예제 #1
0
 void CEmbodiedEntity::Init(TConfigurationNode& t_tree) {
    try {
       /* Initialize base entity */
       CEntity::Init(t_tree);
       /* Get the position of the entity */
       GetNodeAttributeOrDefault(t_tree, "position", m_cInitOriginPosition, CVector3());
       /* Get the orientation of the entity */
       GetNodeAttributeOrDefault(t_tree, "orientation", m_cInitOriginOrientation, CQuaternion());
       /* Create origin anchor */
       m_psOriginAnchor = new SAnchor("origin",
                                      0,
                                      CVector3(),
                                      CQuaternion(),
                                      m_cInitOriginPosition,
                                      m_cInitOriginOrientation);
       /* Add anchor to map and enable it */
       m_mapAnchors[m_psOriginAnchor->Id] = m_psOriginAnchor;
       EnableAnchor("origin");
       /* Embodied entities are movable by default */
       m_bMovable = true;
    }
    catch(CARGoSException& ex) {
       THROW_ARGOSEXCEPTION_NESTED("Failed to initialize embodied entity \"" << GetContext() << GetId() << "\".", ex);
    }
 }
예제 #2
0
CYukawaDipolePt CBaseSimCtrl::getPt(size_t i) {
    CYukawaDipolePt pt(SimulationParameters.YukawaA, SimulationParameters.YukawaK, SimulationParameters.SystemSize);
    switch (SimulationParameters.InitialConfiguration) {
            case Random: {
                pt.SetRotation(GetRandomUnitQuaternion());
                pt.Coordinates = i > 0
                                 ? i * (SimulationParameters.ParticleDiameter / SimulationParameters.Density) +
                                   initialDisplacementDistribution(rnd_gen)
                                 : 0;
                break;
            }

            case RandomUnmoving: {
                pt.SetRotation(GetRandomUnitQuaternion());
                pt.Coordinates = i * (SimulationParameters.ParticleDiameter / SimulationParameters.Density);
                break;
            }

            case Aligned: {
                pt.SetRotation(CQuaternion(0, CVector::AxisZ));
                pt.Coordinates = i > 0
                                 ? i * (SimulationParameters.ParticleDiameter / SimulationParameters.Density) +
                                   initialDisplacementDistribution(rnd_gen)
                                 : 0;
                break;
            }

            case AlignedTwoSides: {
                pt.SetRotation(CQuaternion(M_PI * (i % 2), CVector::AxisY));
                pt.Coordinates = i > 0
                                 ? i * (SimulationParameters.ParticleDiameter / SimulationParameters.Density) +
                                   initialDisplacementDistribution(rnd_gen)
                                 : 0;
                break;
            }

            case AlingnedUnmoving: {
                pt.SetRotation(CQuaternion(M_PI * (i % 2), CVector::AxisY));
                pt.Coordinates = i * (SimulationParameters.ParticleDiameter / SimulationParameters.Density);
                break;
            }
            case OneCluster: {
                pt.SetRotation(CQuaternion(0, CVector::AxisZ));
                pt.Coordinates = SimulationParameters.SystemSize / 4 + SimulationParameters.ParticleDiameter * i;
            }
        }
    return pt;
}
예제 #3
0
CQuaternion CQuaternion::Slerp(CQuaternion &q1, CQuaternion &q2, float t)
{
	CQuaternion qInterpolated;

	if(q1.x == q2.x && q1.y == q2.y && q1.z == q2.z && q1.w == q2.w) 
		return q1;
	float result = (q1.x * q2.x) + (q1.y * q2.y) + (q1.z * q2.z) + (q1.w * q2.w);
	if(result < 0.0f)
	{
		q2 = CQuaternion(-q2.x, -q2.y, -q2.z, -q2.w);
		result = -result;
	}
	float scale0 = 1 - t, scale1 = t;
	if(1 - result > 0.1f)
	{
		float theta = (float)acos(result);
		float sinTheta = (float)sin(theta);
		scale0 = (float)sin( ( 1 - t ) * theta) / sinTheta;
		scale1 = (float)sin( ( t * theta) ) / sinTheta;
	}	

