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- #include "BsQuaternion.h"
- #include "BsMath.h"
- #include "BsMatrix3.h"
- #include "BsVector3.h"
- namespace BansheeEngine
- {
- const float Quaternion::EPSILON = 1e-03f;
- const Quaternion Quaternion::ZERO(0.0f, 0.0f, 0.0f, 0.0f);
- const Quaternion Quaternion::IDENTITY(1.0f, 0.0f, 0.0f, 0.0f);
- const Quaternion::EulerAngleOrderData Quaternion::EA_LOOKUP[6] =
- { { 0, 1, 2}, { 0, 2, 1}, { 1, 0, 2},
- { 1, 2, 0}, { 2, 0, 1}, { 2, 1, 0} };;
- void Quaternion::fromRotationMatrix(const Matrix3& mat)
- {
- // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
- // article "Quaternion Calculus and Fast Animation".
- float trace = mat[0][0]+mat[1][1]+mat[2][2];
- float root;
- if (trace > 0.0f)
- {
- // |w| > 1/2, may as well choose w > 1/2
- root = Math::sqrt(trace + 1.0f); // 2w
- w = 0.5f*root;
- root = 0.5f/root; // 1/(4w)
- x = (mat[2][1]-mat[1][2])*root;
- y = (mat[0][2]-mat[2][0])*root;
- z = (mat[1][0]-mat[0][1])*root;
- }
- else
- {
- // |w| <= 1/2
- static UINT32 nextLookup[3] = { 1, 2, 0 };
- UINT32 i = 0;
- if (mat[1][1] > mat[0][0])
- i = 1;
- if (mat[2][2] > mat[i][i])
- i = 2;
- UINT32 j = nextLookup[i];
- UINT32 k = nextLookup[j];
- root = Math::sqrt(mat[i][i]-mat[j][j]-mat[k][k] + 1.0f);
- float* cmpntLookup[3] = { &x, &y, &z };
- *cmpntLookup[i] = 0.5f*root;
- root = 0.5f/root;
- w = (mat[k][j]-mat[j][k])*root;
- *cmpntLookup[j] = (mat[j][i]+mat[i][j])*root;
- *cmpntLookup[k] = (mat[k][i]+mat[i][k])*root;
- }
- normalize();
- }
- void Quaternion::fromAxisAngle(const Vector3& axis, const Radian& angle)
- {
- // Assert: axis[] is unit length
- Radian halfAngle (0.5f*angle);
- float sin = Math::sin(halfAngle);
- w = Math::cos(halfAngle);
- x = sin*axis.x;
- y = sin*axis.y;
- z = sin*axis.z;
- }
- void Quaternion::fromAxes(const Vector3& xaxis, const Vector3& yaxis, const Vector3& zaxis)
- {
- Matrix3 kRot;
- kRot[0][0] = xaxis.x;
- kRot[1][0] = xaxis.y;
- kRot[2][0] = xaxis.z;
- kRot[0][1] = yaxis.x;
- kRot[1][1] = yaxis.y;
- kRot[2][1] = yaxis.z;
- kRot[0][2] = zaxis.x;
- kRot[1][2] = zaxis.y;
- kRot[2][2] = zaxis.z;
- fromRotationMatrix(kRot);
- }
- void Quaternion::fromEulerAngles(const Radian& xAngle, const Radian& yAngle, const Radian& zAngle)
- {
- Matrix3 mat;
- mat.fromEulerAngles(xAngle, yAngle, zAngle);
- mat.toQuaternion(*this);
- }
- void Quaternion::fromEulerAngles(const Radian& xAngle, const Radian& yAngle, const Radian& zAngle, EulerAngleOrder order)
- {
- Matrix3 mat;
- mat.fromEulerAngles(xAngle, yAngle, zAngle, order);
- mat.toQuaternion(*this);
- }
- void Quaternion::toRotationMatrix(Matrix3& mat) const
- {
- float tx = x+x;
- float ty = y+y;
- float fTz = z+z;
- float twx = tx*w;
- float twy = ty*w;
- float twz = fTz*w;
- float txx = tx*x;
- float txy = ty*x;
- float txz = fTz*x;
- float tyy = ty*y;
- float tyz = fTz*y;
- float tzz = fTz*z;
- mat[0][0] = 1.0f-(tyy+tzz);
- mat[0][1] = txy-twz;
- mat[0][2] = txz+twy;
