- Fixing warnings - Updating bzip2 and zlib libraries git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6287 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			759 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			759 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
 | |
| // This file is part of the "Irrlicht Engine".
 | |
| // For conditions of distribution and use, see copyright notice in irrlicht.h
 | |
| 
 | |
| #ifndef IRR_QUATERNION_H_INCLUDED
 | |
| #define IRR_QUATERNION_H_INCLUDED
 | |
| 
 | |
| #include "irrTypes.h"
 | |
| #include "irrMath.h"
 | |
| #include "matrix4.h"
 | |
| #include "vector3d.h"
 | |
| 
 | |
| // NOTE: You *only* need this when updating an application from Irrlicht before 1.8 to Irrlicht 1.8 or later.
 | |
| // Between Irrlicht 1.7 and Irrlicht 1.8 the quaternion-matrix conversions changed.
 | |
| // Before the fix they had mixed left- and right-handed rotations.
 | |
| // To test if your code was affected by the change enable IRR_TEST_BROKEN_QUATERNION_USE and try to compile your application.
 | |
| // This defines removes those functions so you get compile errors anywhere you use them in your code.
 | |
| // For every line with a compile-errors you have to change the corresponding lines like that:
 | |
| // - When you pass the matrix to the quaternion constructor then replace the matrix by the transposed matrix.
 | |
| // - For uses of getMatrix() you have to use quaternion::getMatrix_transposed instead.
 | |
| // #define IRR_TEST_BROKEN_QUATERNION_USE
 | |
| 
 | |
| namespace irr
 | |
| {
 | |
| namespace core
 | |
| {
 | |
| 
 | |
| //! Quaternion class for representing rotations.
 | |
| /** It provides cheap combinations and avoids gimbal locks.
 | |
| Also useful for interpolations. */
 | |
| class quaternion
 | |
| {
 | |
| 	public:
 | |
| 
 | |
| 		//! Default Constructor
 | |
| 		quaternion() : X(0.0f), Y(0.0f), Z(0.0f), W(1.0f) {}
 | |
| 
 | |
| 		//! Constructor
 | |
| 		quaternion(f32 x, f32 y, f32 z, f32 w) : X(x), Y(y), Z(z), W(w) { }
 | |
| 
 | |
| 		//! Constructor which converts Euler angles (radians) to a quaternion
 | |
| 		quaternion(f32 x, f32 y, f32 z);
 | |
| 
 | |
| 		//! Constructor which converts Euler angles (radians) to a quaternion
 | |
| 		quaternion(const vector3df& vec);
 | |
| 
 | |
| #ifndef IRR_TEST_BROKEN_QUATERNION_USE
 | |
| 		//! Constructor which converts a matrix to a quaternion
 | |
| 		quaternion(const matrix4& mat);
 | |
| #endif
 | |
| 
 | |
| 		//! Equality operator
 | |
| 		bool operator==(const quaternion& other) const;
 | |
| 
 | |
| 		//! inequality operator
 | |
| 		bool operator!=(const quaternion& other) const;
 | |
| 
 | |
| #ifndef IRR_TEST_BROKEN_QUATERNION_USE
 | |
| 		//! Matrix assignment operator
 | |
| 		inline quaternion& operator=(const matrix4& other);
 | |
| #endif
 | |
| 
 | |
| 		//! Add operator
 | |
| 		quaternion operator+(const quaternion& other) const;
 | |
| 
 | |
| 		//! Multiplication operator
 | |
| 		//! Be careful, unfortunately the operator order here is opposite of that in CMatrix4::operator*
 | |
| 		quaternion operator*(const quaternion& other) const;
 | |
| 
 | |
| 		//! Multiplication operator with scalar
 | |
| 		quaternion operator*(f32 s) const;
 | |
| 
 | |
| 		//! Multiplication operator with scalar
 | |
| 		quaternion& operator*=(f32 s);
 | |
| 
 | |
| 		//! Multiplication operator
 | |
| 		vector3df operator*(const vector3df& v) const;
 | |
| 
 | |
| 		//! Multiplication operator
 | |
| 		quaternion& operator*=(const quaternion& other);
 | |
| 
 | |
| 		//! Calculates the dot product
 | |
| 		inline f32 dotProduct(const quaternion& other) const;
 | |
| 
 | |
| 		//! Sets new quaternion
 | |
| 		inline quaternion& set(f32 x, f32 y, f32 z, f32 w);
 | |
| 
 | |
| 		//! Sets new quaternion based on Euler angles (radians)
 | |
| 		inline quaternion& set(f32 x, f32 y, f32 z);
 | |
| 
 | |
| 		//! Sets new quaternion based on Euler angles (radians)
 | |
| 		inline quaternion& set(const core::vector3df& vec);
 | |
| 
 | |
| 		//! Sets new quaternion from other quaternion
 | |
| 		inline quaternion& set(const core::quaternion& quat);
 | |
| 
 | |
| 		//! returns if this quaternion equals the other one, taking floating point rounding errors into account
 | |
| 		inline bool equals(const quaternion& other,
 | |
| 				const f32 tolerance = ROUNDING_ERROR_f32 ) const;
 | |
| 
 | |
| 		//! Normalizes the quaternion
 | |
| 		inline quaternion& normalize();
 | |
| 
 | |
| #ifndef IRR_TEST_BROKEN_QUATERNION_USE
 | |
| 		//! Creates a matrix from this quaternion
 | |
| 		matrix4 getMatrix() const;
 | |
| #endif
 | |
| 		//! Faster method to create a rotation matrix, you should normalize the quaternion before!
