Quaternion.cs 41 KB

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  1. using System;
  2. using System.Globalization;
  3. namespace PF
  4. {
  5. [Serializable]
  6. public struct Quaternion: IEquatable<Quaternion>
  7. {
  8. private static Quaternion _identity = new Quaternion(0.0f, 0.0f, 0.0f, 1f);
  9. public float W;
  10. public float X;
  11. public float Y;
  12. public float Z;
  13. public static Quaternion identity
  14. {
  15. get
  16. {
  17. return Quaternion._identity;
  18. }
  19. }
  20. public Quaternion(float x, float y, float z, float w)
  21. {
  22. this.X = x;
  23. this.Y = y;
  24. this.Z = z;
  25. this.W = w;
  26. }
  27. public Quaternion(float angle, Vector3 rkAxis)
  28. {
  29. float num1 = angle * 0.5f;
  30. float num2 = (float) Math.Sin((double) num1);
  31. float num3 = (float) Math.Cos((double) num1);
  32. this.X = rkAxis.x * num2;
  33. this.Y = rkAxis.y * num2;
  34. this.Z = rkAxis.z * num2;
  35. this.W = num3;
  36. }
  37. public Quaternion(Vector3 xaxis, Vector3 yaxis, Vector3 zaxis)
  38. {
  39. Matrix4x4 identityM = Matrix4x4.identity;
  40. identityM[0, 0] = xaxis.x;
  41. identityM[1, 0] = xaxis.y;
  42. identityM[2, 0] = xaxis.z;
  43. identityM[0, 1] = yaxis.x;
  44. identityM[1, 1] = yaxis.y;
  45. identityM[2, 1] = yaxis.z;
  46. identityM[0, 2] = zaxis.x;
  47. identityM[1, 2] = zaxis.y;
  48. identityM[2, 2] = zaxis.z;
  49. Quaternion.CreateFromRotationMatrix(ref identityM, out this);
  50. }
  51. public Quaternion(float yaw, float pitch, float roll)
  52. {
  53. float num1 = roll * 0.5f;
  54. float num2 = (float) Math.Sin((double) num1);
  55. float num3 = (float) Math.Cos((double) num1);
  56. float num4 = pitch * 0.5f;
  57. float num5 = (float) Math.Sin((double) num4);
  58. float num6 = (float) Math.Cos((double) num4);
  59. float num7 = yaw * 0.5f;
  60. float num8 = (float) Math.Sin((double) num7);
  61. float num9 = (float) Math.Cos((double) num7);
  62. this.X = (float) ((double) num9 * (double) num5 * (double) num3 + (double) num8 * (double) num6 * (double) num2);
  63. this.Y = (float) ((double) num8 * (double) num6 * (double) num3 - (double) num9 * (double) num5 * (double) num2);
  64. this.Z = (float) ((double) num9 * (double) num6 * (double) num2 - (double) num8 * (double) num5 * (double) num3);
  65. this.W = (float) ((double) num9 * (double) num6 * (double) num3 + (double) num8 * (double) num5 * (double) num2);
  66. }
  67. #if !SERVER
  68. public static implicit operator UnityEngine.Quaternion(Quaternion q)
  69. {
  70. return new UnityEngine.Quaternion(q.X, q.Y, q.Z, q.W);
  71. }
  72. public static implicit operator Quaternion(UnityEngine.Quaternion q)
  73. {
  74. return new Quaternion(q.x, q.y, q.z, q.w);
  75. }
  76. #endif
  77. public override string ToString()
  78. {
  79. CultureInfo currentCulture = CultureInfo.CurrentCulture;
  80. return string.Format((IFormatProvider) currentCulture, "({0}, {1}, {2}, {3})", (object) this.X.ToString((IFormatProvider) currentCulture),
  81. (object) this.Y.ToString((IFormatProvider) currentCulture),
  82. (object) this.Z.ToString((IFormatProvider) currentCulture),
  83. (object) this.W.ToString((IFormatProvider) currentCulture));
  84. }
  85. public bool Equals(Quaternion other)
  86. {
  87. if ((double) this.X == (double) other.X && (double) this.Y == (double) other.Y && (double) this.Z == (double) other.Z)
  88. return (double) this.W == (double) other.W;
  89. return false;
  90. }
  91. public override bool Equals(object obj)
  92. {
  93. bool flag = false;
  94. if (obj is Quaternion)
  95. flag = this.Equals((Quaternion) obj);
  96. return flag;
  97. }
  98. public override int GetHashCode()
  99. {
  100. return this.X.GetHashCode() + this.Y.GetHashCode() + this.Z.GetHashCode() + this.W.GetHashCode();
  101. }
  102. public float LengthSquared()
  103. {
  104. return (float) ((double) this.X * (double) this.X + (double) this.Y * (double) this.Y + (double) this.Z * (double) this.Z +
  105. (double) this.W * (double) this.W);
  106. }
  107. public float Length()
  108. {
  109. return (float) Math.Sqrt((double) this.X * (double) this.X + (double) this.Y * (double) this.Y + (double) this.Z * (double) this.Z +
  110. (double) this.W * (double) this.W);
  111. }
  112. public void Normalize()
  113. {
  114. float num = 1f / (float) Math.Sqrt((double) this.X * (double) this.X + (double) this.Y * (double) this.Y +
  115. (double) this.Z * (double) this.Z + (double) this.W * (double) this.W);
  116. this.X *= num;
  117. this.Y *= num;
  118. this.Z *= num;
  119. this.W *= num;
  120. }
  121. public static Quaternion Normalize(Quaternion quaternion)
  122. {
  123. float num = 1f / (float) Math.Sqrt((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y +
  124. (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W);
  125. Quaternion quaternion1;
