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@@ -32,33 +32,48 @@ const QuatF QuatF::Identity(0.0f,0.0f,0.0f,1.0f);
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QuatF& QuatF::set( const EulerF & e )
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{
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- F32 cx, sx;
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- F32 cy, sy;
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- F32 cz, sz;
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- mSinCos( e.x * 0.5f, sx, cx );
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- mSinCos( e.y * 0.5f, sy, cy );
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- mSinCos( e.z * 0.5f, sz, cz );
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-
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- // Qyaw(z) = [ (0, 0, sin z/2), cos z/2 ]
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- // Qpitch(x) = [ (sin x/2, 0, 0), cos x/2 ]
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- // Qroll(y) = [ (0, sin y/2, 0), cos y/2 ]
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- // this = Qresult = Qyaw*Qpitch*Qroll ZXY
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- //
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- // The code that folows is a simplification of:
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- // roll*=pitch;
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- // roll*=yaw;
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- // *this = roll;
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- F32 cycz, sysz, sycz, cysz;
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- cycz = cy*cz;
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- sysz = sy*sz;
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- sycz = sy*cz;
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- cysz = cy*sz;
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- w = cycz*cx - sysz*sx;
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- x = cycz*sx + sysz*cx;
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- y = sycz*cx + cysz*sx;
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- z = cysz*cx - sycz*sx;
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-
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- return *this;
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+ /*
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+ F32 cx, sx;
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+ F32 cy, sy;
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+ F32 cz, sz;
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+ mSinCos( -e.x * 0.5f, sx, cx );
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+ mSinCos( -e.y * 0.5f, sy, cy );
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+ mSinCos( -e.z * 0.5f, sz, cz );
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+
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+ // Qyaw(z) = [ (0, 0, sin z/2), cos z/2 ]
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+ // Qpitch(x) = [ (sin x/2, 0, 0), cos x/2 ]
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+ // Qroll(y) = [ (0, sin y/2, 0), cos y/2 ]
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+ // this = Qresult = Qyaw*Qpitch*Qroll ZXY
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+ //
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+ // The code that folows is a simplification of:
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+ // roll*=pitch;
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+ // roll*=yaw;
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+ // *this = roll;
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+ F32 cycz, sysz, sycz, cysz;
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+ cycz = cy*cz;
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+ sysz = sy*sz;
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+ sycz = sy*cz;
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+ cysz = cy*sz;
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+ w = cycz*cx + sysz*sx;
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+ x = cycz*sx + sysz*cx;
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+ y = sycz*cx - cysz*sx;
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+ z = cysz*cx - sycz*sx;
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+ */
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+ // Assuming the angles are in radians.
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+ F32 c1 = mCos(e.y/2.0f);
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+ F32 s1 = mSin(e.y/2.0f);
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+ F32 c2 = mCos(e.z/2.0f);
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+ F32 s2 = mSin(e.z/2.0f);
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+ F32 c3 = mCos(e.x/2.0f);
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+ F32 s3 = mSin(e.x/2.0f);
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+ F32 c1c2 = c1*c2;
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+ F32 s1s2 = s1*s2;
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+ w =c1c2*c3 - s1s2*s3;
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+ x =c1c2*s3 + s1s2*c3;
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+ y =s1*c2*c3 + c1*s2*s3;
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+ z =c1*s2*c3 - s1*c2*s3;
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+
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+ return *this;
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}
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QuatF& QuatF::operator *=( const QuatF & b )
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@@ -289,7 +304,7 @@ QuatF & QuatF::interpolate( const QuatF & q1, const QuatF & q2, F32 t )
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return *this;
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}
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-Point3F & QuatF::mulP(const Point3F& p, Point3F* r)
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+Point3F & QuatF::mulP(const Point3F& p, Point3F* r) const
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{
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QuatF qq;
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QuatF qi = *this;
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