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- #pragma once
- #include "Common.h"
- #include "Matrix4.h"
- #include <math.h>
- NS_BF_BEGIN;
- const float BF_MS_EPSILON = 1e-03f;
- class Quaternion
- {
- public:
- float mX, mY, mZ, mW;
- public:
- Quaternion()
- {}
- Quaternion(float x, float y, float z, float w) :
- mX(x), mY(y), mZ(z), mW(w)
- {
- }
- Matrix4 ToMatrix2() const
- {
- // source -> http://content.gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation#Quaternion_to_Matrix
- float x2 = mX * mX;
- float y2 = mY * mY;
- float z2 = mZ * mZ;
- float xy = mX * mY;
- float xz = mX * mZ;
- float yz = mY * mZ;
- float wx = mW * mX;
- float wy = mW * mY;
- float wz = mW * mZ;
- // This calculation would be a lot more complicated for non-unit length quaternions
- // Note: The constructor of Matrix4 expects the Matrix in column-major format like expected by
- // OpenGL
- return Matrix4(
- 1.0f - 2.0f * (y2 + z2), 2.0f * (xy - wz), 2.0f * (xz + wy), 0.0f,
- 2.0f * (xy + wz), 1.0f - 2.0f * (x2 + z2), 2.0f * (yz - wx), 0.0f,
- 2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (x2 + y2), 0.0f,
- 2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (x2 + y2), 0.0f);
- }
- Matrix4 ToMatrix() const
- {
- Matrix4 result;
- float fTx = mX + mX;
- float fTy = mY + mY;
- float fTz = mZ + mZ;
- float fTwx = fTx*mW;
- float fTwy = fTy*mW;
- float fTwz = fTz*mW;
- float fTxx = fTx*mX;
- float fTxy = fTy*mX;
- float fTxz = fTz*mX;
- float fTyy = fTy*mY;
- float fTyz = fTz*mY;
- float fTzz = fTz*mZ;
- result.m00 = 1.0f - (fTyy + fTzz);
- result.m01 = fTxy - fTwz;
- result.m02 = fTxz + fTwy;
- result.m03 = 0;
- result.m10 = fTxy + fTwz;
- result.m11 = 1.0f - (fTxx + fTzz);
- result.m12 = fTyz - fTwx;
- result.m13 = 0;
- result.m20 = fTxz - fTwy;
- result.m21 = fTyz + fTwx;
- result.m22 = 1.0f - (fTxx + fTyy);
- result.m23 = 0;
- result.m30 = 0;
- result.m31 = 0;
- result.m32 = 0;
- result.m33 = 1.0f;
- return result;
- }
- static float Dot(const Quaternion& rkP, const Quaternion& rkQ)
- {
- return rkP.mX*rkQ.mX + rkP.mY*rkQ.mY + rkP.mZ*rkQ.mZ + rkP.mW*rkQ.mW;
- }
- Quaternion operator- () const
- {
- return Quaternion(-mX, -mY, -mZ, -mW);
- }
- Quaternion operator* (float fScalar) const
- {
- return Quaternion(fScalar*mX, fScalar*mY, fScalar*mZ, fScalar*mW);
- }
- Quaternion operator+ (const Quaternion& rkQ) const
- {
- return Quaternion(mX + rkQ.mX, mY + rkQ.mY, mZ + rkQ.mZ, mW + rkQ.mW);
- }
- static Quaternion Slerp(float fT, const Quaternion& rkP, const Quaternion& rkQ, bool shortestPath);
- float Norm() const
- {
- return mX*mX + mY*mY + mZ*mZ + mW*mW;
- }
- static Quaternion Normalise(const Quaternion& quat)
- {
- float len = quat.Norm();
- float factor = 1.0f / sqrtf(len);
- return quat * factor;
- }
- };
- Quaternion operator*(float fScalar, const Quaternion& rkQ);
- NS_BF_END;
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