- mat[1][0] = txy+twz;
- mat[1][1] = 1.0f-(txx+tzz);
- mat[1][2] = tyz-twx;
- mat[2][0] = txz-twy;
- mat[2][1] = tyz+twx;
- mat[2][2] = 1.0f-(txx+tyy);
- }
- void Quaternion::toAxisAngle(Vector3& axis, Radian& angle) const
- {
- float sqrLength = x*x+y*y+z*z;
- if ( sqrLength > 0.0 )
- {
- angle = 2.0*Math::acos(w);
- float invLength = Math::invSqrt(sqrLength);
- axis.x = x*invLength;
- axis.y = y*invLength;
- axis.z = z*invLength;
- }
- else
- {
- // Angle is 0 (mod 2*pi), so any axis will do
- angle = Radian(0.0);
- axis.x = 1.0;
- axis.y = 0.0;
- axis.z = 0.0;
- }
- }
- void Quaternion::toAxes(Vector3& xaxis, Vector3& yaxis, Vector3& zaxis) const
- {
- Matrix3 matRot;
- toRotationMatrix(matRot);
- xaxis.x = matRot[0][0];
- xaxis.y = matRot[1][0];
- xaxis.z = matRot[2][0];
- yaxis.x = matRot[0][1];
- yaxis.y = matRot[1][1];
- yaxis.z = matRot[2][1];
- zaxis.x = matRot[0][2];
- zaxis.y = matRot[1][2];
- zaxis.z = matRot[2][2];
- }
- bool Quaternion::toEulerAngles(Radian& xAngle, Radian& yAngle, Radian& zAngle) const
- {
- Matrix3 matRot;
- toRotationMatrix(matRot);
- return matRot.toEulerAngles(xAngle, yAngle, zAngle);
- }
- bool Quaternion::toEulerAngles(Radian& xAngle, Radian& yAngle, Radian& zAngle, EulerAngleOrder order) const
- {
- Matrix3 matRot;
- toRotationMatrix(matRot);
- return matRot.toEulerAngles(xAngle, yAngle, zAngle, order);
- }
- Vector3 Quaternion::xAxis() const
- {
- float fTy = 2.0f*y;
- float fTz = 2.0f*z;
- float fTwy = fTy*w;
- float fTwz = fTz*w;
- float fTxy = fTy*x;
- float fTxz = fTz*x;
- float fTyy = fTy*y;
- float fTzz = fTz*z;
- return Vector3(1.0f-(fTyy+fTzz), fTxy+fTwz, fTxz-fTwy);
- }
- Vector3 Quaternion::yAxis() const
- {
- float fTx = 2.0f*x;
- float fTy = 2.0f*y;
- float fTz = 2.0f*z;
- float fTwx = fTx*w;
- float fTwz = fTz*w;
- float fTxx = fTx*x;
- float fTxy = fTy*x;
- float fTyz = fTz*y;
- float fTzz = fTz*z;
- return Vector3(fTxy-fTwz, 1.0f-(fTxx+fTzz), fTyz+fTwx);
- }
- Vector3 Quaternion::zAxis() const
- {
- float fTx = 2.0f*x;
- float fTy = 2.0f*y;
- float fTz = 2.0f*z;
- float fTwx = fTx*w;
- float fTwy = fTy*w;
- float fTxx = fTx*x;
- float fTxz = fTz*x;
- float fTyy = fTy*y;
- float fTyz = fTz*y;
- return Vector3(fTxz+fTwy, fTyz-fTwx, 1.0f-(fTxx+fTyy));
- }
- Quaternion Quaternion::operator+ (const Quaternion& rhs) const
- {
- return Quaternion(w+rhs.w,x+rhs.x,y+rhs.y,z+rhs.z);
- }
- Quaternion Quaternion::operator- (const Quaternion& rhs) const
- {
- return Quaternion(w-rhs.w,x-rhs.x,y-rhs.y,z-rhs.z);
- }
- Quaternion Quaternion::operator* (const Quaternion& rhs) const
- {
- return Quaternion
- (
- w * rhs.w - x * rhs.x - y * rhs.y - z * rhs.z,
- w * rhs.x + x * rhs.w + y * rhs.z - z * rhs.y,
- w * rhs.y + y * rhs.w + z * rhs.x - x * rhs.z,
- w * rhs.z + z * rhs.w + x * rhs.y - y * rhs.x
- );
- }
- Quaternion Quaternion::operator* (float rhs) const
- {
- return Quaternion(rhs*w,rhs*x,rhs*y,rhs*z);
- }
- Quaternion Quaternion::operator- () const
- {
- return Quaternion(-w,-x,-y,-z);
