6e8fbca745
match the genesis editor version 1.3.0.653.
643 lines
20 KiB
C++
643 lines
20 KiB
C++
/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2009 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#include "stdneb.h"
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// NOTE THAT THIS FILE IS BASED ON MATERIAL FROM:
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// Geometric Tools, LLC
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// Copyright (c) 1998-2010
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// Distributed under the Boost Software License, Version 1.0.
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// http://www.boost.org/LICENSE_1_0.txt
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// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
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#include "OgreQuaternion.h"
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#include "OgreMath.h"
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#include "OgreMatrix3.h"
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#include "OgreVector3.h"
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namespace Ogre {
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const Real Quaternion::ms_fEpsilon = Real(1e-03);
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const Quaternion Quaternion::ZERO(0.0,0.0,0.0,0.0);
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const Quaternion Quaternion::IDENTITY(1.0,0.0,0.0,0.0);
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//-----------------------------------------------------------------------
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void Quaternion::FromRotationMatrix (const Matrix3& kRot)
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{
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// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
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// article "Quaternion Calculus and Fast Animation".
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Real fTrace = kRot[0][0]+kRot[1][1]+kRot[2][2];
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Real fRoot;
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if ( fTrace > 0.0 )
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{
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// |w| > 1/2, may as well choose w > 1/2
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fRoot = Math::Sqrt(fTrace + 1.0f); // 2w
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w = 0.5f*fRoot;
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fRoot = 0.5f/fRoot; // 1/(4w)
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x = (kRot[2][1]-kRot[1][2])*fRoot;
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y = (kRot[0][2]-kRot[2][0])*fRoot;
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z = (kRot[1][0]-kRot[0][1])*fRoot;
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}
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else
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{
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// |w| <= 1/2
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static size_t s_iNext[3] = { 1, 2, 0 };
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size_t i = 0;
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if ( kRot[1][1] > kRot[0][0] )
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i = 1;
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if ( kRot[2][2] > kRot[i][i] )
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i = 2;
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size_t j = s_iNext[i];
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size_t k = s_iNext[j];
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fRoot = Math::Sqrt(kRot[i][i]-kRot[j][j]-kRot[k][k] + 1.0f);
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Real* apkQuat[3] = { &x, &y, &z };
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*apkQuat[i] = 0.5f*fRoot;
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fRoot = 0.5f/fRoot;
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w = (kRot[k][j]-kRot[j][k])*fRoot;
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*apkQuat[j] = (kRot[j][i]+kRot[i][j])*fRoot;
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*apkQuat[k] = (kRot[k][i]+kRot[i][k])*fRoot;
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}
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}
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//-----------------------------------------------------------------------
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void Quaternion::ToRotationMatrix (Matrix3& kRot) const
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{
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Real fTx = x+x;
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Real fTy = y+y;
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Real fTz = z+z;
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Real fTwx = fTx*w;
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Real fTwy = fTy*w;
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Real fTwz = fTz*w;
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Real fTxx = fTx*x;
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Real fTxy = fTy*x;
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Real fTxz = fTz*x;
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Real fTyy = fTy*y;
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Real fTyz = fTz*y;
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Real fTzz = fTz*z;
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kRot[0][0] = 1.0f-(fTyy+fTzz);
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kRot[0][1] = fTxy-fTwz;
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kRot[0][2] = fTxz+fTwy;
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kRot[1][0] = fTxy+fTwz;
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kRot[1][1] = 1.0f-(fTxx+fTzz);
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kRot[1][2] = fTyz-fTwx;
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kRot[2][0] = fTxz-fTwy;
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kRot[2][1] = fTyz+fTwx;
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kRot[2][2] = 1.0f-(fTxx+fTyy);
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}
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//-----------------------------------------------------------------------
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void Quaternion::FromAngleAxis (const Radian& rfAngle,
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const Vector3& rkAxis)
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{
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// assert: axis[] is unit length
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//
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// The quaternion representing the rotation is
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// q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k)
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Radian fHalfAngle ( 0.5*rfAngle );
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Real fSin = Math::Sin(fHalfAngle);
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w = Math::Cos(fHalfAngle);
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x = fSin*rkAxis.x;
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y = fSin*rkAxis.y;
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z = fSin*rkAxis.z;
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}
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//-----------------------------------------------------------------------
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void Quaternion::ToAngleAxis (Radian& rfAngle, Vector3& rkAxis) const