  126. quaternion1.X = quaternion.X * num;
  127. quaternion1.Y = quaternion.Y * num;
  128. quaternion1.Z = quaternion.Z * num;
  129. quaternion1.W = quaternion.W * num;
  130. return quaternion1;
  131. }
  132. public static void Normalize(ref Quaternion quaternion, out Quaternion result)
  133. {
  134. float num = 1f / (float) Math.Sqrt((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y +
  135. (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W);
  136. result.X = quaternion.X * num;
  137. result.Y = quaternion.Y * num;
  138. result.Z = quaternion.Z * num;
  139. result.W = quaternion.W * num;
  140. }
  141. public static Quaternion Inverse(Quaternion quaternion)
  142. {
  143. float num = 1f / (float) ((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y +
  144. (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W);
  145. Quaternion quaternion1;
  146. quaternion1.X = -quaternion.X * num;
  147. quaternion1.Y = -quaternion.Y * num;
  148. quaternion1.Z = -quaternion.Z * num;
  149. quaternion1.W = quaternion.W * num;
  150. return quaternion1;
  151. }
  152. public static void Inverse(ref Quaternion quaternion, out Quaternion result)
  153. {
  154. float num = 1f / (float) ((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y +
  155. (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W);
  156. result.X = -quaternion.X * num;
  157. result.Y = -quaternion.Y * num;
  158. result.Z = -quaternion.Z * num;
  159. result.W = quaternion.W * num;
  160. }
  161. public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)
  162. {
  163. float num1 = angle * 0.5f;
  164. float num2 = (float) Math.Sin((double) num1);
  165. float num3 = (float) Math.Cos((double) num1);
  166. Quaternion quaternion;
  167. quaternion.X = axis.x * num2;
  168. quaternion.Y = axis.y * num2;
  169. quaternion.Z = axis.z * num2;
  170. quaternion.W = num3;
  171. return quaternion;
  172. }
  173. public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)
  174. {
  175. float num1 = angle * 0.5f;
  176. float num2 = (float) Math.Sin((double) num1);
  177. float num3 = (float) Math.Cos((double) num1);
  178. result.X = axis.x * num2;
  179. result.Y = axis.y * num2;
  180. result.Z = axis.z * num2;
  181. result.W = num3;
  182. }
  183. public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
  184. {
  185. float num1 = roll * 0.5f;
  186. float num2 = (float) Math.Sin((double) num1);
  187. float num3 = (float) Math.Cos((double) num1);
  188. float num4 = pitch * 0.5f;
  189. float num5 = (float) Math.Sin((double) num4);
  190. float num6 = (float) Math.Cos((double) num4);
  191. float num7 = yaw * 0.5f;
  192. float num8 = (float) Math.Sin((double) num7);
  193. float num9 = (float) Math.Cos((double) num7);
  194. Quaternion quaternion;
  195. quaternion.X = (float) ((double) num9 * (double) num5 * (double) num3 + (double) num8 * (double) num6 * (double) num2);
  196. quaternion.Y = (float) ((double) num8 * (double) num6 * (double) num3 - (double) num9 * (double) num5 * (double) num2);
  197. quaternion.Z = (float) ((double) num9 * (double) num6 * (double) num2 - (double) num8 * (double) num5 * (double) num3);
  198. quaternion.W = (float) ((double) num9 * (double) num6 * (double) num3 + (double) num8 * (double) num5 * (double) num2);
  199. return quaternion;
  200. }
  201. public static Quaternion Euler(Vector3 eulerAngle)
  202. {
  203. //角度转弧度
  204. eulerAngle = Mathf.Deg2Rad(eulerAngle);
  205. float cX = (float)Math.Cos(eulerAngle.x / 2.0f);
  206. float sX = (float)Math.Sin(eulerAngle.x / 2.0f);
  207. float cY = (float)Math.Cos(eulerAngle.y / 2.0f);
  208. float sY = (float)Math.Sin(eulerAngle.y / 2.0f);
  209. float cZ = (float)Math.Cos(eulerAngle.z / 2.0f);
  210. float sZ = (float)Math.Sin(eulerAngle.z / 2.0f);
  211. Quaternion qX = new Quaternion(sX, 0, 0, cX);
  212. Quaternion qY = new Quaternion(0, sY, 0, cY);
  213. Quaternion qZ = new Quaternion(0, 0, sZ, cZ);
  214. Quaternion q = (qY * qX) * qZ;
  215. return q;
  216. }
  217. public static Quaternion Euler(float x, float y, float z)
  218. {
  219. return Euler(new Vector3(x, y, z));
  220. }
  221. private static Matrix3x3 QuaternionToMatrix(Quaternion q)
  222. {
  223. // Precalculate coordinate products
  224. float x = q.X * 2.0F;
  225. float y = q.Y * 2.0F;
  226. float z = q.Z * 2.0F;
  227. float xx = q.X * x;
  228. float yy = q.Y * y;
  229. float zz = q.Z * z;
  230. float xy = q.X * y;
  231. float xz = q.X * z;
  232. float yz = q.Y * z;
  233. float wx = q.W * x;
  234. float wy = q.W * y;
  235. float wz = q.W * z;
  236. // Calculate 3x3 matrix from orthonormal basis
  237. Matrix3x3 m = Matrix3x3.identity;
  238. m.Data[0] = 1.0f - (yy + zz);
  239. m.Data[1] = xy + wz;
  240. m.Data[2] = xz - wy;
  241. m.Data[3] = xy - wz;
  242. m.Data[4] = 1.0f - (xx + zz);
  243. m.Data[5] = yz + wx;
