Fixed two instances where the obsolete XYZ attribute was being used.
This commit is contained in:
parent
144d5dd450
commit
39710404ee
2 changed files with 113 additions and 113 deletions
|
@ -45,27 +45,27 @@ namespace OpenTK.Math
|
|||
|
||||
#region Constructors
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new Quaternion from vector and w components
|
||||
/// </summary>
|
||||
/// <param name="v">The vector part</param>
|
||||
/// <param name="w">The w part</param>
|
||||
/// <summary>
|
||||
/// Construct a new Quaternion from vector and w components
|
||||
/// </summary>
|
||||
/// <param name="v">The vector part</param>
|
||||
/// <param name="w">The w part</param>
|
||||
public Quaternion(Vector3 v, float w)
|
||||
{
|
||||
this.xyz = v;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new Quaternion
|
||||
/// </summary>
|
||||
/// <param name="x">The x component</param>
|
||||
/// <param name="y">The y component</param>
|
||||
/// <param name="z">The z component</param>
|
||||
/// <param name="w">The w component</param>
|
||||
public Quaternion(float x, float y, float z, float w)
|
||||
/// <summary>
|
||||
/// Construct a new Quaternion
|
||||
/// </summary>
|
||||
/// <param name="x">The x component</param>
|
||||
/// <param name="y">The y component</param>
|
||||
/// <param name="z">The z component</param>
|
||||
/// <param name="w">The w component</param>
|
||||
public Quaternion(float x, float y, float z, float w)
|
||||
: this(new Vector3(x, y, z), w)
|
||||
{ }
|
||||
{ }
|
||||
|
||||
#endregion
|
||||
|
||||
|
@ -117,16 +117,16 @@ namespace OpenTK.Math
|
|||
#region ToAxisAngle
|
||||
|
||||
/// <summary>
|
||||
/// Convert the current quaternion to axis angle representation
|
||||
/// </summary>
|
||||
/// <param name="axis">The resultant axis</param>
|
||||
/// <param name="angle">The resultant angle</param>
|
||||
public void ToAxisAngle(out Vector3 axis, out float angle)
|
||||
{
|
||||
/// Convert the current quaternion to axis angle representation
|
||||
/// </summary>
|
||||
/// <param name="axis">The resultant axis</param>
|
||||
/// <param name="angle">The resultant angle</param>
|
||||
public void ToAxisAngle(out Vector3 axis, out float angle)
|
||||
{
|
||||
Vector4 result = ToAxisAngle();
|
||||
axis = result.Xyz;
|
||||
angle = result.W;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convert this instance to an axis-angle representation.
|
||||
|
@ -156,34 +156,34 @@ namespace OpenTK.Math
|
|||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#region public float Length
|
||||
#region public float Length
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Gets the length (magnitude) of the quaternion.
|
||||
/// </summary>
|
||||
/// <seealso cref="LengthSquared"/>
|
||||
public float Length
|
||||
public float Length
|
||||
{
|
||||
get
|
||||
{
|
||||
return (float)System.Math.Sqrt(W * W + XYZ.LengthSquared);
|
||||
return (float)System.Math.Sqrt(W * W + Xyz.LengthSquared);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region public float LengthSquared
|
||||
#region public float LengthSquared
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Gets the square of the quaternion length (magnitude).
|
||||
/// </summary>
|
||||
public float LengthSquared
|
||||
{
|
||||
get
|
||||
{
|
||||
return W * W + XYZ.LengthSquared;
|
||||
return W * W + Xyz.LengthSquared;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -203,19 +203,19 @@ namespace OpenTK.Math
|
|||
|
||||
#endregion
|
||||
|
||||
#region public void Conjugate()
|
||||
#region public void Conjugate()
|
||||
|
||||
/// <summary>
|
||||
/// Convert this quaternion to its conjugate
|
||||
/// </summary>
|
||||
public void Conjugate()
|
||||
{
|
||||
/// <summary>
|
||||
/// Convert this quaternion to its conjugate
|
||||
/// </summary>
|
||||
public void Conjugate()
|
||||
{
|
||||
Xyz = -Xyz;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#region Static
|
||||
|
||||
|
@ -474,29 +474,29 @@ namespace OpenTK.Math
|
|||
|
||||
#endregion
|
||||
|
||||
#region Operators
|
||||
#region Operators
|
||||
|
||||
public static Quaternion operator +(Quaternion left, Quaternion right)
|
||||
public static Quaternion operator +(Quaternion left, Quaternion right)
|
||||
{
|
||||
left.Xyz += right.Xyz;
|
||||
