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Vector3Extensions: Angle and Rotate
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public static class Vector3Extensions { | |
public static double Angle(this Vector3 a, Vector3 b) { | |
var norm = 1.0f / (Normalize(a) * Normalize(b)); | |
var dot = Vector3.Dot(a, b) * norm; | |
if (dot > 1.0f) | |
return 0.0f; | |
else if (dot < -1.0f) | |
return Math.PI; | |
return Math.Acos(dot); | |
} | |
public static Vector3 Rotate(this Vector3 v, double angle, Vector3 axis) { | |
double c = Math.Cos(angle); //cosine a float. | |
double s = Math.Sin(angle); | |
var k = axis.NormalizeTo(); | |
/* Right Hand, Rodrigues' rotation formula: | |
v = v*cos(t) + (kxv)sin(t) + k*(k.v)(1 - cos(t)) | |
*/ | |
var v1 = v.Scale((float)c); | |
var v2 = Vector3.Cross(k, v); | |
v2 = v2.Scale(s); | |
v1 = Vector3.Add(v1, v2); | |
v2 = k.Scale(Vector3.Dot(k, v) * (1.0f - c)); | |
return Vector3.Add(v1, v2); | |
} | |
public static Vector3 Scale(this Vector3 vector, double scale) { | |
return vector * (float)scale; | |
} | |
public static Vector3 NormalizeTo(this Vector3 vector) { | |
var norm = Normalize(vector); | |
if(norm < Double.Epsilon) { | |
return Vector3.Zero; | |
} | |
return Scale(vector, 1.0f / norm); | |
} | |
public static double Normalize(this Vector3 vector) { | |
return Math.Sqrt(Vector3.Dot(vector, vector)); | |
} | |
} |
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