 | |
| 		void getMatrixFast(matrix4 &dest) const;
 | |
| 
 | |
| 		//! Creates a matrix from this quaternion
 | |
| 		void getMatrix( matrix4 &dest, const core::vector3df &translation=core::vector3df() ) const;
 | |
| 
 | |
| 		/*!
 | |
| 			Creates a matrix from this quaternion
 | |
| 			Rotate about a center point
 | |
| 			shortcut for
 | |
| 			core::quaternion q;
 | |
| 			q.rotationFromTo ( vin[i].Normal, forward );
 | |
| 			q.getMatrixCenter ( lookat, center, newPos );
 | |
| 
 | |
| 			core::matrix4 m2;
 | |
| 			m2.setInverseTranslation ( center );
 | |
| 			lookat *= m2;
 | |
| 
 | |
| 			core::matrix4 m3;
 | |
| 			m2.setTranslation ( newPos );
 | |
| 			lookat *= m3;
 | |
| 
 | |
| 		*/
 | |
| 		void getMatrixCenter( matrix4 &dest, const core::vector3df ¢er, const core::vector3df &translation ) const;
 | |
| 
 | |
| 		//! Creates a matrix from this quaternion
 | |
| 		inline void getMatrix_transposed( matrix4 &dest ) const;
 | |
| 
 | |
| 		//! Inverts this quaternion
 | |
| 		quaternion& makeInverse();
 | |
| 
 | |
| 		//! Set this quaternion to the linear interpolation between two quaternions
 | |
| 		/** NOTE: lerp result is *not* a normalized quaternion. In most cases
 | |
| 		you will want to use lerpN instead as most other quaternion functions expect
 | |
| 		to work with a normalized quaternion.
 | |
| 		\param q1 First quaternion to be interpolated.
 | |
| 		\param q2 Second quaternion to be interpolated.
 | |
| 		\param time Progress of interpolation. For time=0 the result is
 | |
| 		q1, for time=1 the result is q2. Otherwise interpolation
 | |
| 		between q1 and q2. Result is not normalized.
 | |
| 		*/
 | |
| 		quaternion& lerp(quaternion q1, quaternion q2, f32 time);
 | |
| 
 | |
| 		//! Set this quaternion to the linear interpolation between two quaternions and normalize the result
 | |
| 		/**
 | |
| 		\param q1 First quaternion to be interpolated.
 | |
| 		\param q2 Second quaternion to be interpolated.
 | |
| 		\param time Progress of interpolation. For time=0 the result is
 | |
| 		q1, for time=1 the result is q2. Otherwise interpolation
 | |
| 		between q1 and q2. Result is normalized.
 | |
| 		*/
 | |
| 		quaternion& lerpN(quaternion q1, quaternion q2, f32 time);
 | |
| 
 | |
| 		//! Set this quaternion to the result of the spherical interpolation between two quaternions
 | |
| 		/** \param q1 First quaternion to be interpolated.
 | |
| 		\param q2 Second quaternion to be interpolated.
 | |
| 		\param time Progress of interpolation. For time=0 the result is
 | |
| 		q1, for time=1 the result is q2. Otherwise interpolation
 | |
| 		between q1 and q2.
 | |
| 		\param threshold To avoid inaccuracies at the end (time=1) the
 | |
| 		interpolation switches to linear interpolation at some point.
