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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #include "Matrix3x3.h"
- #include "Matrix4x4.h"
- #include "Types.h"
- #include "MathUtils.h"
- #include "Quaternion.h"
- #include "Vector3.h"
- namespace crown
- {
- const Quaternion Quaternion::IDENTITY = Quaternion(0.0, 0.0, 0.0, 1.0);
- //-----------------------------------------------------------------------------
- Quaternion::Quaternion()
- {
- }
- //-----------------------------------------------------------------------------
- Quaternion::Quaternion(float nx, float ny, float nz, float nw) :
- v(nx, ny, nz),
- w(nw)
- {
- }
- //-----------------------------------------------------------------------------
- Quaternion::Quaternion(const Vector3& axis, float angle) :
- v(axis * math::sin(angle * 0.5)),
- w(math::cos(angle * 0.5))
- {
- }
- //-----------------------------------------------------------------------------
- void Quaternion::negate()
- {
- w = -w;
- v = -v;
- }
- //-----------------------------------------------------------------------------
- void Quaternion::load_identity()
- {
- w = 1.0;
- v.x = 0.0;
- v.y = 0.0;
- v.z = 0.0;
- }
- //-----------------------------------------------------------------------------
- float Quaternion::length() const
- {
- return math::sqrt(w * w + v.x * v.x + v.y * v.y + v.z * v.z);
- }
- //-----------------------------------------------------------------------------
- void Quaternion::conjugate()
- {
- v = -v;
- }
- //-----------------------------------------------------------------------------
- Quaternion Quaternion::get_conjugate() const
- {
- return Quaternion(-v, w);
- }
- //-----------------------------------------------------------------------------
- Quaternion Quaternion::get_inverse() const
- {
- return get_conjugate() * (1.0 / length());
- }
- //-----------------------------------------------------------------------------
- Matrix3x3 Quaternion::to_matrix3x3() const
- {
- const float x = v.x;
- const float y = v.y;
- const float z = v.z;
- Matrix3x3 tmp;
- tmp.m[0] = (float)(1.0 - 2.0*y*y - 2.0*z*z);
- tmp.m[1] = (float)(2.0*x*y + 2.0*w*z);
- tmp.m[2] = (float)(2.0*x*z - 2.0*w*y);
- tmp.m[3] = (float)(2.0*x*y - 2.0*w*z);
- tmp.m[4] = (float)(1.0 - 2.0*x*x - 2.0*z*z);
- tmp.m[5] = (float)(2.0*y*z + 2.0*w*x);
- tmp.m[6] = (float)(2.0*x*z + 2.0*w*y);
- tmp.m[7] = (float)(2.0*y*z - 2.0*w*x);
- tmp.m[8] = (float)(1.0 - 2.0*x*x - 2.0*y*y);
- return tmp;
- }
- //-----------------------------------------------------------------------------
- Matrix4x4 Quaternion::to_matrix4x4() const
- {
- const float x = v.x;
- const float y = v.y;
- const float z = v.z;
- Matrix4x4 tmp;
- tmp.m[0] = (float)(1.0 - 2.0*y*y - 2.0*z*z);
- tmp.m[1] = (float)(2.0*x*y + 2.0*w*z);
- tmp.m[2] = (float)(2.0*x*z - 2.0*w*y);
- tmp.m[3] = 0;
- tmp.m[4] = (float)(2.0*x*y - 2.0*w*z);
- tmp.m[5] = (float)(1.0 - 2.0*x*x - 2.0*z*z);
- tmp.m[6] = (float)(2.0*y*z + 2.0*w*x);
- tmp.m[7] = 0.0;
- tmp.m[8] = (float)(2.0*x*z + 2.0*w*y);
- tmp.m[9] = (float)(2.0*y*z - 2.0*w*x);
- tmp.m[10] = (float)(1.0 - 2.0*x*x - 2.0*y*y);
- tmp.m[11] = 0.0;
- tmp.m[12] = 0.0;
- tmp.m[13] = 0.0;
- tmp.m[14] = 0.0;
- tmp.m[15] = 1.0;
- return tmp;
- }
- //-----------------------------------------------------------------------------
- Quaternion Quaternion::operator*(const Quaternion& b) const
- {
- Quaternion tmp;
- tmp.w = w * b.w - vector3::dot(v, b.v);
- tmp.v = w * b.v + b.w * v + vector3::cross(b.v, v);
- return tmp;
- }
- //-----------------------------------------------------------------------------
- Quaternion Quaternion::operator*(const float& k) const
- {
- Quaternion tmp;
- tmp.w = w * k;
- tmp.v = v * k;
- return tmp;
- }
- //-----------------------------------------------------------------------------
- Quaternion Quaternion::power(float exp)
- {
- Quaternion tmp;
- if (math::abs(w) < 0.9999)
- {
- float alpha = math::acos(w); // alpha = theta/2
- float newAlpha = alpha * exp;
- tmp.w = math::cos(newAlpha);
- float mult = math::sin(newAlpha) / math::sin(alpha);
- tmp.v.x = v.x * mult;
- tmp.v.y = v.y * mult;
- tmp.v.z = v.z * mult;
- return tmp;
- }
- tmp.w = w;
- tmp.v = v;
- return tmp;
- }
- /*
- The geometric interpretation of the Quaternion dot product is similar to the interpretation of
- the vector dot product; the larger the absolute value of the Quaternion dot product axb, the more
- "similar" the angular displacements represented by a and b.
- */
- //-----------------------------------------------------------------------------
- float dot(const Quaternion& a, const Quaternion& b)
- {
- return a.w * b.w + vector3::dot(a.v, b.v);
- }
- // Spherical Linear interpolation
- //-----------------------------------------------------------------------------
- Quaternion slerp(const Quaternion& start, const Quaternion& end, float t)
- {
- Quaternion delta = end * start.get_inverse();
- delta = delta.power(t);
- return delta * start;
- }
- } // namespace crown
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