  244. m.Data[6] = xz + wy;
  245. m.Data[7] = yz - wx;
  246. m.Data[8] = 1.0f - (xx + yy);
  247. return m;
  248. }
  249. public static Vector3 QuaternionToEuler(Quaternion quat)
  250. {
  251. Matrix3x3 m = QuaternionToMatrix(quat);
  252. Vector3 euler = MatrixToEuler(m);
  253. //弧度转角度
  254. return Mathf.Rad2Deg(euler);
  255. }
  256. private static Vector3 MakePositive(Vector3 euler)
  257. {
  258. const float negativeFlip = -0.0001F;
  259. const float positiveFlip = ((float)Math.PI * 2.0F) - 0.0001F;
  260. if (euler.x < negativeFlip)
  261. euler.x += 2.0f * (float)Math.PI;
  262. else if (euler.x > positiveFlip)
  263. euler.x -= 2.0f * (float)Math.PI;
  264. if (euler.y < negativeFlip)
  265. euler.y += 2.0f * (float)Math.PI;
  266. else if (euler.y > positiveFlip)
  267. euler.y -= 2.0f * (float)Math.PI;
  268. if (euler.z < negativeFlip)
  269. euler.z += 2.0f * (float)Math.PI;
  270. else if (euler.z > positiveFlip)
  271. euler.z -= 2.0f * (float)Math.PI;
  272. return euler;
  273. }
  274. private static Vector3 MatrixToEuler(Matrix3x3 matrix)
  275. {
  276. // from http://www.geometrictools.com/Documentation/EulerAngles.pdf
  277. // YXZ order
  278. Vector3 v = Vector3.zero;
  279. if (matrix.Data[7] < 0.999F) // some fudge for imprecision
  280. {
  281. if (matrix.Data[7] > -0.999F) // some fudge for imprecision
  282. {
  283. v.x = Mathf.Asin(-matrix.Data[7]);
  284. v.y = Mathf.Atan2(matrix.Data[6], matrix.Data[8]);
  285. v.z = Mathf.Atan2(matrix.Data[1], matrix.Data[4]);
  286. MakePositive(v);
  287. }
  288. else
  289. {
  290. // WARNING. Not unique. YA - ZA = atan2(r01,r00)
  291. v.x = (float)Math.PI * 0.5F;
  292. v.y = Mathf.Atan2(matrix.Data[3], matrix.Data[0]);
  293. v.z = 0.0F;
  294. MakePositive(v);
  295. }
  296. }
  297. else
  298. {
  299. // WARNING. Not unique. YA + ZA = atan2(-r01,r00)
  300. v.x = -(float)Math.PI * 0.5F;
  301. v.y = Mathf.Atan2(-matrix.Data[3], matrix.Data[0]);
  302. v.z = 0.0F;
  303. MakePositive(v);
  304. }
  305. return v; //返回的是弧度值
  306. }
  307. private static Quaternion MatrixToQuaternion(Matrix3x3 kRot)
  308. {
  309. Quaternion q = new Quaternion();
  310. // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
  311. // article "Quaternionf Calculus and Fast Animation".
  312. float fTrace = kRot.Get(0, 0) + kRot.Get(1, 1) + kRot.Get(2, 2);
  313. float fRoot;
  314. if (fTrace > 0.0f)
  315. {
  316. // |w| > 1/2, mafy as well choose w > 1/2
  317. fRoot = Mathf.Sqrt(fTrace + 1.0f); // 2w
  318. q.W = 0.5f * fRoot;
  319. fRoot = 0.5f / fRoot; // 1/(4w)
  320. q.X = (kRot.Get(2, 1) - kRot.Get(1, 2)) * fRoot;
  321. q.Y = (kRot.Get(0, 2) - kRot.Get(2, 0)) * fRoot;
  322. q.Z = (kRot.Get(1, 0) - kRot.Get(0, 1)) * fRoot;
  323. }
  324. else
  325. {
  326. // |w| <= 1/2
  327. int[] s_iNext = new int[3] { 1, 2, 0 };
  328. int i = 0;
  329. if (kRot.Get(1, 1) > kRot.Get(0, 0))
  330. i = 1;
  331. if (kRot.Get(2, 2) > kRot.Get(i, i))
  332. i = 2;
  333. int j = s_iNext[i];
  334. int k = s_iNext[j];
  335. fRoot = Mathf.Sqrt(kRot.Get(i, i) - kRot.Get(j, j) - kRot.Get(k, k) + 1.0f);
  336. float[] apkQuat = new float[3] { q.X, q.Y, q.Z };
  337. apkQuat[i] = 0.5f * fRoot;
  338. fRoot = 0.5f / fRoot;
  339. q.W = (kRot.Get(k, j) - kRot.Get(j, k)) * fRoot;
  340. apkQuat[j] = (kRot.Get(j, i) + kRot.Get(i, j)) * fRoot;
  341. apkQuat[k] = (kRot.Get(k, i) + kRot.Get(i, k)) * fRoot;
  342. q.X = apkQuat[0];
  343. q.Y = apkQuat[1];
  344. q.Z = apkQuat[2];
  345. }
  346. q = Quaternion.Normalize(q);
  347. return q;
  348. }
  349. public static Quaternion FromToRotation(Vector3 a, Vector3 b)
  350. {
  351. //return UnityEngine.Quaternion.FromToRotation(a, b);
  352. Vector3 start = a.normalized;
  353. Vector3 dest = b.normalized;
  354. float cosTheta = Vector3.Dot(start, dest);
  355. Vector3 rotationAxis;
  356. Quaternion quaternion;
  357. if (cosTheta < -1 + 0.001f)
  358. {
  359. rotationAxis = Vector3.Cross(new Vector3(0.0f, 0.0f, 1.0f), start);
  360. if (rotationAxis.sqrMagnitude < 0.01f)
  361. {
  362. rotationAxis = Vector3.Cross(new Vector3(1.0f, 0.0f, 0.0f), start);
  363. }
  364. rotationAxis.Normalize();
  365. quaternion = new Quaternion((float) Math.PI, rotationAxis);
  366. quaternion.Normalize();
  367. return quaternion;
  368. }
  369. rotationAxis = Vector3.Cross(start, dest);
  370. float s = (float)Math.Sqrt((1 + cosTheta) * 2);
  371. float invs = 1 / s;
  372. quaternion = new Quaternion(rotationAxis.x * invs, rotationAxis.y * invs, rotationAxis.z * invs, s * 0.5f);
  373. quaternion.Normalize();
  374. return quaternion;
  375. }
  376. public static bool LookRotationToQuaternion(Vector3 viewVec, Vector3 upVec, out Quaternion quat)
  377. {
  378. quat = Quaternion.identity;
  379. // Generates a Right handed Quat from a look rotation. Returns if conversion was successful.
