2.x * invscale,
- q1.y * scale + q2.y * invscale,
- q1.z * scale + q2.z * invscale,
- q1.w * scale + q2.w * invscale
- );
- }
- public static Quaternion Interpolate(Quaternion q0, Quaternion q1, float alpha)
- {
- return slerp(q0, q1, alpha);
- }
- public static Quaternion Inverse(Quaternion q)
- {
- return new Quaternion(-q.x, -q.y, -q.z, q.w);
- }
- public static Quaternion YawPitchRoll(float yaw, float pitch, float roll)
- {
- roll *= (3.14159264f / 180.0f);
- yaw *= (3.14159264f / 180.0f);
- pitch *= (3.14159264f / 180.0f);
- return new Quaternion(new float3(0.0f, 0.0f, 1.0f), yaw) * new Quaternion(new float3(1.0f, 0.0f, 0.0f), pitch) * new Quaternion(new float3(0.0f, 1.0f, 0.0f), roll);
- }
- public static float Yaw(Quaternion q)
- {
- float3 v = q.ydir();
- return (v.y == 0.0 && v.x == 0.0) ? 0.0f : (float)Math.Atan2(-v.x, v.y) * (180.0f / 3.14159264f);
- }
- public static float Pitch(Quaternion q)
- {
- float3 v = q.ydir();
- return (float)Math.Atan2(v.z, Math.Sqrt(v.x * v.x + v.y * v.y)) * (180.0f / 3.14159264f);
- }
- public static float Roll(Quaternion q)
- {
- q = new Quaternion(new float3(0.0f, 0.0f, 1.0f), -Yaw(q) * (3.14159264f / 180.0f)) * q;
- q = new Quaternion(new float3(1.0f, 0.0f, 0.0f), -Pitch(q) * (3.14159264f / 180.0f)) * q;
- return (float)Math.Atan2(-q.xdir().z, q.xdir().x) * (180.0f / 3.14159264f);
- }
- }
- }
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