 | |
| 		This value defines how much of the remaining interpolation will
 | |
| 		be calculated with lerp. Everything from 1-threshold up will be
 | |
| 		linear interpolation.
 | |
| 		*/
 | |
| 		quaternion& slerp(quaternion q1, quaternion q2,
 | |
| 				f32 time, f32 threshold=.05f);
 | |
| 
 | |
| 		//! Set this quaternion to represent a rotation from angle and axis.
 | |
| 		/** Axis must be unit length.
 | |
| 		The quaternion representing the rotation is
 | |
| 		q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k).
 | |
| 		\param angle Rotation Angle in radians.
 | |
| 		\param axis Rotation axis. */
 | |
| 		quaternion& fromAngleAxis (f32 angle, const vector3df& axis);
 | |
| 
 | |
| 		//! Fills an angle (radians) around an axis (unit vector)
 | |
| 		void toAngleAxis (f32 &angle, core::vector3df& axis) const;
 | |
| 
 | |
| 		//! Output this quaternion to an Euler angle (radians)
 | |
| 		void toEuler(vector3df& euler) const;
 | |
| 
 | |
| 		//! Set quaternion to identity
 | |
| 		quaternion& makeIdentity();
 | |
| 
 | |
| 		//! Set quaternion to represent a rotation from one vector to another.
 | |
| 		quaternion& rotationFromTo(const vector3df& from, const vector3df& to);
 | |
| 
 | |
| 		//! Quaternion elements.
 | |
| 		f32 X; // vectorial (imaginary) part
 | |
| 		f32 Y;
 | |
| 		f32 Z;
 | |
| 		f32 W; // real part
 | |
| };
 | |
| 
 | |
| 
 | |
| // Constructor which converts Euler angles to a quaternion
 | |
| inline quaternion::quaternion(f32 x, f32 y, f32 z)
 | |
| {
 | |
| 	set(x,y,z);
 | |
| }
 | |
| 
 | |
| 
 | |
| // Constructor which converts Euler angles to a quaternion
 | |
| inline quaternion::quaternion(const vector3df& vec)
 | |
| {
 | |
| 	set(vec.X,vec.Y,vec.Z);
 | |
| }
 | |
| 
 | |
| #ifndef IRR_TEST_BROKEN_QUATERNION_USE
 | |
| // Constructor which converts a matrix to a quaternion
 | |
| inline quaternion::quaternion(const matrix4& mat)
 | |
| {
 | |
| 	(*this) = mat;
 | |
| }
 | |
| #endif
 | |
| 
 | |
| // equal operator
 | |
| inline bool quaternion::operator==(const quaternion& other) const
 | |
| {
 | |
| 	return ((X == other.X) &&
 | |
| 		(Y == other.Y) &&
 | |
| 		(Z == other.Z) &&
 | |
| 		(W == other.W));
 | |
| }
 | |
| 
 | |
| // inequality operator
 | |
| inline bool quaternion::operator!=(const quaternion& other) const
 | |
| {
 | |
| 	return !(*this == other);
 | |
| }
 | |
| 
 | |
| 
 | |
| #ifndef IRR_TEST_BROKEN_QUATERNION_USE
 | |
| // matrix assignment operator
 | |
| inline quaternion& quaternion::operator=(const matrix4& m)
 | |
| {
 | |
| 	const f32 diag = m[0] + m[5] + m[10] + 1;
 | |
| 
 | |
| 	if( diag > 0.0f )
 | |
| 	{
 | |
| 		const f32 scale = sqrtf(diag) * 2.0f; // get scale from diagonal
 | |
| 
 | |
| 		// TODO: speed this up
 | |
| 		X = (m[6] - m[9]) / scale;
 | |
| 		Y = (m[8] - m[2]) / scale;
 | |
| 		Z = (m[1] - m[4]) / scale;
 | |
| 		W = 0.25f * scale;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		if (m[0]>m[5] && m[0]>m[10])
 | |
| 		{
 | |
| 			// 1st element of diag is greatest value