  380. Matrix3x3 m;
  381. if (!Matrix3x3.LookRotationToMatrix(viewVec, upVec, out m))
  382. return false;
  383. quat = MatrixToQuaternion(m);
  384. return true;
  385. }
  386. public static Quaternion LookRotation(Vector3 viewVec, Vector3 upVec)
  387. {
  388. Quaternion q;
  389. bool ret = LookRotationToQuaternion(viewVec, upVec, out q);
  390. if (!ret)
  391. {
  392. throw new Exception("Look fail!");
  393. }
  394. return q;
  395. }
  396. public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, out Quaternion result)
  397. {
  398. float num1 = roll * 0.5f;
  399. float num2 = (float) Math.Sin((double) num1);
  400. float num3 = (float) Math.Cos((double) num1);
  401. float num4 = pitch * 0.5f;
  402. float num5 = (float) Math.Sin((double) num4);
  403. float num6 = (float) Math.Cos((double) num4);
  404. float num7 = yaw * 0.5f;
  405. float num8 = (float) Math.Sin((double) num7);
  406. float num9 = (float) Math.Cos((double) num7);
  407. result.X = (float) ((double) num9 * (double) num5 * (double) num3 + (double) num8 * (double) num6 * (double) num2);
  408. result.Y = (float) ((double) num8 * (double) num6 * (double) num3 - (double) num9 * (double) num5 * (double) num2);
  409. result.Z = (float) ((double) num9 * (double) num6 * (double) num2 - (double) num8 * (double) num5 * (double) num3);
  410. result.W = (float) ((double) num9 * (double) num6 * (double) num3 + (double) num8 * (double) num5 * (double) num2);
  411. }
  412. public static Quaternion CreateFromRotationMatrix(Matrix4x4 matrix)
  413. {
  414. float num1 = matrix.m00 + matrix.m11 + matrix.m22;
  415. Quaternion quaternion = new Quaternion();
  416. if ((double) num1 > 0.0)
  417. {
  418. float num2 = (float) Math.Sqrt((double) num1 + 1.0);
  419. quaternion.W = num2 * 0.5f;
  420. float num3 = 0.5f / num2;
  421. quaternion.X = (matrix.m21 - matrix.m12) * num3;
  422. quaternion.Y = (matrix.m02 - matrix.m20) * num3;
  423. quaternion.Z = (matrix.m10 - matrix.m01) * num3;
  424. return quaternion;
  425. }
  426. if ((double) matrix.m00 >= (double) matrix.m11 && (double) matrix.m00 >= (double) matrix.m22)
  427. {
  428. float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m00 - (double) matrix.m11 - (double) matrix.m22);
  429. float num3 = 0.5f / num2;
  430. quaternion.X = 0.5f * num2;
  431. quaternion.Y = (matrix.m10 + matrix.m01) * num3;
  432. quaternion.Z = (matrix.m20 + matrix.m02) * num3;
  433. quaternion.W = (matrix.m21 - matrix.m12) * num3;
  434. return quaternion;
  435. }
  436. if ((double) matrix.m11 > (double) matrix.m22)
  437. {
  438. float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m11 - (double) matrix.m00 - (double) matrix.m22);
  439. float num3 = 0.5f / num2;
  440. quaternion.X = (matrix.m01 + matrix.m10) * num3;
  441. quaternion.Y = 0.5f * num2;
  442. quaternion.Z = (matrix.m12 + matrix.m21) * num3;
  443. quaternion.W = (matrix.m02 - matrix.m20) * num3;
  444. return quaternion;
  445. }
  446. float num4 = (float) Math.Sqrt(1.0 + (double) matrix.m22 - (double) matrix.m00 - (double) matrix.m11);
  447. float num5 = 0.5f / num4;
  448. quaternion.X = (matrix.m02 + matrix.m20) * num5;
  449. quaternion.Y = (matrix.m12 + matrix.m21) * num5;
  450. quaternion.Z = 0.5f * num4;
  451. quaternion.W = (matrix.m10 - matrix.m01) * num5;
  452. return quaternion;
  453. }
  454. public static void CreateFromRotationMatrix(ref Matrix4x4 matrix, out Quaternion result)
  455. {
  456. float num1 = matrix.m00 + matrix.m11 + matrix.m22;
  457. if ((double) num1 > 0.0)
  458. {
  459. float num2 = (float) Math.Sqrt((double) num1 + 1.0);
  460. result.W = num2 * 0.5f;
  461. float num3 = 0.5f / num2;
  462. result.X = (matrix.m21 - matrix.m12) * num3;
  463. result.Y = (matrix.m02 - matrix.m20) * num3;
  464. result.Z = (matrix.m10 - matrix.m01) * num3;
  465. }
  466. else if ((double) matrix.m00 >= (double) matrix.m11 && (double) matrix.m00 >= (double) matrix.m22)
  467. {
  468. float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m00 - (double) matrix.m11 - (double) matrix.m22);
  469. float num3 = 0.5f / num2;
  470. result.X = 0.5f * num2;
  471. result.Y = (matrix.m10 + matrix.m01) * num3;
  472. result.Z = (matrix.m20 + matrix.m02) * num3;
  473. result.W = (matrix.m21 - matrix.m12) * num3;
  474. }
  475. else if ((double) matrix.m11 > (double) matrix.m22)
  476. {
  477. float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m11 - (double) matrix.m00 - (double) matrix.m22);
