/Scripts/MathUtils.cs
http://acid-and-base.googlecode.com/ · C# · 157 lines · 116 code · 27 blank · 14 comment · 7 complexity · a4dc6f168596d7a670ef438dec315909 MD5 · raw file
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
-
- public class MathUtils
- {
- public static float GetQuatLength(Quaternion q)
- {
- return Mathf.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
- }
-
- public static Quaternion GetQuatConjugate(Quaternion q)
- {
- return new Quaternion(-q.x, -q.y, -q.z, q.w);
- }
-
- /// <summary>
- /// Logarithm of a unit quaternion. The result is not necessary a unit quaternion.
- /// </summary>
- public static Quaternion GetQuatLog(Quaternion q)
- {
- Quaternion res = q;
- res.w = 0;
-
- if (Mathf.Abs(q.w) < 1.0f)
- {
- float theta = Mathf.Acos(q.w);
- float sin_theta = Mathf.Sin(theta);
-
- if (Mathf.Abs(sin_theta) > 0.0001)
- {
- float coef = theta / sin_theta;
- res.x = q.x * coef;
- res.y = q.y * coef;
- res.z = q.z * coef;
- }
- }
-
- return res;
- }
-
- public static Quaternion GetQuatExp(Quaternion q)
- {
- Quaternion res = q;
-
- float fAngle = Mathf.Sqrt(q.x * q.x + q.y * q.y + q.z * q.z);
- float fSin = Mathf.Sin(fAngle);
-
- res.w = Mathf.Cos(fAngle);
-
- if (Mathf.Abs(fSin) > 0.0001)
- {
- float coef = fSin / fAngle;
- res.x = coef * q.x;
- res.y = coef * q.y;
- res.z = coef * q.z;
- }
-
- return res;
- }
-
- /// <summary>
- /// SQUAD Spherical Quadrangle interpolation [Shoe87]
- /// </summary>
- public static Quaternion GetQuatSquad(float t, Quaternion q0, Quaternion q1, Quaternion a0, Quaternion a1)
- {
- float slerpT = 2.0f * t * (1.0f - t);
-
- Quaternion slerpP = Slerp(q0, q1, t);
- Quaternion slerpQ = Slerp(a0, a1, t);
-
- return Slerp(slerpP, slerpQ, slerpT);
- }
-
- public static Quaternion GetSquadIntermediate(Quaternion q0, Quaternion q1, Quaternion q2)
- {
- Quaternion q1Inv = GetQuatConjugate(q1);
- Quaternion p0 = GetQuatLog(q1Inv * q0);
- Quaternion p2 = GetQuatLog(q1Inv * q2);
- Quaternion sum = new Quaternion(-0.25f * (p0.x + p2.x), -0.25f * (p0.y + p2.y), -0.25f * (p0.z + p2.z), -0.25f * (p0.w + p2.w));
-
- return q1 * GetQuatExp(sum);
- }
-
- /// <summary>
- /// Smooths the input parameter t.
- /// If less than k1 ir greater than k2, it uses a sin.
- /// Between k1 and k2 it uses linear interp.
- /// </summary>
- public static float Ease(float t, float k1, float k2)
- {
- float f; float s;
-
- f = k1 * 2 / Mathf.PI + k2 - k1 + (1.0f - k2) * 2 / Mathf.PI;
-
- if (t < k1)
- {
- s = k1 * (2 / Mathf.PI) * (Mathf.Sin((t / k1) * Mathf.PI / 2 - Mathf.PI / 2) + 1);
- }
- else
- if (t < k2)
- {
- s = (2 * k1 / Mathf.PI + t - k1);
- }
- else
- {
- s = 2 * k1 / Mathf.PI + k2 - k1 + ((1 - k2) * (2 / Mathf.PI)) * Mathf.Sin(((t - k2) / (1.0f - k2)) * Mathf.PI / 2);
- }
-
- return (s / f);
- }
-
- /// <summary>
- /// We need this because Quaternion.Slerp always uses the shortest arc.
- /// </summary>
- public static Quaternion Slerp(Quaternion p, Quaternion q, float t)
- {
- Quaternion ret;
-
- float fCos = Quaternion.Dot(p, q);
-
- if ((1.0f + fCos) > 0.00001)
- {
- float fCoeff0, fCoeff1;
-
- if ((1.0f - fCos) > 0.00001)
- {
- float omega = Mathf.Acos(fCos);
- float invSin = 1.0f / Mathf.Sin(omega);
- fCoeff0 = Mathf.Sin((1.0f - t) * omega) * invSin;
- fCoeff1 = Mathf.Sin(t * omega) * invSin;
- }
- else
- {
- fCoeff0 = 1.0f - t;
- fCoeff1 = t;
- }
-
- ret.x = fCoeff0 * p.x + fCoeff1 * q.x;
- ret.y = fCoeff0 * p.y + fCoeff1 * q.y;
- ret.z = fCoeff0 * p.z + fCoeff1 * q.z;
- ret.w = fCoeff0 * p.w + fCoeff1 * q.w;
- }
- else
- {
- float fCoeff0 = Mathf.Sin((1.0f - t) * Mathf.PI * 0.5f);
- float fCoeff1 = Mathf.Sin(t * Mathf.PI * 0.5f);
-
- ret.x = fCoeff0 * p.x - fCoeff1 * p.y;
- ret.y = fCoeff0 * p.y + fCoeff1 * p.x;
- ret.z = fCoeff0 * p.z - fCoeff1 * p.w;
- ret.w = p.z;
- }
-
- return ret;
- }
- }