 | |
| 			// find scale according to 1st element, and double it
 | |
| 			const f32 scale = sqrtf(1.0f + m[0] - m[5] - m[10]) * 2.0f;
 | |
| 
 | |
| 			// TODO: speed this up
 | |
| 			X = 0.25f * scale;
 | |
| 			Y = (m[4] + m[1]) / scale;
 | |
| 			Z = (m[2] + m[8]) / scale;
 | |
| 			W = (m[6] - m[9]) / scale;
 | |
| 		}
 | |
| 		else if (m[5]>m[10])
 | |
| 		{
 | |
| 			// 2nd element of diag is greatest value
 | |
| 			// find scale according to 2nd element, and double it
 | |
| 			const f32 scale = sqrtf(1.0f + m[5] - m[0] - m[10]) * 2.0f;
 | |
| 
 | |
| 			// TODO: speed this up
 | |
| 			X = (m[4] + m[1]) / scale;
 | |
| 			Y = 0.25f * scale;
 | |
| 			Z = (m[9] + m[6]) / scale;
 | |
| 			W = (m[8] - m[2]) / scale;
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			// 3rd element of diag is greatest value
 | |
| 			// find scale according to 3rd element, and double it
 | |
| 			const f32 scale = sqrtf(1.0f + m[10] - m[0] - m[5]) * 2.0f;
 | |
| 
 | |
| 			// TODO: speed this up
 | |
| 			X = (m[8] + m[2]) / scale;
 | |
| 			Y = (m[9] + m[6]) / scale;
 | |
| 			Z = 0.25f * scale;
 | |
| 			W = (m[1] - m[4]) / scale;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return normalize();
 | |
| }
 | |
| #endif
 | |
| 
 | |
| 
 | |
| // multiplication operator
 | |
| inline quaternion quaternion::operator*(const quaternion& other) const
 | |
| {
 | |
| 	quaternion tmp;
 | |
| 
 | |
| 	tmp.W = (other.W * W) - (other.X * X) - (other.Y * Y) - (other.Z * Z);
 | |
| 	tmp.X = (other.W * X) + (other.X * W) + (other.Y * Z) - (other.Z * Y);
 | |
| 	tmp.Y = (other.W * Y) + (other.Y * W) + (other.Z * X) - (other.X * Z);
 | |
| 	tmp.Z = (other.W * Z) + (other.Z * W) + (other.X * Y) - (other.Y * X);
 | |
| 
 | |
| 	return tmp;
 | |
| }
 | |
| 
 | |
| 
 | |
| // multiplication operator
 | |
| inline quaternion quaternion::operator*(f32 s) const
 | |
| {
 | |
| 	return quaternion(s*X, s*Y, s*Z, s*W);
 | |
| }
 | |
| 
 | |
| 
 | |
| // multiplication operator
 | |
| inline quaternion& quaternion::operator*=(f32 s)
 | |
| {
 | |
| 	X*=s;
 | |
| 	Y*=s;
 | |
| 	Z*=s;
 | |
| 	W*=s;
 | |
| 	return *this;
 | |
| }
 | |
| 
 | |
| // multiplication operator
 | |
| inline quaternion& quaternion::operator*=(const quaternion& other)
 | |
| {
 | |
| 	return (*this = other * (*this));
 | |
| }
 | |
| 
 | |
| // add operator
 | |
| inline quaternion quaternion::operator+(const quaternion& b) const
 | |
| {
 | |
| 	return quaternion(X+b.X, Y+b.Y, Z+b.Z, W+b.W);
 | |
| }
 | |
| 
 | |
| #ifndef IRR_TEST_BROKEN_QUATERNION_USE
 | |
| // Creates a matrix from this quaternion
 | |
| inline matrix4 quaternion::getMatrix() const
 | |
| {
 | |
| 	core::matrix4 m;
 | |
| 	getMatrix(m);
 | |
| 	return m;
 | |
| }
 | |
| #endif
 | |
| 
 | |
| //! Faster method to create a rotation matrix, you should normalize the quaternion before!
 | |
| inline void quaternion::getMatrixFast( matrix4 &dest) const
 | |
| {
 | |
| 	// TODO:
 | |
| 	// gpu quaternion skinning => fast Bones transform chain O_O YEAH!