	qInterpolated.x = (scale0 * q1.x) + (scale1 * q2.x);
	qInterpolated.y = (scale0 * q1.y) + (scale1 * q2.y);
	qInterpolated.z = (scale0 * q1.z) + (scale1 * q2.z);
	qInterpolated.w = (scale0 * q1.w) + (scale1 * q2.w);
	return qInterpolated;
}
예제 #4
0
CVector3 CQuaternion::operator* (const CVector3& v) const {
#if 0
    CMatrix4 m;

    toRotationMatrix(m);

    return m * v;
#else
    // nVidia SDK implementation
    CVector3 uv, uuv;
    CVector3 qvec(x, y, z);
    uv = qvec ^ v;
    uuv = qvec ^ uv;
    uv *= (2.0f * w);
    uuv *= 2.0f;

    return v + uv + uuv;
#endif
#if 0
    CQuaternion thiss = *this;
    thiss.invert();
    thiss = thiss * CQuaternion(v.x, v.y, v.z, 0.0);
    thiss = thiss * *this;

    return CVector3(thiss.x, thiss.y, thiss.z);
#endif
}
예제 #5
0
 CLEDEntity::CLEDEntity(CComposableEntity* pc_parent,
                        const std::string& str_id,
                        const CVector3& c_position,
                        const CColor& c_color) :
    CPositionalEntity(pc_parent, str_id, c_position, CQuaternion()),
    m_cColor(c_color),
    m_cInitColor(c_color) {}
void CPFA_qt_user_functions::DrawOnRobot(CFootBotEntity& entity) {
	CPFA_controller& c = dynamic_cast<CPFA_controller&>(entity.GetControllableEntity().GetController());

	if(c.IsHoldingFood() == true) {
		DrawCylinder(CVector3(0.0, 0.0, 0.3), CQuaternion(), loopFunctions.FoodRadius, 0.025, CColor::BLACK);
	}

	if(loopFunctions.DrawIDs == 1) {
		/* Disable lighting, so it does not interfere with the chosen text color */
		glDisable(GL_LIGHTING);
		/* Disable face culling to be sure the text is visible from anywhere */
		glDisable(GL_CULL_FACE);
		/* Set the text color */
		CColor cColor(CColor::BLACK);
		glColor3ub(cColor.GetRed(), cColor.GetGreen(), cColor.GetBlue());

		/* The position of the text is expressed wrt the reference point of the footbot
		 * For a foot-bot, the reference point is the center of its base.
		 * See also the description in
		 * $ argos3 -q foot-bot
		 */
		
		// Disable for now
		//GetOpenGLWidget().renderText(0.0, 0.0, 0.5,             // position
		//			     entity.GetId().c_str()); // text
		
		/* Restore face culling */
		glEnable(GL_CULL_FACE);
		/* Restore lighting */
		glEnable(GL_LIGHTING);
	}
}
예제 #7
0
void CWorldEditor::CreateBaseAxis()
{
	auto sceneRoot = m_overlayViewport->GetSceneRoot();

	static const CVector3 g_arrowScale(0.075f, 0.25f, 0.075f);
	
	{
		auto baseAxisNode = Palleon::CSceneNode::Create();
		baseAxisNode->SetPosition(CVector3(289.2f, 5.00f, -563.f));
		sceneRoot->AppendChild(baseAxisNode);

		{
			auto axisMesh = Palleon::CAxisMesh::Create();
			axisMesh->SetScale(CVector3(1, 1, 1));
			baseAxisNode->AppendChild(axisMesh);
		}

		//X arrow
		{
			auto coneMesh = Palleon::CConeMesh::Create();
			coneMesh->SetPosition(CVector3(1, 0, 0));
			coneMesh->SetRotation(CQuaternion(CVector3(0, 0, 1), M_PI / 2.f));
			coneMesh->SetScale(g_arrowScale);
			coneMesh->GetMaterial()->SetColor(CColor(1, 0, 0, 1));
			baseAxisNode->AppendChild(coneMesh);
		}

		//Y arrow
		{
			auto coneMesh = Palleon::CConeMesh::Create();
			coneMesh->SetPosition(CVector3(0, 1, 0));
			coneMesh->SetScale(g_arrowScale);
			coneMesh->GetMaterial()->SetColor(CColor(0, 1, 0, 1));
			baseAxisNode->AppendChild(coneMesh);
		}