left.W += right.W;
|
||||
return left;
|
||||
}
|
||||
|
||||
public static Quaternion operator -(Quaternion left, Quaternion right)
|
||||
public static Quaternion operator -(Quaternion left, Quaternion right)
|
||||
{
|
||||
left.Xyz -= right.Xyz;
|
||||
left.W -= right.W;
|
||||
return left;
|
||||
}
|
||||
|
||||
public static Quaternion operator *(Quaternion left, Quaternion right)
|
||||
{
|
||||
public static Quaternion operator *(Quaternion left, Quaternion right)
|
||||
{
|
||||
float w = left.W * right.W - Vector3.Dot(left.Xyz, right.Xyz);
|
||||
left.Xyz = right.W * left.Xyz + left.W * right.Xyz + Vector3.Cross(left.Xyz, right.Xyz);
|
||||
left.W = w;
|
||||
return left;
|
||||
}
|
||||
left.W = w;
|
||||
return left;
|
||||
}
|
||||
|
||||
public static bool operator ==(Quaternion left, Quaternion right)
|
||||
{
|
||||
|
|
|
@ -45,25 +45,25 @@ namespace OpenTK.Math
|
|||
|
||||
#region Constructors
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new Quaterniond from vector and w components
|
||||
/// </summary>
|
||||
/// <param name="v">The vector part</param>
|
||||
/// <param name="w">The w part</param>
|
||||
public Quaterniond(Vector3d v, double w)
|
||||
{
|
||||
/// <summary>
|
||||
/// Construct a new Quaterniond from vector and w components
|
||||
/// </summary>
|
||||
/// <param name="v">The vector part</param>
|
||||
/// <param name="w">The w part</param>
|
||||
public Quaterniond(Vector3d v, double w)
|
||||
{
|
||||
this.xyz = v;
|
||||
this.w = w;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Construct a new Quaterniond
|
||||
/// </summary>
|
||||
/// <param name="x">The x component</param>
|
||||
/// <param name="y">The y component</param>
|
||||
/// <param name="z">The z component</param>
|
||||
/// <param name="w">The w component</param>
|
||||
public Quaterniond(double x, double y, double z, double w)
|
||||
/// <summary>
|
||||
/// Construct a new Quaterniond
|
||||
/// </summary>
|
||||
/// <param name="x">The x component</param>
|
||||
/// <param name="y">The y component</param>
|
||||
/// <param name="z">The z component</param>
|
||||
/// <param name="w">The w component</param>
|
||||
public Quaterniond(double x, double y, double z, double w)
|
||||
: this(new Vector3d(x, y, z), w)
|
||||
{ }
|
||||
|
||||
|
@ -156,34 +156,34 @@ namespace OpenTK.Math
|
|||
return result;
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#region public double Length
|
||||
#region public double Length
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Gets the length (magnitude) of the Quaterniond.
|
||||
/// </summary>
|
||||
/// <seealso cref="LengthSquared"/>
|
||||
public double Length
|
||||
public double Length
|
||||
{
|
||||
get
|
||||
{
|
||||
return (double)System.Math.Sqrt(W * W + XYZ.LengthSquared);
|
||||
return (double)System.Math.Sqrt(W * W + Xyz.LengthSquared);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region public double LengthSquared
|
||||
#region public double LengthSquared
|
||||
|
||||
/// <summary>
|
||||
/// <summary>
|
||||
/// Gets the square of the Quaterniond length (magnitude).
|
||||
/// </summary>
|
||||
public double LengthSquared
|
||||
{
|
||||
get
|
||||
{
|
||||
return W * W + XYZ.LengthSquared;
|
||||
return W * W + Xyz.LengthSquared;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -203,19 +203,19 @@ namespace OpenTK.Math
|
|||
|
||||
#endregion
|
||||
|
||||
#region public void Conjugate()
|
||||
#region public void Conjugate()
|
||||
|
||||
/// <summary>
|
||||
/// Convert this Quaterniond to its conjugate
|
||||
/// </summary>
|
||||
public void Conjugate()
|
||||
{
|
||||
/// <summary>
|
||||
/// Convert this Quaterniond to its conjugate
|
||||
/// </summary>
|
||||
public void Conjugate()
|
||||
{
|
||||
Xyz = -Xyz;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
#region Static
|
||||
|
||||
|
@ -474,29 +474,29 @@ namespace OpenTK.Math
|
|||
|
||||
#endregion
|
||||
|
||||
#region Operators
|
||||
#region Operators
|
||||
|
||||
public static Quaterniond operator +(Quaterniond left, Quaterniond right)
|
||||
public static Quaterniond operator +(Quaterniond left, Quaterniond right)
|
||||
{
|
||||
left.Xyz += right.Xyz;
|
||||
left.W += right.W;
|
||||
return left;
|
||||
}
|
||||
|
||||
public static Quaterniond operator -(Quaterniond left, Quaterniond right)
