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Xune/UIX.RenderApi.Skia/Microsoft/Iris/Render/Quaternion.cs
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2021-07-11 22:59:29 -05:00
// Decompiled with JetBrains decompiler
// Type: Microsoft.Iris.Render.Quaternion
// Assembly: UIX.RenderApi, Version=4.8.0.0, Culture=neutral, PublicKeyToken=ddd0da4d3e678217
// MVID: D47658B8-A8EA-43D6-8837-ECE823BFFFC1
// Assembly location: C:\Program Files\Zune\UIX.RenderApi.dll
using Microsoft.Iris.Render.Internal;
using System;
using System.Runtime.InteropServices;
namespace Microsoft.Iris.Render
{
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct Quaternion
{
private float m_x;
private float m_y;
private float m_z;
private float m_w;
public static readonly Quaternion Identity = new Quaternion(0.0f, 0.0f, 0.0f, 1f);
public Quaternion(float x, float y, float z, float w)
{
this.m_x = x;
this.m_y = y;
this.m_z = z;
this.m_w = w;
}
public Quaternion(Vector3 vAxis, float flAngle)
{
vAxis.Normalize();
float num1 = (float) Math.Sin(0.5 * (double) flAngle);
float num2 = (float) Math.Cos(0.5 * (double) flAngle);
this.m_x = vAxis.X * num1;
this.m_y = vAxis.Y * num1;
this.m_z = vAxis.Z * num1;
this.m_w = num2;
}
public Quaternion(AxisAngle axisAngle)
: this(axisAngle.Axis, axisAngle.Angle)
{
}
public float X
{
get => this.m_x;
set => this.m_x = value;
}
public float Y
{
get => this.m_y;
set => this.m_y = value;
}
public float Z
{
get => this.m_z;
set => this.m_z = value;
}
public float W
{
get => this.m_w;
set => this.m_w = value;
}
public bool IsIdentity => object.Equals((object) this, (object) Quaternion.Identity);
public static Quaternion operator *(Quaternion q1, Quaternion q2) => new Quaternion()
{
m_x = (float) ((double) q2.m_w * (double) q1.m_x + (double) q2.m_x * (double) q1.m_w + (double) q2.m_y * (double) q1.m_z - (double) q2.m_z * (double) q1.m_y),
m_y = (float) ((double) q2.m_w * (double) q1.m_y - (double) q2.m_x * (double) q1.m_z + (double) q2.m_y * (double) q1.m_w + (double) q2.m_z * (double) q1.m_x),
m_z = (float) ((double) q2.m_w * (double) q1.m_z + (double) q2.m_x * (double) q1.m_y - (double) q2.m_y * (double) q1.m_x + (double) q2.m_z * (double) q1.m_w),
m_w = (float) ((double) q2.m_w * (double) q1.m_w - (double) q2.m_x * (double) q1.m_x - (double) q2.m_y * (double) q1.m_y - (double) q2.m_z * (double) q1.m_z)
};
public static Quaternion Multiply(Quaternion qLeft, Quaternion qRight) => qLeft * qRight;
public override bool Equals(object obj) => obj is Quaternion quaternion && this == quaternion;
public static bool operator ==(Quaternion left, Quaternion right) => Math2.WithinEpsilon(left.X, right.X) && Math2.WithinEpsilon(left.Y, right.Y) && Math2.WithinEpsilon(left.Z, right.Z) && Math2.WithinEpsilon(left.W, right.W);
public static bool operator !=(Quaternion left, Quaternion right) => !(left == right);
public AxisAngle ToAxisAngle()
{
this.Normalize();
Vector3 vAxis;
float flAngle;
this.ToAxisAngle(out vAxis, out flAngle);
return vAxis.IsApproximate(Vector3.Zero) ? AxisAngle.Identity : new AxisAngle(vAxis, flAngle);
}
internal void Normalize()
{
float flValue1 = (float) ((double) this.m_x * (double) this.m_x + (double) this.m_y * (double) this.m_y + (double) this.m_z * (double) this.m_z + (double) this.m_w * (double) this.m_w);
if (Math2.WithinEpsilon(flValue1, 1f))
return;
if ((double) flValue1 > 1.40129846432482E-45)
{
float num = (float) Math.Sqrt((double) flValue1);
this.m_x /= num;
this.m_y /= num;
this.m_z /= num;
this.m_w /= num;
}
else
{
this.m_x = 0.0f;
this.m_y = 0.0f;
this.m_z = 0.0f;
this.m_w = 0.0f;
}
}
public override int GetHashCode() => this.X.GetHashCode() ^ this.Y.GetHashCode() ^ this.Z.GetHashCode() ^ this.W.GetHashCode();
public override string ToString() => base.ToString();
public void ToAxisAngle(out Vector3 vAxis, out float flAngle)
{
vAxis = new Vector3(this.m_x, this.m_y, this.m_z);
flAngle = (float) (2.0 * Math.Acos((double) this.m_w));
}
public bool IsApproximate(Quaternion q) => Math2.WithinEpsilon(this.m_x, q.m_x) && Math2.WithinEpsilon(this.m_y, q.m_y) && Math2.WithinEpsilon(this.m_z, q.m_z) && Math2.WithinEpsilon(this.m_w, q.m_w);
}
}