		//Z arrow
		{
			auto coneMesh = Palleon::CConeMesh::Create();
			coneMesh->SetPosition(CVector3(0, 0, 1));
			coneMesh->SetRotation(CQuaternion(CVector3(1, 0, 0), -M_PI / 2.f));
			coneMesh->SetScale(g_arrowScale);
			coneMesh->GetMaterial()->SetColor(CColor(0, 0, 1, 1));
			baseAxisNode->AppendChild(coneMesh);
		}
	}
}
예제 #8
0
파일: gtf.cpp 프로젝트: 88er/tutorials
CQuaternion CQuaternion::operator*(const CQuaternion& q)
{
	// This is how to multiply a quaternion by a quaternion
	return CQuaternion(w * q.x + x * q.w + y * q.z - z * q.y,
					   w * q.y + y * q.w + z * q.x - x * q.z,
					   w * q.z + z * q.w + x * q.y - y * q.x,
					   w * q.w - x * q.x - y * q.y - z * q.z);
}
 void CFootBotTurretEntity::Reset() {
    m_unMode = MODE_OFF;
    m_cDesRot = CRadians::ZERO;
    m_cOldRot = CRadians::ZERO;
    m_fDesRotSpeed = 0.0;
    m_fCurRotSpeed = 0.0;
    m_psAnchor->OffsetOrientation = CQuaternion();
 }
예제 #10
0
	CQuaternion<T> operator+(const CQuaternion<T> &q)
	{
        CQuaternion quart = CQuaternion(w+q.w, i+q.i, j+q.j, k+q.k);
        
        if (quart.getLength() != 1) quart.normalize();
        
		return quart;
	}
void CPFA_qt_user_functions::DrawPheromones() {

	Real x, y, weight;
	vector<CVector2> trail;
	CColor trailColor = CColor::GREEN, pColor = CColor::GREEN;

	for(size_t i = 0; i < loopFunctions.PheromoneList.size(); i++) {
		x = loopFunctions.PheromoneList[i].GetLocation().GetX();
		y = loopFunctions.PheromoneList[i].GetLocation().GetY();

		if(loopFunctions.DrawTrails == 1) {
			trail  = loopFunctions.PheromoneList[i].GetTrail();
			weight = loopFunctions.PheromoneList[i].GetWeight();

			if(weight > 0.25 && weight <= 1.0)        // [ 100.0% , 25.0% )
				pColor = trailColor = CColor::GREEN;
			else if(weight > 0.05 && weight <= 0.25)  // [  25.0% ,  5.0% )
				pColor = trailColor = CColor::YELLOW;
			else                                      // [   5.0% ,  0.0% ]
				pColor = trailColor = CColor::RED;

			CRay3 ray;
			size_t j = 0;

			for(j = 1; j < trail.size(); j++) {
				ray = CRay3(CVector3(trail[j - 1].GetX(), trail[j - 1].GetY(), 0.01),
							CVector3(trail[j].GetX(), trail[j].GetY(), 0.01));
				DrawRay(ray, trailColor, 1.0);
			}

			DrawCylinder(CVector3(x, y, 0.0), CQuaternion(), loopFunctions.FoodRadius, 0.025, pColor);
		} else {
			weight = loopFunctions.PheromoneList[i].GetWeight();

			if(weight > 0.25 && weight <= 1.0)        // [ 100.0% , 25.0% )
				pColor = CColor::GREEN;
			else if(weight > 0.05 && weight <= 0.25)  // [  25.0% ,  5.0% )
				pColor = CColor::YELLOW;
			else                                      // [   5.0% ,  0.0% ]
				pColor = CColor::RED;

			DrawCylinder(CVector3(x, y, 0.0), CQuaternion(), loopFunctions.FoodRadius, 0.025, pColor);
		}
	}
}
예제 #12
0
// Return a normalised version of a quaternion (unit length as a 4-vector) - non-member version
CQuaternion Normalise
(
	const CQuaternion& quat
)
{
	TFloat32 fNormSquared = quat.w*quat.w + quat.x*quat.x + quat.y*quat.y + quat.z*quat.z;