  478. float num3 = 0.5f / num2;
  479. result.X = (matrix.m01 + matrix.m10) * num3;
  480. result.Y = 0.5f * num2;
  481. result.Z = (matrix.m12 + matrix.m21) * num3;
  482. result.W = (matrix.m02 - matrix.m20) * num3;
  483. }
  484. else
  485. {
  486. float num2 = (float) Math.Sqrt(1.0 + (double) matrix.m22 - (double) matrix.m00 - (double) matrix.m11);
  487. float num3 = 0.5f / num2;
  488. result.X = (matrix.m02 + matrix.m20) * num3;
  489. result.Y = (matrix.m12 + matrix.m21) * num3;
  490. result.Z = 0.5f * num2;
  491. result.W = (matrix.m10 - matrix.m01) * num3;
  492. }
  493. }
  494. public static float Dot(Quaternion quaternion1, Quaternion quaternion2)
  495. {
  496. return (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y +
  497. (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W);
  498. }
  499. public static void Dot(ref Quaternion quaternion1, ref Quaternion quaternion2, out float result)
  500. {
  501. result = (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y +
  502. (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W);
  503. }
  504. public static Quaternion Slerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
  505. {
  506. float num1 = amount;
  507. float num2 = (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y +
  508. (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W);
  509. bool flag = false;
  510. if ((double) num2 < 0.0)
  511. {
  512. flag = true;
  513. num2 = -num2;
  514. }
  515. float num3;
  516. float num4;
  517. if ((double) num2 > 0.999998986721039)
  518. {
  519. num3 = 1f - num1;
  520. num4 = flag? -num1 : num1;
  521. }
  522. else
  523. {
  524. float num5 = (float) Math.Acos((double) num2);
  525. float num6 = (float) (1.0 / Math.Sin((double) num5));
  526. num3 = (float) Math.Sin((1.0 - (double) num1) * (double) num5) * num6;
  527. num4 = flag? (float) -Math.Sin((double) num1 * (double) num5) * num6 : (float) Math.Sin((double) num1 * (double) num5) * num6;
  528. }
  529. Quaternion quaternion;
  530. quaternion.X = (float) ((double) num3 * (double) quaternion1.X + (double) num4 * (double) quaternion2.X);
  531. quaternion.Y = (float) ((double) num3 * (double) quaternion1.Y + (double) num4 * (double) quaternion2.Y);
  532. quaternion.Z = (float) ((double) num3 * (double) quaternion1.Z + (double) num4 * (double) quaternion2.Z);
  533. quaternion.W = (float) ((double) num3 * (double) quaternion1.W + (double) num4 * (double) quaternion2.W);
  534. return quaternion;
  535. }
  536. public static void Slerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
  537. {
  538. float num1 = amount;
  539. float num2 = (float) ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y +
  540. (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W);
  541. bool flag = false;
  542. if ((double) num2 < 0.0)
  543. {
  544. flag = true;
  545. num2 = -num2;
  546. }
  547. float num3;
  548. float num4;
  549. if ((double) num2 > 0.999998986721039)
  550. {
  551. num3 = 1f - num1;
  552. num4 = flag? -num1 : num1;
  553. }
  554. else
  555. {
  556. float num5 = (float) Math.Acos((double) num2);
  557. float num6 = (float) (1.0 / Math.Sin((double) num5));
  558. num3 = (float) Math.Sin((1.0 - (double) num1) * (double) num5) * num6;
  559. num4 = flag? (float) -Math.Sin((double) num1 * (double) num5) * num6 : (float) Math.Sin((double) num1 * (double) num5) * num6;
  560. }
  561. result.X = (float) ((double) num3 * (double) quaternion1.X + (double) num4 * (double) quaternion2.X);
  562. result.Y = (float) ((double) num3 * (double) quaternion1.Y + (double) num4 * (double) quaternion2.Y);
  563. result.Z = (float) ((double) num3 * (double) quaternion1.Z + (double) num4 * (double) quaternion2.Z);
  564. result.W = (float) ((double) num3 * (double) quaternion1.W + (double) num4 * (double) quaternion2.W);
  565. }
  566. public static Quaternion Lerp(Quaternion quaternion1, Quaternion quaternion2, float amount)
  567. {
  568. float num1 = amount;
  569. float num2 = 1f - num1;
  570. Quaternion quaternion = new Quaternion();
  571. if ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y +
  572. (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W >= 0.0)
  573. {
  574. quaternion.X = (float) ((double) num2 * (double) quaternion1.X + (double) num1 * (double) quaternion2.X);
  575. quaternion.Y = (float) ((double) num2 * (double) quaternion1.Y + (double) num1 * (double) quaternion2.Y);
