開発環境 |
Microsoft Visual C# 2010 Express (SP1) |
実行環境 |
Microsoft Windows XP Home Edition (SP3) |
プロジェクトの種類 |
空のプロジェクト |
プロジェクト名 |
Quaternion |
参考
Program.cs
// Quaternion3 球面線形補間の実験3
using System;
using Microsoft.Xna.Framework; // .NET参照
class Program
{
static void Main()
{
float rad = MathHelper.ToRadians(60);
float x = (float)Math.Cos(rad);
float y = (float)Math.Sin(rad);
Vector3 v1 = new Vector3(1, 0, 0);
Vector3 v2 = new Vector3(x, y, 0);
Vector3 v3 = new Vector3(-x, y, 0);
Print(v1);
Print(v2);
Print(v3);
float dot;
dot = Vector3.Dot(v1, v2);
Console.WriteLine(string.Format("dot={0:f2}", dot));
Console.WriteLine("0°→60°");
Test(v1, v2);
dot = Vector3.Dot(v1, v3);
Console.WriteLine(string.Format("dot={0:f2}", dot));
Console.WriteLine("0°→120°");
Test(v1, v3);
Console.ReadLine();
}
static void Print(Vector3 v)
{
Console.WriteLine(string.Format("x={0:f2} y={1:f2} z={2:f2} len={3:f2}",
v.X, v.Y, v.Z, v.Length()));
}
static void Test(Vector3 v1, Vector3 v2)
{
for (int n = 0; n <= 4; n++)
{
float t = n / 4.0f;
Vector3 v = Slerp(v1, v2, t);
float lat = MathHelper.ToDegrees((float)Math.Asin(v.Y));
Console.Write(string.Format("{0} lat={1:f1} / ", n, lat));
Print(v);
}
}
static Vector3 Slerp(Vector3 value1, Vector3 value2, float amount)
{
value1.Normalize();
value2.Normalize();
float dot = Vector3.Dot(value1, value2); // cosθ
float angle = (float)Math.Acos(dot); // 2ベクトル間の角度
float Ps = (float)Math.Sin(angle * (1 - amount));
float Pe = (float)Math.Sin(angle * amount);
Vector3 v = (Ps * value1 + Pe * value2) / (float)Math.Sin(angle);
v.Normalize();
return v;
}
}
出力
x=1.00 y=0.00 z=0.00 len=1.00
x=0.50 y=0.87 z=0.00 len=1.00
x=-0.50 y=0.87 z=0.00 len=1.00
dot=0.50
0°→60°
0 lat=0.0 / x=1.00 y=0.00 z=0.00 len=1.00
1 lat=15.0 / x=0.97 y=0.26 z=0.00 len=1.00
2 lat=30.0 / x=0.87 y=0.50 z=0.00 len=1.00
3 lat=45.0 / x=0.71 y=0.71 z=0.00 len=1.00
4 lat=60.0 / x=0.50 y=0.87 z=0.00 len=1.00
dot=-0.50
0°→120°
0 lat=0.0 / x=1.00 y=0.00 z=0.00 len=1.00
1 lat=30.0 / x=0.87 y=0.50 z=0.00 len=1.00
2 lat=60.0 / x=0.50 y=0.87 z=0.00 len=1.00
3 lat=90.0 / x=0.00 y=1.00 z=0.00 len=1.00
4 lat=60.0 / x=-0.50 y=0.87 z=0.00 len=1.00
最終更新:2012年12月14日 17:32