	if ( gen::IsZero( fNormSquared ) )
	{
		return CQuaternion( 0.0f, 0.0f, 0.0f, 0.0f );
	}
	else
	{
		TFloat32 fInvLength = InvSqrt( fNormSquared );
		return CQuaternion( quat.w*fInvLength, quat.x*fInvLength,
		                    quat.y*fInvLength, quat.z*fInvLength );
	}
}
예제 #13
0
CQuaternion CQuaternion::operator* (const CQuaternion& q) const {
#if 0
    return CQuaternion
           (
               w * q.x + x * q.w + y * q.z - z * q.y,
               w * q.y + y * q.w + z * q.x - x * q.z,
               w * q.z + z * q.w + x * q.y - y * q.x,
               w * q.w - x * q.x - y * q.y - z * q.z
           );
#else
    return CQuaternion
           (
               w * q.x + x * q.w + y * q.z - z * q.y,
               w * q.y - x * q.z + y * q.w + z * q.x,
               w * q.z + x * q.y - y * q.x + z * q.w,
               w * q.w - x * q.x - y * q.y - z * q.z
           );
#endif
}
예제 #14
0
파일: vector3.cpp 프로젝트: NavQ/argos3
 CVector3& CVector3::Rotate(const CQuaternion& c_quaternion) {
    CQuaternion cResult;
    cResult = c_quaternion;
    cResult *= CQuaternion(0.0f, m_fX, m_fY, m_fZ);
    cResult *= c_quaternion.Inverse();
    m_fX = cResult.GetX();
    m_fY = cResult.GetY();
    m_fZ = cResult.GetZ();
    return *this;
 }
void CPFA_qt_user_functions::DrawFidelity() {

	Real x, y;

	for(size_t i = 0; i < loopFunctions.FidelityList.size(); i++) {
		x = loopFunctions.FidelityList[i].GetX();
		y = loopFunctions.FidelityList[i].GetY();
		DrawCylinder(CVector3(x, y, 0.0), CQuaternion(), loopFunctions.FoodRadius, 0.025, CColor::CYAN);
	}
}
예제 #16
0
// Return the quaternion result of multiplying two quaternions - non-member function
CQuaternion operator*
(
	const CQuaternion& q1,
	const CQuaternion& q2
)
{
	const CVector3& v1 = q1.Vector();
	const CVector3& v2 = q2.Vector();

	return CQuaternion( q1.w*q2.w - Dot( v1, v2 ), q1.w*v2 + q2.w*v1 + Cross( v2, v1 ) );
}
예제 #17
0
CQuaternion Exp(CVector3LG const& w)
{
    float theta = (float)sqrt(w % w);
    float sc;

    if(theta < EPSILON) 
        sc = 1.0f;
    else 
        sc = (float)(sin(theta) / theta);

    CVector3LG v = sc * w;
    return CQuaternion((float)cos(theta), v.x(), v.y(), v.z());
}
예제 #18
0
CQuaternion CBaseSimCtrl::GetRandomUnitQuaternion() {
    auto u1 = uniformDistributionZeroOne(rnd_gen);
    auto u2 = uniformDistributionZeroTwoPi(rnd_gen);
    auto u3 = uniformDistributionZeroTwoPi(rnd_gen);

    auto ret = CQuaternion(
            sqrt(1 - u1) * sin(u2),
            sqrt(1 - u1) * cos(u2),
            sqrt(u1) * sin(u3),
            sqrt(u1) * cos(u3)
    );

    return ret;
}
예제 #19
0
 void CDynamics3DEntity::UpdateEntityStatus() {
    /* Update entity position and orientation */
    const dReal* ptPosition = dBodyGetPosition(m_tBody);
    GetEmbodiedEntity().SetPosition(
       CVector3(ptPosition[0],
                ptPosition[1],
                ptPosition[2]));
    const dReal* ptOrientation = dBodyGetQuaternion(m_tBody);
    GetEmbodiedEntity().SetOrientation(
       CQuaternion(ptOrientation[0],
                   ptOrientation[1],
                   ptOrientation[2],
                   ptOrientation[3]));
 }
/*****
 * This function is called by the DrawOnArena(...) function. If the iAnt_data
 * object is not initialized this function should not be called.
 *****/
void CPFA_qt_user_functions::DrawNest() {
	/* 2d cartesian coordinates of the nest */
	Real x_coordinate = loopFunctions.NestPosition.GetX();
	Real y_coordinate = loopFunctions.NestPosition.GetX();

	/* required: leaving this 0.0 will draw the nest inside of the floor */
	Real elevation = loopFunctions.NestElevation;

	/* 3d cartesian coordinates of the nest */
	CVector3 nest_3d(x_coordinate, y_coordinate, elevation);