 | |
| 	// http://www.mrelusive.com/publications/papers/SIMD-From-Quaternion-to-Matrix-and-Back.pdf
 | |
| 	dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
 | |
| 	dest[1] = 2.0f*X*Y + 2.0f*Z*W;
 | |
| 	dest[2] = 2.0f*X*Z - 2.0f*Y*W;
 | |
| 	dest[3] = 0.0f;
 | |
| 
 | |
| 	dest[4] = 2.0f*X*Y - 2.0f*Z*W;
 | |
| 	dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
 | |
| 	dest[6] = 2.0f*Z*Y + 2.0f*X*W;
 | |
| 	dest[7] = 0.0f;
 | |
| 
 | |
| 	dest[8] = 2.0f*X*Z + 2.0f*Y*W;
 | |
| 	dest[9] = 2.0f*Z*Y - 2.0f*X*W;
 | |
| 	dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
 | |
| 	dest[11] = 0.0f;
 | |
| 
 | |
| 	dest[12] = 0.f;
 | |
| 	dest[13] = 0.f;
 | |
| 	dest[14] = 0.f;
 | |
| 	dest[15] = 1.f;
 | |
| 
 | |
| 	dest.setDefinitelyIdentityMatrix(false);
 | |
| }
 | |
| 
 | |
| /*!
 | |
| 	Creates a matrix from this quaternion
 | |
| */
 | |
| inline void quaternion::getMatrix(matrix4 &dest,
 | |
| 		const core::vector3df ¢er) const
 | |
| {
 | |
| 	// ok creating a copy may be slower, but at least avoid internal
 | |
| 	// state chance (also because otherwise we cannot keep this method "const").
 | |
| 
 | |
| 	quaternion q( *this);
 | |
| 	q.normalize();
 | |
| 	f32 X = q.X;
 | |
| 	f32 Y = q.Y;
 | |
| 	f32 Z = q.Z;
 | |
| 	f32 W = q.W;
 | |
| 
 | |
| 	dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
 | |
| 	dest[1] = 2.0f*X*Y + 2.0f*Z*W;
 | |
| 	dest[2] = 2.0f*X*Z - 2.0f*Y*W;
 | |
| 	dest[3] = 0.0f;
 | |
| 
 | |
| 	dest[4] = 2.0f*X*Y - 2.0f*Z*W;
 | |
| 	dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
 | |
| 	dest[6] = 2.0f*Z*Y + 2.0f*X*W;
 | |
| 	dest[7] = 0.0f;
 | |
| 
 | |
| 	dest[8] = 2.0f*X*Z + 2.0f*Y*W;
 | |
| 	dest[9] = 2.0f*Z*Y - 2.0f*X*W;
 | |
| 	dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
 | |
| 	dest[11] = 0.0f;
 | |
| 
 | |
| 	dest[12] = center.X;
 | |
| 	dest[13] = center.Y;
 | |
| 	dest[14] = center.Z;
 | |
| 	dest[15] = 1.f;
 | |
| 
 | |
| 	dest.setDefinitelyIdentityMatrix ( false );
 | |
| }
 | |
| 
 | |
| 
 | |
| /*!
 | |
| 	Creates a matrix from this quaternion
 | |
| 	Rotate about a center point
 | |
| 	shortcut for
 | |
| 	core::quaternion q;
 | |
| 	q.rotationFromTo(vin[i].Normal, forward);
 | |
| 	q.getMatrix(lookat, center);
 | |
| 
 | |
| 	core::matrix4 m2;
 | |
| 	m2.setInverseTranslation(center);
 | |
| 	lookat *= m2;
 | |
| */
 | |
| inline void quaternion::getMatrixCenter(matrix4 &dest,
 | |
| 					const core::vector3df ¢er,
 | |
| 					const core::vector3df &translation) const
 | |
| {
 | |
| 	quaternion q(*this);
 | |
| 	q.normalize();
 | |
| 	f32 X = q.X;
 | |
| 	f32 Y = q.Y;
 | |
| 	f32 Z = q.Z;
 | |
| 	f32 W = q.W;
 | |
| 
 | |
| 	dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
 | |
| 	dest[1] = 2.0f*X*Y + 2.0f*Z*W;
 | |
| 	dest[2] = 2.0f*X*Z - 2.0f*Y*W;
 | |
| 	dest[3] = 0.0f;
 | |
| 
 | |
| 	dest[4] = 2.0f*X*Y - 2.0f*Z*W;
 | |
| 	dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
 | |
| 	dest[6] = 2.0f*Z*Y + 2.0f*X*W;
 | |
| 	dest[7] = 0.0f;
 | |
| 
 | |
| 	dest[8] = 2.0f*X*Z + 2.0f*Y*W;
 | |
| 	dest[9] = 2.0f*Z*Y - 2.0f*X*W;
 | |
| 	dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
 | |
| 	dest[11] = 0.0f;
 | |
| 
 | |
| 	dest.setRotationCenter ( center, translation );
 | |
| }
 | |
| 
 | |