  576. quaternion.Z = (float) ((double) num2 * (double) quaternion1.Z + (double) num1 * (double) quaternion2.Z);
  577. quaternion.W = (float) ((double) num2 * (double) quaternion1.W + (double) num1 * (double) quaternion2.W);
  578. }
  579. else
  580. {
  581. quaternion.X = (float) ((double) num2 * (double) quaternion1.X - (double) num1 * (double) quaternion2.X);
  582. quaternion.Y = (float) ((double) num2 * (double) quaternion1.Y - (double) num1 * (double) quaternion2.Y);
  583. quaternion.Z = (float) ((double) num2 * (double) quaternion1.Z - (double) num1 * (double) quaternion2.Z);
  584. quaternion.W = (float) ((double) num2 * (double) quaternion1.W - (double) num1 * (double) quaternion2.W);
  585. }
  586. float num3 = 1f / (float) Math.Sqrt((double) quaternion.X * (double) quaternion.X + (double) quaternion.Y * (double) quaternion.Y +
  587. (double) quaternion.Z * (double) quaternion.Z + (double) quaternion.W * (double) quaternion.W);
  588. quaternion.X *= num3;
  589. quaternion.Y *= num3;
  590. quaternion.Z *= num3;
  591. quaternion.W *= num3;
  592. return quaternion;
  593. }
  594. public static void Lerp(ref Quaternion quaternion1, ref Quaternion quaternion2, float amount, out Quaternion result)
  595. {
  596. float num1 = amount;
  597. float num2 = 1f - num1;
  598. if ((double) quaternion1.X * (double) quaternion2.X + (double) quaternion1.Y * (double) quaternion2.Y +
  599. (double) quaternion1.Z * (double) quaternion2.Z + (double) quaternion1.W * (double) quaternion2.W >= 0.0)
  600. {
  601. result.X = (float) ((double) num2 * (double) quaternion1.X + (double) num1 * (double) quaternion2.X);
  602. result.Y = (float) ((double) num2 * (double) quaternion1.Y + (double) num1 * (double) quaternion2.Y);
  603. result.Z = (float) ((double) num2 * (double) quaternion1.Z + (double) num1 * (double) quaternion2.Z);
  604. result.W = (float) ((double) num2 * (double) quaternion1.W + (double) num1 * (double) quaternion2.W);
  605. }
  606. else
  607. {
  608. result.X = (float) ((double) num2 * (double) quaternion1.X - (double) num1 * (double) quaternion2.X);
  609. result.Y = (float) ((double) num2 * (double) quaternion1.Y - (double) num1 * (double) quaternion2.Y);
  610. result.Z = (float) ((double) num2 * (double) quaternion1.Z - (double) num1 * (double) quaternion2.Z);
  611. result.W = (float) ((double) num2 * (double) quaternion1.W - (double) num1 * (double) quaternion2.W);
  612. }
  613. float num3 = 1f / (float) Math.Sqrt((double) result.X * (double) result.X + (double) result.Y * (double) result.Y +
  614. (double) result.Z * (double) result.Z + (double) result.W * (double) result.W);
  615. result.X *= num3;
  616. result.Y *= num3;
  617. result.Z *= num3;
  618. result.W *= num3;
  619. }
  620. public void Conjugate()
  621. {
  622. this.X = -this.X;
  623. this.Y = -this.Y;
  624. this.Z = -this.Z;
  625. }
  626. public static Quaternion Conjugate(Quaternion value)
  627. {
  628. Quaternion quaternion;
  629. quaternion.X = -value.X;
  630. quaternion.Y = -value.Y;
  631. quaternion.Z = -value.Z;
  632. quaternion.W = value.W;
  633. return quaternion;
  634. }
  635. public static void Conjugate(ref Quaternion value, out Quaternion result)
  636. {
  637. result.X = -value.X;
  638. result.Y = -value.Y;
  639. result.Z = -value.Z;
  640. result.W = value.W;
  641. }
  642. private static float Angle(Quaternion a, Quaternion b)
  643. {
  644. return (float) (Math.Acos((double) Math.Min(Math.Abs(Quaternion.Dot(a, b)), 1f)) * 2.0 * 57.2957801818848);
  645. }
  646. private static void Angle(ref Quaternion a, ref Quaternion b, out float result)
  647. {
  648. result = (float) (Math.Acos((double) Math.Min(Math.Abs(Quaternion.Dot(a, b)), 1f)) * 2.0 * 57.2957801818848);
  649. }
  650. public static Quaternion Negate(Quaternion quaternion)
  651. {
  652. Quaternion quaternion1;
  653. quaternion1.X = -quaternion.X;
  654. quaternion1.Y = -quaternion.Y;
  655. quaternion1.Z = -quaternion.Z;
  656. quaternion1.W = -quaternion.W;
  657. return quaternion1;
  658. }
  659. public static void Negate(ref Quaternion quaternion, out Quaternion result)
  660. {
  661. result.X = -quaternion.X;
  662. result.Y = -quaternion.Y;
  663. result.Z = -quaternion.Z;
  664. result.W = -quaternion.W;
  665. }
  666. public static Quaternion Sub(Quaternion quaternion1, Quaternion quaternion2)
  667. {
  668. Quaternion quaternion;
