diff options
Diffstat (limited to 'modules/mono/glue/cs_files/Quat.cs')
-rw-r--r-- | modules/mono/glue/cs_files/Quat.cs | 337 |
1 files changed, 0 insertions, 337 deletions
diff --git a/modules/mono/glue/cs_files/Quat.cs b/modules/mono/glue/cs_files/Quat.cs deleted file mode 100644 index c69c55d997..0000000000 --- a/modules/mono/glue/cs_files/Quat.cs +++ /dev/null @@ -1,337 +0,0 @@ -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) - { - x = q.x; - y = q.y; - z = q.z; - 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; - - var 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 = 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 * x + newFactor * b.x, - invFactor * y + newFactor * b.y, - invFactor * z + newFactor * b.z, - invFactor * w + newFactor * b.w - ); - } - - public Vector3 Xform(Vector3 v) - { - Quat q = this * v; - q *= 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) - { - x = q.x; - y = q.y; - z = q.z; - 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})", x.ToString(), y.ToString(), z.ToString(), w.ToString()); - } - - public string ToString(string format) - { - return String.Format("({0}, {1}, {2}, {3})", x.ToString(format), y.ToString(format), z.ToString(format), w.ToString(format)); - } - } -} |