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- /** @file Quaternion structure, including operators when compiling in C++ */
- #ifndef AI_QUATERNION_H_INC
- #define AI_QUATERNION_H_INC
- #include <math.h>
- #include "aiTypes.h"
- #ifdef __cplusplus
- extern "C" {
- #endif
- // ---------------------------------------------------------------------------
- /** Represents a quaternion in a 4D vector. */
- typedef struct aiQuaternion
- {
- #ifdef __cplusplus
- aiQuaternion() : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
- aiQuaternion(float _w, float _x, float _y, float _z) : w(_w), x(_x), y(_y), z(_z) {}
- /** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
- aiQuaternion( const aiMatrix3x3& pRotMatrix);
- /** Returns a matrix representation of the quaternion */
- aiMatrix3x3 GetMatrix() const;
- #endif // __cplusplus
- float w, x, y, z;
- } aiQuaternion_t;
- #ifdef __cplusplus
- // ---------------------------------------------------------------------------
- // Constructs a quaternion from a rotation matrix
- inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
- {
- float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
- // large enough
- if( t > 0.00001f)
- {
- float s = sqrt( t) * 2.0f;
- x = (pRotMatrix.b3 - pRotMatrix.c2) / s;
- y = (pRotMatrix.c1 - pRotMatrix.a3) / s;
- z = (pRotMatrix.a2 - pRotMatrix.b1) / s;
- w = 0.25f * s;
- } // else we have to check several cases
- else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
- {
- // Column 0:
- float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
- x = 0.25f * s;
- y = (pRotMatrix.a2 + pRotMatrix.b1) / s;
- z = (pRotMatrix.c1 + pRotMatrix.a3) / s;
- w = (pRotMatrix.b3 - pRotMatrix.c2) / s;
- } else
- if( pRotMatrix.b2 > pRotMatrix.c3)
- {
- // Column 1:
- float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
- x = (pRotMatrix.a2 + pRotMatrix.b1) / s;
- y = 0.25f * s;
- z = (pRotMatrix.b3 + pRotMatrix.c2) / s;
- w = (pRotMatrix.c1 - pRotMatrix.a3) / s;
- } else
- {
- // Column 2:
- float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
- x = (pRotMatrix.c1 + pRotMatrix.a3) / s;
- y = (pRotMatrix.b3 + pRotMatrix.c2) / s;
- z = 0.25f * s;
- w = (pRotMatrix.a2 - pRotMatrix.b1) / s;
- }
- }
- // ---------------------------------------------------------------------------
- // Returns a matrix representation of the quaternion
- inline aiMatrix3x3 aiQuaternion::GetMatrix() const
- {
- aiMatrix3x3 resMatrix;
- resMatrix.a1 = 1.0f - 2.0f * (y * y + z * z);
- resMatrix.a2 = 2.0f * (x * y + z * w);
- resMatrix.a3 = 2.0f * (x * z - y * w);
- resMatrix.b1 = 2.0f * (x * y - z * w);
- resMatrix.b2 = 1.0f - 2.0f * (x * x + z * z);
- resMatrix.b3 = 2.0f * (y * z + x * w);
- resMatrix.c1 = 2.0f * (x * z + y * w);
- resMatrix.c2 = 2.0f * (y * z - x * w);
- resMatrix.c3 = 1.0f - 2.0f * (x * x + y * y);
- return resMatrix;
- }
- } // end extern "C"
- #endif // __cplusplus
- #endif // AI_QUATERNION_H_INC
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