зеркало из https://github.com/stride3d/opentk.git
Add Create from quaternion method from avc81, OpenTK Issue 2439
This commit is contained in:
Родитель
84e97adf45
Коммит
0c7c1e8bd9
|
@ -667,7 +667,82 @@ namespace OpenTK
|
|||
CreatePerspectiveOffCenter(left, right, bottom, top, zNear, zFar, out result);
|
||||
return result;
|
||||
}
|
||||
|
||||
#region CreateFromQuaternion
|
||||
/// <summary>
|
||||
/// Build a rotation matrix from the specified quaternion.
|
||||
/// </summary>
|
||||
/// <param name="q">Quaternion to translate.</param>
|
||||
/// <param name="m">Matrix result.</param>
|
||||
public static void CreateFromQuaternion(ref Quaternion q,ref Matrix4 m)
|
||||
{
|
||||
m = Matrix4.Identity;
|
||||
|
||||
float X = q.X;
|
||||
float Y = q.Y;
|
||||
float Z = q.Z;
|
||||
float W = q.W;
|
||||
|
||||
float xx = X * X;
|
||||
float xy = X * Y;
|
||||
float xz = X * Z;
|
||||
float xw = X * W;
|
||||
float yy = Y * Y;
|
||||
float yz = Y * Z;
|
||||
float yw = Y * W;
|
||||
float zz = Z * Z;
|
||||
float zw = Z * W;
|
||||
|
||||
m.M11 = 1 - 2 * (yy + zz);
|
||||
m.M21 = 2 * (xy - zw);
|
||||
m.M31 = 2 * (xz + yw);
|
||||
m.M12 = 2 * (xy + zw);
|
||||
m.M22 = 1 - 2 * (xx + zz);
|
||||
m.M32 = 2 * (yz - xw);
|
||||
m.M13 = 2 * (xz - yw);
|
||||
m.M23 = 2 * (yz + xw);
|
||||
m.M33 = 1 - 2 * (xx + yy);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build a rotation matrix from the specified quaternion.
|
||||
/// </summary>
|
||||
/// <param name="q">Quaternion to translate.</param>
|
||||
/// <returns>A matrix instance.</returns>
|
||||
public static Matrix4 CreateFromQuaternion(ref Quaternion q)
|
||||
{
|
||||
Matrix4 result = Matrix4.Identity;
|
||||
|
||||
float X = q.X;
|
||||
float Y = q.Y;
|
||||
float Z = q.Z;
|
||||
float W = q.W;
|
||||
|
||||
float xx = X * X;
|
||||
float xy = X * Y;
|
||||
float xz = X * Z;
|
||||
float xw = X * W;
|
||||
float yy = Y * Y;
|
||||
float yz = Y * Z;
|
||||
float yw = Y * W;
|
||||
float zz = Z * Z;
|
||||
float zw = Z * W;
|
||||
|
||||
result.M11 = 1 - 2 * (yy + zz);
|
||||
result.M21 = 2 * (xy - zw);
|
||||
result.M31 = 2 * (xz + yw);
|
||||
result.M12 = 2 * (xy + zw);
|
||||
result.M22 = 1 - 2 * (xx + zz);
|
||||
result.M32 = 2 * (yz - xw);
|
||||
result.M13 = 2 * (xz - yw);
|
||||
result.M23 = 2 * (yz + xw);
|
||||
result.M33 = 1 - 2 * (xx + yy);
|
||||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Obsolete Functions
|
||||
|
|
|
@ -670,6 +670,83 @@ namespace OpenTK
|
|||
|
||||
#endregion
|
||||
|
||||
|
||||
|
||||
#region CreateFromQuaternion
|
||||
/// <summary>
|
||||
/// Build a rotation matrix from the specified quaternion.
|
||||
/// </summary>
|
||||
/// <param name="q">Quaternion to translate.</param>
|
||||
/// <param name="m">Matrix result.</param>
|
||||
public static void CreateFromQuaternion(ref Quaternion q,ref Matrix4 m)
|
||||
{
|
||||
m = Matrix4.Identity;
|
||||
|
||||
float X = q.X;
|
||||
float Y = q.Y;
|
||||
float Z = q.Z;
|
||||
float W = q.W;
|
||||
|
||||
float xx = X * X;
|
||||
float xy = X * Y;
|
||||
float xz = X * Z;
|
||||
float xw = X * W;
|
||||
float yy = Y * Y;
|
||||
float yz = Y * Z;
|
||||
float yw = Y * W;
|
||||
float zz = Z * Z;
|
||||
float zw = Z * W;
|
||||
|
||||
m.M11 = 1 - 2 * (yy + zz);
|
||||
m.M21 = 2 * (xy - zw);
|
||||
m.M31 = 2 * (xz + yw);
|
||||
m.M12 = 2 * (xy + zw);
|
||||
m.M22 = 1 - 2 * (xx + zz);
|
||||
m.M32 = 2 * (yz - xw);
|
||||
m.M13 = 2 * (xz - yw);
|
||||
m.M23 = 2 * (yz + xw);
|
||||
m.M33 = 1 - 2 * (xx + yy);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build a rotation matrix from the specified quaternion.
|
||||
/// </summary>
|
||||
/// <param name="q">Quaternion to translate.</param>
|
||||
/// <returns>A matrix instance.</returns>
|
||||
public static Matrix4 CreateFromQuaternion(ref Quaternion q)
|
||||
{
|
||||
Matrix4 result = Matrix4.Identity;
|
||||
|
||||
float X = q.X;
|
||||
float Y = q.Y;
|
||||
float Z = q.Z;
|
||||
float W = q.W;
|
||||
|
||||
float xx = X * X;
|
||||
float xy = X * Y;
|
||||
float xz = X * Z;
|
||||
float xw = X * W;
|
||||
float yy = Y * Y;
|
||||
float yz = Y * Z;
|
||||
float yw = Y * W;
|
||||
float zz = Z * Z;
|
||||
float zw = Z * W;
|
||||
|
||||
result.M11 = 1 - 2 * (yy + zz);
|
||||
result.M21 = 2 * (xy - zw);
|
||||
result.M31 = 2 * (xz + yw);
|
||||
result.M12 = 2 * (xy + zw);
|
||||
result.M22 = 1 - 2 * (xx + zz);
|
||||
result.M32 = 2 * (yz - xw);
|
||||
result.M13 = 2 * (xz - yw);
|
||||
result.M23 = 2 * (yz + xw);
|
||||
result.M33 = 1 - 2 * (xx + yy);
|
||||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Obsolete Functions
|
||||
|
||||
#region Translation Functions
|
||||
|
|
Загрузка…
Ссылка в новой задаче