	/* Draw the nest on the arena. */
	DrawCircle(nest_3d, CQuaternion(), loopFunctions.NestRadius, CColor::GRAY50);
}
예제 #21
0
 void CPositionalEntity::Init(TConfigurationNode& t_tree) {
    try {
       /* Initialize base entity */
       CEntity::Init(t_tree);
       /* Get the position of the entity */
       GetNodeAttributeOrDefault(t_tree, "position", m_cPosition, CVector3());
       /* Get the orientation of the entity */
       GetNodeAttributeOrDefault(t_tree, "orientation", m_cOrientation, CQuaternion());
       m_cInitPosition = m_cPosition;
       m_cInitOrientation = m_cOrientation;
    }
    catch(CARGoSException& ex) {
       THROW_ARGOSEXCEPTION_NESTED("Failed to initialize positional entity \"" << GetId() << "\".", ex);
    }
 }
// draw function for adding graphics to a foot-bot
void iAnt_qt_user_functions::DrawFood(CFootBotEntity& entity) {
    iAnt_controller& c = dynamic_cast<iAnt_controller&>
                         (entity.GetControllableEntity().GetController());

    UpdateDrawInWorldData(c);

    if(c.IsHoldingFood() == true) {
//#ifdef __APPLE__
        //Edit here for drawing trails
        DrawCylinder(CVector3(0.0f, 0.0f, 0.3f), CQuaternion(), 0.05f, 0.025f, CColor::BLACK);
//#else
//        DrawCylinder(0.05f, 0.025f, CVector3(0.0f, 0.0f, 0.3f), CColor::BLACK);
//#endif
    }
}
예제 #23
0
 CEmbodiedEntity::CEmbodiedEntity(CComposableEntity* pc_parent,
                                  const std::string& str_id,
                                  const CVector3& c_position,
                                  const CQuaternion& c_orientation,
                                  bool b_movable) :
    CEntity(pc_parent, str_id),
    m_bMovable(b_movable),
    m_sBoundingBox(NULL),
    m_psOriginAnchor(new SAnchor("origin",
                                 0,
                                 CVector3(),
                                 CQuaternion(),
                                 c_position,
                                 c_orientation)),
    m_cInitOriginPosition(c_position),
    m_cInitOriginOrientation(c_orientation) {
    /* Add anchor to map and enable it */
    m_mapAnchors[m_psOriginAnchor->Id] = m_psOriginAnchor;
    EnableAnchor("origin");
 }
예제 #24
0
extern "C" int Function_ChangeBinaryToBaseParticles(void * input_string, void * output_string, int ptCount) {
    std::string input((char*)input_string);
    std::stringstream in_stream;

    in_stream << "{\"value0\": \"";
    in_stream << input;
    in_stream << "\"}";

//    std::cout << in_stream.str() << std::endl;

    cereal::JSONInputArchive arch(in_stream);
    std::vector<CWrongPtBase> particles;
    for (int i = 0; i < ptCount; ++i) {
        particles.push_back(CWrongPtBase());
    }
    arch.loadBinaryValue(&particles[0], sizeof(CWrongPtBase) * ptCount);

    std::vector<CParticleBase> saveParticles;
    for (int i = 0; i < ptCount; ++i){
        auto pt = CParticleBase();
        pt.Coordinates = particles[i].Coordinates;
        CQuaternion newOrient;
        newOrient.W = particles[i].Rotation.W;
        newOrient.V = particles[i].Rotation.V;
        pt.SetRotation(CQuaternion(newOrient));
        saveParticles.push_back(pt);
    }

    std::stringstream out_stream;

    cereal::JSONOutputArchive oarch(out_stream);
    oarch.saveBinaryValue(&saveParticles[0], sizeof(CParticleBase)*ptCount);

    std::string out_string = out_stream.str();
    for(int i = 17; i < out_string.length()-1; i++) {
        ((char*)output_string)[i-17] = out_string[i];
    }

    return strlen((char*)output_string);
}
예제 #25
0
	void applyAngularRotation(const CVector<3,T> &angular_rotation)
	{
#if 0
		// not working for unknown reasons
		CQuaternion n = (*this)*CQuaternion(angular_rotation.data[0], angular_rotation.data[1], angular_rotation.data[2], 0);

		i += n.i*0.5;
		j += n.j*0.5;
		k += n.k*0.5;
		w += n.w*0.5;

		normalize();
#else
		float angle = angular_rotation.getLength();
		if (angle <= 0)
		{
			return;
		}