| // Creates a matrix from this quaternion
 | |
| inline void quaternion::getMatrix_transposed(matrix4 &dest) const
 | |
| {
 | |
| 	quaternion q(*this);
 | |
| 	q.normalize();
 | |
| 	f32 X = q.X;
 | |
| 	f32 Y = q.Y;
 | |
| 	f32 Z = q.Z;
 | |
| 	f32 W = q.W;
 | |
| 
 | |
| 	dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
 | |
| 	dest[4] = 2.0f*X*Y + 2.0f*Z*W;
 | |
| 	dest[8] = 2.0f*X*Z - 2.0f*Y*W;
 | |
| 	dest[12] = 0.0f;
 | |
| 
 | |
| 	dest[1] = 2.0f*X*Y - 2.0f*Z*W;
 | |
| 	dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
 | |
| 	dest[9] = 2.0f*Z*Y + 2.0f*X*W;
 | |
| 	dest[13] = 0.0f;
 | |
| 
 | |
| 	dest[2] = 2.0f*X*Z + 2.0f*Y*W;
 | |
| 	dest[6] = 2.0f*Z*Y - 2.0f*X*W;
 | |
| 	dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
 | |
| 	dest[14] = 0.0f;
 | |
| 
 | |
| 	dest[3] = 0.f;
 | |
| 	dest[7] = 0.f;
 | |
| 	dest[11] = 0.f;
 | |
| 	dest[15] = 1.f;
 | |
| 
 | |
| 	dest.setDefinitelyIdentityMatrix(false);
 | |
| }
 | |
| 
 | |
| 
 | |
| // Inverts this quaternion
 | |
| inline quaternion& quaternion::makeInverse()
 | |
| {
 | |
| 	X = -X; Y = -Y; Z = -Z;
 | |
| 	return *this;
 | |
| }
 | |
| 
 | |
| 
 | |
| // sets new quaternion
 | |
| inline quaternion& quaternion::set(f32 x, f32 y, f32 z, f32 w)
 | |
| {
 | |
| 	X = x;
 | |
| 	Y = y;
 | |
| 	Z = z;
 | |
| 	W = w;
 | |
| 	return *this;
 | |
| }
 | |
| 
 | |
| 
 | |
| // sets new quaternion based on Euler angles
 | |
| inline quaternion& quaternion::set(f32 x, f32 y, f32 z)
 | |
| {
 | |
| 	f64 angle;
 | |
| 
 | |
| 	angle = x * 0.5;
 | |
| 	const f64 sr = sin(angle);
 | |
| 	const f64 cr = cos(angle);
 | |
| 
 | |
| 	angle = y * 0.5;
 | |
| 	const f64 sp = sin(angle);
 | |
| 	const f64 cp = cos(angle);
 | |
| 
 | |
| 	angle = z * 0.5;
 | |
| 	const f64 sy = sin(angle);
 | |
| 	const f64 cy = cos(angle);
 | |
| 
 | |
| 	const f64 cpcy = cp * cy;
 | |
| 	const f64 spcy = sp * cy;
 | |
| 	const f64 cpsy = cp * sy;
 | |
| 	const f64 spsy = sp * sy;
 | |
| 
 | |
| 	X = (f32)(sr * cpcy - cr * spsy);
 | |
| 	Y = (f32)(cr * spcy + sr * cpsy);
 | |
| 	Z = (f32)(cr * cpsy - sr * spcy);
 | |
| 	W = (f32)(cr * cpcy + sr * spsy);
 | |
| 
 | |
| 	return normalize();
 | |
| }
 | |
| 
 | |
| // sets new quaternion based on Euler angles
 | |
| inline quaternion& quaternion::set(const core::vector3df& vec)
 | |
| {
 | |
| 	return set( vec.X, vec.Y, vec.Z);
 | |
| }
 | |
| 
 | |
| // sets new quaternion based on other quaternion
 | |
| inline quaternion& quaternion::set(const core::quaternion& quat)
 | |
| {
 | |
| 	return (*this=quat);
 | |
| }
 | |
| 
 | |
| 
 | |
| //! returns if this quaternion equals the other one, taking floating point rounding errors into account
 | |
| inline bool quaternion::equals(const quaternion& other, const f32 tolerance) const
 | |
| {
 | |
| 	return core::equals( X, other.X, tolerance) &&
 | |
| 		core::equals( Y, other.Y, tolerance) &&
 | |
| 		core::equals( Z, other.Z, tolerance) &&
 | |
| 		core::equals( W, other.W, tolerance);
 | |
| }
 | |
| 
 | |
| 
 | |
| // normalizes the quaternion
 | |
| inline quaternion& quaternion::normalize()
 | |
| {
 | |
| 	// removed conditional branch since it may slow down and anyway the condition was
 | |
| 	// false even after normalization in some cases.