|
||||
public static Quaterniond operator -(Quaterniond left, Quaterniond right)
|
||||
{
|
||||
left.Xyz -= right.Xyz;
|
||||
left.W -= right.W;
|
||||
return left;
|
||||
}
|
||||
|
||||
public static Quaterniond operator *(Quaterniond left, Quaterniond right)
|
||||
{
|
||||
public static Quaterniond operator *(Quaterniond left, Quaterniond right)
|
||||
{
|
||||
double w = left.W * right.W - Vector3d.Dot(left.Xyz, right.Xyz);
|
||||
left.Xyz = right.W * left.Xyz + left.W * right.Xyz + Vector3d.Cross(left.Xyz, right.Xyz);
|
||||
left.W = w;
|
||||
return left;
|
||||
}
|
||||
left.W = w;
|
||||
return left;
|
||||
}
|
||||
|
||||
public static bool operator ==(Quaterniond left, Quaterniond right)
|
||||
{
|
||||
|
@ -619,14 +619,14 @@ namespace OpenTK.Math
|
|||
/// <summary>Constructs left Quaterniond from the given array of double-precision floating point numbers.</summary>
|
||||
/// <param name="doubleArray">The array of doubles for the components of the Quaterniond.</param>
|
||||
public Quaterniond(double[] doubleArray)
|
||||
{
|
||||
{
|
||||
if (doubleArray == null || doubleArray.GetLength(0) < 4) throw new MissingFieldException();
|
||||
|
||||
this.W = doubleArray[0];
|
||||
this.X = doubleArray[1];
|
||||
this.Y = doubleArray[2];
|
||||
this.Z = doubleArray[3];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Constructs left Quaterniond from the given matrix. Only contains rotation information.</summary>
|
||||
/// <param name="matrix">The matrix for the components of the Quaterniond.</param>
|
||||
|
@ -795,10 +795,10 @@ namespace OpenTK.Math
|
|||
}
|
||||
}
|
||||
|
||||
public static double DotProduct(Quaterniond left, Quaterniond right)
|
||||
{
|
||||
return left.W * right.W + left.X * right.X + left.Y * right.Y + left.Z * right.Z;
|
||||
}
|
||||
public static double DotProduct(Quaterniond left, Quaterniond right)
|
||||
{
|
||||
return left.W * right.W + left.X * right.X + left.Y * right.Y + left.Z * right.Z;
|
||||
}
|
||||
|
||||
public void Normalize()
|
||||
{
|
||||
|
@ -1045,7 +1045,7 @@ namespace OpenTK.Math
|
|||
}
|
||||
|
||||
public static void Slerp(ref Quaterniond start, ref Quaterniond end, double blend, out Quaterniond result)
|
||||
{
|
||||
{
|
||||
if (start.W == 0 && start.X == 0 && start.Y == 0 && start.Z == 0)
|
||||
{
|
||||
if (end.W == 0 && end.X == 0 && end.Y == 0 && end.Z == 0)
|
||||
|
@ -1069,37 +1069,37 @@ namespace OpenTK.Math
|
|||
Vector3d endVector = new Vector3d(end.X, end.Y, end.Z);
|
||||
double cosHalfAngle = start.W * end.W + Vector3d.Dot(startVector, endVector);
|
||||
|
||||
if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f)
|
||||
{
|
||||
// angle = 0.0f, so just return one input.
|
||||
if (cosHalfAngle >= 1.0f || cosHalfAngle <= -1.0f)
|
||||
{
|
||||
// angle = 0.0f, so just return one input.
|
||||
result = start;
|
||||
}
|
||||
else if (cosHalfAngle < 0.0f)
|
||||
{
|
||||
}
|
||||
else if (cosHalfAngle < 0.0f)
|
||||
{
|
||||
end.W = -end.W;
|
||||
end.X = -end.X;
|
||||
end.Y = -end.Y;
|
||||
end.Z = -end.Z;
|
||||
cosHalfAngle = -cosHalfAngle;
|
||||
}
|
||||
}
|
||||
|
||||
double blendA;
|
||||
double blendA;
|
||||
double blendB;
|
||||
if (cosHalfAngle < 0.99f)
|
||||
{
|
||||
// do proper slerp for big angles
|
||||
if (cosHalfAngle < 0.99f)
|
||||
{
|
||||
// do proper slerp for big angles
|
||||
double halfAngle = (double)System.Math.Acos(cosHalfAngle);
|
||||
double sinHalfAngle = (double)System.Math.Sin(halfAngle);
|
||||
double oneOverSinHalfAngle = 1.0f / sinHalfAngle;
|
||||
blendA = (double)System.Math.Sin(halfAngle * (1.0f - blend)) * oneOverSinHalfAngle;
|
||||
blendB = (double)System.Math.Sin(halfAngle * blend) * oneOverSinHalfAngle;
|
||||
}
|
||||
else
|
||||
{
|
||||
// do lerp if angle is really small.
|
||||
blendA = 1.0f - blend;
|
||||
blendB = blend;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// do lerp if angle is really small.
|
||||
blendA = 1.0f - blend;
|
||||
blendB = blend;
|
||||
}
|
||||
|
||||
result.W = blendA * start.W + blendB * end.W;
|
||||
result.X = blendA * start.X + blendB * end.X;
|
||||
|
@ -1117,7 +1117,7 @@ namespace OpenTK.Math
|
|||
result.Y = 0;
|
||||
result.Z = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
|
Loading…
Reference in a new issue