		this->rotatePost(angular_rotation * (1.0f/angle), angle);
#endif
	}
예제 #26
0
CQuaternion CMatrix3D::GetRotation() const
{
	float tr = _data2d[0][0] + _data2d[1][1] + _data2d[2][2];

	int next[] = { 1, 2, 0 };

	float quat[4];

	if (tr > 0.f)
	{
		float s = sqrtf(tr + 1.f);
		quat[3] = s * 0.5f;
		s = 0.5f / s;
		quat[0] = (_data2d[1][2] - _data2d[2][1]) * s;
		quat[1] = (_data2d[2][0] - _data2d[0][2]) * s;
		quat[2] = (_data2d[0][1] - _data2d[1][0]) * s;
	}
	else
	{
		int i = 0;
		if (_data2d[1][1] > _data2d[0][0]) i = 1;
		if (_data2d[2][2] > _data2d[i][i]) i = 2;
		int j = next[i];
		int k = next[j];

		float s = sqrtf((_data2d[i][i] - (_data2d[j][j] + _data2d[k][k])) + 1.f);
		quat[i] = s * 0.5f;

		if (s != 0.f) s = 0.5f / s;

		quat[3] = (_data2d[j][k] - _data2d[k][j]) * s;
		quat[j] = (_data2d[i][j] + _data2d[j][i]) * s;
		quat[k] = (_data2d[i][k] + _data2d[k][i]) * s;
	}

	return CQuaternion(quat[0], quat[1], quat[2], quat[3]);
예제 #27
0
 CQuaternion CQuaternion::SlerpTo(const CQuaternion& oQuat, double dAmount) const {
    CLog("math","CQuaternion::SlerpTo");
    double dOmega, dCos, dSin, dScale0, dScale1;
    // Extract values from quaternions
    double dThisX, dThisY, dThisZ, dThisW, dTgtX, dTgtY, dTgtZ, dTgtW;
    m_oVector.ToDouble(dThisX,dThisY,dThisZ);
    dThisW = m_dScalar;
    oQuat.m_oVector.ToDouble(dTgtX,dTgtY,dTgtZ);
    dTgtW = oQuat.m_dScalar;
    // Calculate cosine
    dCos = (dThisX * dTgtX) + (dThisY * dTgtY) + (dThisZ * dTgtZ) + (dThisW * dTgtW);
    // Adjust signs if necessary
    if (dCos < 0.0) {
       dCos = -dCos;
       dTgtX = -dTgtX;
       dTgtY = -dTgtY;
       dTgtZ = -dTgtZ;
       dTgtW = -dTgtW;
    }
    // Calculate coeffecients
    dOmega = acos(dCos);
    dSin = sin(dOmega);
    if (dSin != 0.0) {
       // Slerping!
       dScale0 = sin((1.0 - dAmount) * dOmega) / dSin;
       dScale1 = sin(dAmount * dOmega) / dSin;
    }
    else {
       // using linear to avoid divide-by-zero
       dScale0 = 1.0 - dAmount;
       dScale1 = dAmount;
    }   
    // Calcalate result   
    double dResult = dScale0*dThisW+dScale1*dTgtW;
    CVector3D oVecResult(dScale0*dThisX+dScale1*dTgtX,dScale0*dThisY+dScale1*dTgtY,dScale0*dThisZ+dScale1*dTgtZ);
    return CQuaternion(dResult,oVecResult);
 } //SlerpTo(const CQuaternion& oQuat, double dAmount) const
예제 #28
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        CQuaternion operator * ( CQuaternion& cQ1 ) {

          return CQuaternion( cV.Cross(cQ1.cV) + cQ1.cV*fScalar + cV*cQ1.fScalar, 
                              fScalar*cQ1.fScalar - cQ1.cV.Dot(cV) );
        }
예제 #29
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 CQuaternion operator - ( CQuaternion& cQ1 ) const {
   return CQuaternion( cV.fX - cQ1.cV.fX, cV.fY - cQ1.cV.fY, cV.fZ - cQ1.cV.fZ, fScalar - cQ1.fScalar );
 }
예제 #30
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 CQuaternion operator + ( const CQuaternion& cQ1 ) const {
   return CQuaternion( cV.fX + cQ1.cV.fX, cV.fY + cQ1.cV.fY, cV.fZ + cQ1.cV.fZ, fScalar + cQ1.fScalar );
 }