 | |
| 	return (*this *= (f32)reciprocal_squareroot ( (f64)(X*X + Y*Y + Z*Z + W*W) ));
 | |
| }
 | |
| 
 | |
| // Set this quaternion to the result of the linear interpolation between two quaternions
 | |
| inline quaternion& quaternion::lerp( quaternion q1, quaternion q2, f32 time)
 | |
| {
 | |
| 	const f32 scale = 1.0f - time;
 | |
| 	return (*this = (q1*scale) + (q2*time));
 | |
| }
 | |
| 
 | |
| // Set this quaternion to the result of the linear interpolation between two quaternions and normalize the result
 | |
| inline quaternion& quaternion::lerpN( quaternion q1, quaternion q2, f32 time)
 | |
| {
 | |
| 	const f32 scale = 1.0f - time;
 | |
| 	return (*this = ((q1*scale) + (q2*time)).normalize() );
 | |
| }
 | |
| 
 | |
| // set this quaternion to the result of the interpolation between two quaternions
 | |
| inline quaternion& quaternion::slerp( quaternion q1, quaternion q2, f32 time, f32 threshold)
 | |
| {
 | |
| 	f32 angle = q1.dotProduct(q2);
 | |
| 
 | |
| 	// make sure we use the short rotation
 | |
| 	if (angle < 0.0f)
 | |
| 	{
 | |
| 		q1 *= -1.0f;
 | |
| 		angle *= -1.0f;
 | |
| 	}
 | |
| 
 | |
| 	if (angle <= (1-threshold)) // spherical interpolation
 | |
| 	{
 | |
| 		const f32 theta = acosf(angle);
 | |
| 		const f32 invsintheta = reciprocal(sinf(theta));
 | |
| 		const f32 scale = sinf(theta * (1.0f-time)) * invsintheta;
 | |
| 		const f32 invscale = sinf(theta * time) * invsintheta;
 | |
| 		return (*this = (q1*scale) + (q2*invscale));
 | |
| 	}
 | |
| 	else // linear interpolation
 | |
| 		return lerpN(q1,q2,time);
 | |
| }
 | |
| 
 | |
| 
 | |
| // calculates the dot product
 | |
| inline f32 quaternion::dotProduct(const quaternion& q2) const
 | |
| {
 | |
| 	return (X * q2.X) + (Y * q2.Y) + (Z * q2.Z) + (W * q2.W);
 | |
| }
 | |
| 
 | |
| 
 | |
| //! axis must be unit length, angle in radians
 | |
| inline quaternion& quaternion::fromAngleAxis(f32 angle, const vector3df& axis)
 | |
| {
 | |
| 	const f32 fHalfAngle = 0.5f*angle;
 | |
| 	const f32 fSin = sinf(fHalfAngle);
 | |
| 	W = cosf(fHalfAngle);
 | |
| 	X = fSin*axis.X;
 | |
| 	Y = fSin*axis.Y;
 | |
| 	Z = fSin*axis.Z;
 | |
| 	return *this;
 | |
| }
 | |
| 
 | |
| 
 | |
| inline void quaternion::toAngleAxis(f32 &angle, core::vector3df &axis) const
 | |
| {
 | |
| 	const f32 scale = sqrtf(X*X + Y*Y + Z*Z);
 | |
| 
 | |
| 	if (core::iszero(scale) || W > 1.0f || W < -1.0f)
 | |
| 	{
 | |
| 		angle = 0.0f;
 | |
| 		axis.X = 0.0f;
 | |
| 		axis.Y = 1.0f;
 | |
| 		axis.Z = 0.0f;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		const f32 invscale = reciprocal(scale);
 | |
| 		angle = 2.0f * acosf(W);
 | |
| 		axis.X = X * invscale;
 | |
| 		axis.Y = Y * invscale;
 | |
| 		axis.Z = Z * invscale;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| inline void quaternion::toEuler(vector3df& euler) const
 | |
| {
 | |
| 	const f64 sqw = W*W;
 | |
| 	const f64 sqx = X*X;
 | |
| 	const f64 sqy = Y*Y;