  669. quaternion.X = quaternion1.X - quaternion2.X;
  670. quaternion.Y = quaternion1.Y - quaternion2.Y;
  671. quaternion.Z = quaternion1.Z - quaternion2.Z;
  672. quaternion.W = quaternion1.W - quaternion2.W;
  673. return quaternion;
  674. }
  675. public static void Sub(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
  676. {
  677. result.X = quaternion1.X - quaternion2.X;
  678. result.Y = quaternion1.Y - quaternion2.Y;
  679. result.Z = quaternion1.Z - quaternion2.Z;
  680. result.W = quaternion1.W - quaternion2.W;
  681. }
  682. public static Vector3 Rotate(Quaternion rotation, Vector3 vector3)
  683. {
  684. float num1 = rotation.X * 2f;
  685. float num2 = rotation.Y * 2f;
  686. float num3 = rotation.Z * 2f;
  687. float num4 = rotation.X * num1;
  688. float num5 = rotation.Y * num2;
  689. float num6 = rotation.Z * num3;
  690. float num7 = rotation.X * num2;
  691. float num8 = rotation.X * num3;
  692. float num9 = rotation.Y * num3;
  693. float num10 = rotation.W * num1;
  694. float num11 = rotation.W * num2;
  695. float num12 = rotation.W * num3;
  696. Vector3 vector3_1;
  697. vector3_1.x = (float) ((1.0 - ((double) num5 + (double) num6)) * (double) vector3.x +
  698. ((double) num7 - (double) num12) * (double) vector3.y + ((double) num8 + (double) num11) * (double) vector3.z);
  699. vector3_1.y = (float) (((double) num7 + (double) num12) * (double) vector3.x +
  700. (1.0 - ((double) num4 + (double) num6)) * (double) vector3.y + ((double) num9 - (double) num10) * (double) vector3.z);
  701. vector3_1.z = (float) (((double) num8 - (double) num11) * (double) vector3.x + ((double) num9 + (double) num10) * (double) vector3.y +
  702. (1.0 - ((double) num4 + (double) num5)) * (double) vector3.z);
  703. return vector3_1;
  704. }
  705. public static void Rotate(ref Quaternion rotation, ref Vector3 vector3, out Vector3 result)
  706. {
  707. float num1 = rotation.X * 2f;
  708. float num2 = rotation.Y * 2f;
  709. float num3 = rotation.Z * 2f;
  710. float num4 = rotation.X * num1;
  711. float num5 = rotation.Y * num2;
  712. float num6 = rotation.Z * num3;
  713. float num7 = rotation.X * num2;
  714. float num8 = rotation.X * num3;
  715. float num9 = rotation.Y * num3;
  716. float num10 = rotation.W * num1;
  717. float num11 = rotation.W * num2;
  718. float num12 = rotation.W * num3;
  719. result.x = (float) ((1.0 - ((double) num5 + (double) num6)) * (double) vector3.x + ((double) num7 - (double) num12) * (double) vector3.y +
  720. ((double) num8 + (double) num11) * (double) vector3.z);
  721. result.y = (float) (((double) num7 + (double) num12) * (double) vector3.x + (1.0 - ((double) num4 + (double) num6)) * (double) vector3.y +
  722. ((double) num9 - (double) num10) * (double) vector3.z);
  723. result.z = (float) (((double) num8 - (double) num11) * (double) vector3.x + ((double) num9 + (double) num10) * (double) vector3.y +
  724. (1.0 - ((double) num4 + (double) num5)) * (double) vector3.z);
  725. }
  726. public static Quaternion Multiply(Quaternion quaternion1, Quaternion quaternion2)
  727. {
  728. float x1 = quaternion1.X;
  729. float y1 = quaternion1.Y;
  730. float z1 = quaternion1.Z;
  731. float w1 = quaternion1.W;
  732. float x2 = quaternion2.X;
  733. float y2 = quaternion2.Y;
  734. float z2 = quaternion2.Z;
  735. float w2 = quaternion2.W;
  736. float num1 = (float) ((double) y1 * (double) z2 - (double) z1 * (double) y2);
  737. float num2 = (float) ((double) z1 * (double) x2 - (double) x1 * (double) z2);
  738. float num3 = (float) ((double) x1 * (double) y2 - (double) y1 * (double) x2);
  739. float num4 = (float) ((double) x1 * (double) x2 + (double) y1 * (double) y2 + (double) z1 * (double) z2);
  740. Quaternion quaternion;
  741. quaternion.X = (float) ((double) x1 * (double) w2 + (double) x2 * (double) w1) + num1;
  742. quaternion.Y = (float) ((double) y1 * (double) w2 + (double) y2 * (double) w1) + num2;
  743. quaternion.Z = (float) ((double) z1 * (double) w2 + (double) z2 * (double) w1) + num3;
  744. quaternion.W = w1 * w2 - num4;
  745. return quaternion;
  746. }
  747. public static void Multiply(ref Quaternion quaternion1, ref Quaternion quaternion2, out Quaternion result)
  748. {
  749. float x1 = quaternion1.X;
  750. float y1 = quaternion1.Y;
  751. float z1 = quaternion1.Z;
  752. float w1 = quaternion1.W;
  753. float x2 = quaternion2.X;
  754. float y2 = quaternion2.Y;