- }
- float Quaternion::dot(const Quaternion& other) const
- {
- return w*other.w+x*other.x+y*other.y+z*other.z;
- }
- Quaternion Quaternion::inverse() const
- {
- float fNorm = w*w+x*x+y*y+z*z;
- if (fNorm > 0.0f)
- {
- float fInvNorm = 1.0f/fNorm;
- return Quaternion(w*fInvNorm,-x*fInvNorm,-y*fInvNorm,-z*fInvNorm);
- }
- else
- {
- // Return an invalid result to flag the error
- return ZERO;
- }
- }
- Vector3 Quaternion::rotate(const Vector3& v) const
- {
- Matrix3 rot;
- toRotationMatrix(rot);
- return rot.transform(v);
- }
- Quaternion Quaternion::slerp(float t, const Quaternion& p, const Quaternion& q, bool shortestPath)
- {
- float cos = p.dot(q);
- Quaternion quat;
- if (cos < 0.0f && shortestPath)
- {
- cos = -cos;
- quat = -q;
- }
- else
- {
- quat = q;
- }
- if (Math::abs(cos) < 1 - EPSILON)
- {
- // Standard case (slerp)
- float sin = Math::sqrt(1 - Math::sqr(cos));
- Radian angle = Math::atan2(sin, cos);
- float invSin = 1.0f / sin;
- float coeff0 = Math::sin((1.0f - t) * angle) * invSin;
- float coeff1 = Math::sin(t * angle) * invSin;
- return coeff0 * p + coeff1 * quat;
- }
- else
- {
- // There are two situations:
- // 1. "p" and "q" are very close (fCos ~= +1), so we can do a linear
- // interpolation safely.
- // 2. "p" and "q" are almost inverse of each other (fCos ~= -1), there
- // are an infinite number of possibilities interpolation. but we haven't
- // have method to fix this case, so just use linear interpolation here.
- Quaternion ret = (1.0f - t) * p + t * quat;
- // Taking the complement requires renormalization
- ret.normalize();
- return ret;
- }
- }
- float Quaternion::normalize()
- {
- float len = w*w+x*x+y*y+z*z;
- float factor = 1.0f / Math::sqrt(len);
- *this = *this * factor;
- return len;
- }
- Quaternion Quaternion::getRotationFromTo(const Vector3& from, const Vector3& dest, const Vector3& fallbackAxis)
- {
- // Based on Stan Melax's article in Game Programming Gems
- Quaternion q;
- Vector3 v0 = from;
- Vector3 v1 = dest;
- v0.normalize();
- v1.normalize();
- float d = v0.dot(v1);
- // If dot == 1, vectors are the same
- if (d >= 1.0f)
- return Quaternion::IDENTITY;
- if (d < (1e-6f - 1.0f))
- {
- if (fallbackAxis != Vector3::ZERO)
- {
- // Rotate 180 degrees about the fallback axis
- q.fromAxisAngle(fallbackAxis, Radian(Math::PI));
- }
- else
- {
- // Generate an axis
- Vector3 axis = Vector3::UNIT_X.cross(from);
- if (axis.isZeroLength()) // Pick another if colinear
- axis = Vector3::UNIT_Y.cross(from);
- axis.normalize();
- q.fromAxisAngle(axis, Radian(Math::PI));
- }
- }
- else
- {
- float s = Math::sqrt( (1+d)*2 );
- float invs = 1 / s;
- Vector3 c = v0.cross(v1);
- q.x = c.x * invs;
- q.y = c.y * invs;
- q.z = c.z * invs;
- q.w = s * 0.5f;
- q.normalize();
- }
- return q;
- }
- Quaternion operator* (float lhs, const Quaternion& rhs)
- {
- return Quaternion(lhs*rhs.w,lhs*rhs.x,lhs*rhs.y,
- lhs*rhs.z);
- }
- }
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