 | |
| 	const f64 sqz = Z*Z;
 | |
| 	const f64 test = 2.0 * (Y*W - X*Z);
 | |
| 
 | |
| 	if (core::equals(test, 1.0, 0.000001))
 | |
| 	{
 | |
| 		// heading = rotation about z-axis
 | |
| 		euler.Z = (f32) (-2.0*atan2(X, W));
 | |
| 		// bank = rotation about x-axis
 | |
| 		euler.X = 0;
 | |
| 		// attitude = rotation about y-axis
 | |
| 		euler.Y = (f32) (core::PI64/2.0);
 | |
| 	}
 | |
| 	else if (core::equals(test, -1.0, 0.000001))
 | |
| 	{
 | |
| 		// heading = rotation about z-axis
 | |
| 		euler.Z = (f32) (2.0*atan2(X, W));
 | |
| 		// bank = rotation about x-axis
 | |
| 		euler.X = 0;
 | |
| 		// attitude = rotation about y-axis
 | |
| 		euler.Y = (f32) (core::PI64/-2.0);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// heading = rotation about z-axis
 | |
| 		euler.Z = (f32) atan2(2.0 * (X*Y +Z*W),(sqx - sqy - sqz + sqw));
 | |
| 		// bank = rotation about x-axis
 | |
| 		euler.X = (f32) atan2(2.0 * (Y*Z +X*W),(-sqx - sqy + sqz + sqw));
 | |
| 		// attitude = rotation about y-axis
 | |
| 		euler.Y = (f32) asin( clamp(test, -1.0, 1.0) );
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| inline vector3df quaternion::operator* (const vector3df& v) const
 | |
| {
 | |
| 	// nVidia SDK implementation
 | |
| 
 | |
| 	vector3df uv, uuv;
 | |
| 	const vector3df qvec(X, Y, Z);
 | |
| 	uv = qvec.crossProduct(v);
 | |
| 	uuv = qvec.crossProduct(uv);
 | |
| 	uv *= (2.0f * W);
 | |
| 	uuv *= 2.0f;
 | |
| 
 | |
| 	return v + uv + uuv;
 | |
| }
 | |
| 
 | |
| // set quaternion to identity
 | |
| inline core::quaternion& quaternion::makeIdentity()
 | |
| {
 | |
| 	W = 1.f;
 | |
| 	X = 0.f;
 | |
| 	Y = 0.f;
 | |
| 	Z = 0.f;
 | |
| 	return *this;
 | |
| }
 | |
| 
 | |
| inline core::quaternion& quaternion::rotationFromTo(const vector3df& from, const vector3df& to)
 | |
| {
 | |
| 	// Based on Stan Melax's article in Game Programming Gems
 | |
| 	// Copy, since cannot modify local
 | |
| 	vector3df v0 = from;
 | |
| 	vector3df v1 = to;
 | |
| 	v0.normalize();
 | |
| 	v1.normalize();
 | |
| 
 | |
| 	const f32 d = v0.dotProduct(v1);
 | |
| 	if (d >= 1.0f) // If dot == 1, vectors are the same
 | |
| 	{
 | |
| 		return makeIdentity();
 | |
| 	}
 | |
| 	else if (d <= -1.0f) // exactly opposite
 | |
| 	{
 | |
| 		core::vector3df axis(1.0f, 0.f, 0.f);
 | |
| 		axis = axis.crossProduct(v0);
 | |
| 		if (axis.getLength()==0)
 | |
| 		{
 | |
| 			axis.set(0.f,1.f,0.f);
 | |
| 			axis = axis.crossProduct(v0);
 | |
| 		}
 | |
| 		// same as fromAngleAxis(core::PI, axis).normalize();
 | |
| 		return set(axis.X, axis.Y, axis.Z, 0).normalize();
 | |
| 	}
 | |
| 
 | |
| 	const f32 s = sqrtf( (1+d)*2 ); // optimize inv_sqrt
 | |
| 	const f32 invs = 1.f / s;
 | |
| 	const vector3df c = v0.crossProduct(v1)*invs;
 | |
| 	return set(c.X, c.Y, c.Z, s * 0.5f).normalize();
 | |
| }
 | |
| 
 | |
| 
 | |
| } // end namespace core
 | |
| } // end namespace irr
 | |
| 
 | |
| #endif
 |