  755. float z2 = quaternion2.Z;
  756. float w2 = quaternion2.W;
  757. float num1 = (float) ((double) y1 * (double) z2 - (double) z1 * (double) y2);
  758. float num2 = (float) ((double) z1 * (double) x2 - (double) x1 * (double) z2);
  759. float num3 = (float) ((double) x1 * (double) y2 - (double) y1 * (double) x2);
  760. float num4 = (float) ((double) x1 * (double) x2 + (double) y1 * (double) y2 + (double) z1 * (double) z2);
  761. result.X = (float) ((double) x1 * (double) w2 + (double) x2 * (double) w1) + num1;
  762. result.Y = (float) ((double) y1 * (double) w2 + (double) y2 * (double) w1) + num2;
  763. result.Z = (float) ((double) z1 * (double) w2 + (double) z2 * (double) w1) + num3;
  764. result.W = w1 * w2 - num4;
  765. }
  766. public static Quaternion operator -(Quaternion quaternion)
  767. {
  768. Quaternion quaternion1;
  769. quaternion1.X = -quaternion.X;
  770. quaternion1.Y = -quaternion.Y;
  771. quaternion1.Z = -quaternion.Z;
  772. quaternion1.W = -quaternion.W;
  773. return quaternion1;
  774. }
  775. public static bool operator ==(Quaternion quaternion1, Quaternion quaternion2)
  776. {
  777. if ((double) quaternion1.X == (double) quaternion2.X && (double) quaternion1.Y == (double) quaternion2.Y &&
  778. (double) quaternion1.Z == (double) quaternion2.Z)
  779. return (double) quaternion1.W == (double) quaternion2.W;
  780. return false;
  781. }
  782. public static bool operator !=(Quaternion quaternion1, Quaternion quaternion2)
  783. {
  784. if ((double) quaternion1.X == (double) quaternion2.X && (double) quaternion1.Y == (double) quaternion2.Y &&
  785. (double) quaternion1.Z == (double) quaternion2.Z)
  786. return (double) quaternion1.W != (double) quaternion2.W;
  787. return true;
  788. }
  789. public static Quaternion operator -(Quaternion quaternion1, Quaternion quaternion2)
  790. {
  791. Quaternion quaternion;
  792. quaternion.X = quaternion1.X - quaternion2.X;
  793. quaternion.Y = quaternion1.Y - quaternion2.Y;
  794. quaternion.Z = quaternion1.Z - quaternion2.Z;
  795. quaternion.W = quaternion1.W - quaternion2.W;
  796. return quaternion;
  797. }
  798. public static Quaternion operator *(Quaternion quaternion1, Quaternion quaternion2)
  799. {
  800. float x1 = quaternion1.X;
  801. float y1 = quaternion1.Y;
  802. float z1 = quaternion1.Z;
  803. float w1 = quaternion1.W;
  804. float x2 = quaternion2.X;
  805. float y2 = quaternion2.Y;
  806. float z2 = quaternion2.Z;
  807. float w2 = quaternion2.W;
  808. float num1 = (float) ((double) y1 * (double) z2 - (double) z1 * (double) y2);
  809. float num2 = (float) ((double) z1 * (double) x2 - (double) x1 * (double) z2);
  810. float num3 = (float) ((double) x1 * (double) y2 - (double) y1 * (double) x2);
  811. float num4 = (float) ((double) x1 * (double) x2 + (double) y1 * (double) y2 + (double) z1 * (double) z2);
  812. Quaternion quaternion;
  813. quaternion.X = (float) ((double) x1 * (double) w2 + (double) x2 * (double) w1) + num1;
  814. quaternion.Y = (float) ((double) y1 * (double) w2 + (double) y2 * (double) w1) + num2;
  815. quaternion.Z = (float) ((double) z1 * (double) w2 + (double) z2 * (double) w1) + num3;
  816. quaternion.W = w1 * w2 - num4;
  817. return quaternion;
  818. }
  819. public static Vector3 operator *(Quaternion rotation, Vector3 point)
  820. {
  821. float num1 = rotation.X * 2f;
  822. float num2 = rotation.Y * 2f;
  823. float num3 = rotation.Z * 2f;
  824. float num4 = rotation.X * num1;
  825. float num5 = rotation.Y * num2;
  826. float num6 = rotation.Z * num3;
  827. float num7 = rotation.X * num2;
  828. float num8 = rotation.X * num3;
  829. float num9 = rotation.Y * num3;
  830. float num10 = rotation.W * num1;
  831. float num11 = rotation.W * num2;
  832. float num12 = rotation.W * num3;
  833. Vector3 vector3;
  834. vector3.x = (float) ((1.0 - ((double) num5 + (double) num6)) * (double) point.x + ((double) num7 - (double) num12) * (double) point.y + ((double) num8 + (double) num11) * (double) point.z);
  835. vector3.y = (float) (((double) num7 + (double) num12) * (double) point.x + (1.0 - ((double) num4 + (double) num6)) * (double) point.y + ((double) num9 - (double) num10) * (double) point.z);
  836. vector3.z = (float) (((double) num8 - (double) num11) * (double) point.x + ((double) num9 + (double) num10) * (double) point.y + (1.0 - ((double) num4 + (double) num5)) * (double) point.z);
  837. return vector3;
  838. }
  839. }
  840. }