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{
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// The quaternion representing the rotation is
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// q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k)
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Real fSqrLength = x*x+y*y+z*z;
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if ( fSqrLength > 0.0 )
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{
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rfAngle = 2.0*Math::ACos(w);
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Real fInvLength = Math::InvSqrt(fSqrLength);
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rkAxis.x = x*fInvLength;
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rkAxis.y = y*fInvLength;
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rkAxis.z = z*fInvLength;
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}
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else
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{
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// angle is 0 (mod 2*pi), so any axis will do
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rfAngle = Radian(0.0);
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rkAxis.x = 1.0;
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rkAxis.y = 0.0;
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rkAxis.z = 0.0;
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}
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}
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//-----------------------------------------------------------------------
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void Quaternion::FromAxes (const Vector3* akAxis)
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{
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Matrix3 kRot;
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for (size_t iCol = 0; iCol < 3; iCol++)
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{
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kRot[0][iCol] = akAxis[iCol].x;
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kRot[1][iCol] = akAxis[iCol].y;
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kRot[2][iCol] = akAxis[iCol].z;
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}
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FromRotationMatrix(kRot);
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}
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//-----------------------------------------------------------------------
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void Quaternion::FromAxes (const Vector3& xaxis, const Vector3& yaxis, const Vector3& zaxis)
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{
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Matrix3 kRot;
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kRot[0][0] = xaxis.x;
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kRot[1][0] = xaxis.y;
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kRot[2][0] = xaxis.z;
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kRot[0][1] = yaxis.x;
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kRot[1][1] = yaxis.y;
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kRot[2][1] = yaxis.z;
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kRot[0][2] = zaxis.x;
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kRot[1][2] = zaxis.y;
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kRot[2][2] = zaxis.z;
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FromRotationMatrix(kRot);
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}
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//-----------------------------------------------------------------------
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void Quaternion::ToAxes (Vector3* akAxis) const
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{
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Matrix3 kRot;
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ToRotationMatrix(kRot);
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for (size_t iCol = 0; iCol < 3; iCol++)
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{
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akAxis[iCol].x = kRot[0][iCol];
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akAxis[iCol].y = kRot[1][iCol];
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akAxis[iCol].z = kRot[2][iCol];
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}
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}
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//-----------------------------------------------------------------------
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Vector3 Quaternion::xAxis(void) const
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{
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//Real fTx = 2.0*x;
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Real fTy = 2.0f*y;
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Real fTz = 2.0f*z;
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Real fTwy = fTy*w;
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Real fTwz = fTz*w;
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Real fTxy = fTy*x;
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Real fTxz = fTz*x;
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Real fTyy = fTy*y;
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Real fTzz = fTz*z;
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return Vector3(1.0f-(fTyy+fTzz), fTxy+fTwz, fTxz-fTwy);
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}
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//-----------------------------------------------------------------------
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Vector3 Quaternion::yAxis(void) const
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{
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Real fTx = 2.0f*x;
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Real fTy = 2.0f*y;
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Real fTz = 2.0f*z;
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Real fTwx = fTx*w;
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Real fTwz = fTz*w;
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Real fTxx = fTx*x;
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Real fTxy = fTy*x;
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Real fTyz = fTz*y;
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Real fTzz = fTz*z;
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return Vector3(fTxy-fTwz, 1.0f-(fTxx+fTzz), fTyz+fTwx);
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}
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//-----------------------------------------------------------------------
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Vector3 Quaternion::zAxis(void) const
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{
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Real fTx = 2.0f*x;
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Real fTy = 2.0f*y;
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Real fTz = 2.0f*z;
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Real fTwx = fTx*w;
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Real fTwy = fTy*w;
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Real fTxx = fTx*x;
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Real fTxz = fTz*x;
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Real fTyy = fTy*y;
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Real fTyz = fTz*y;
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return Vector3(fTxz+fTwy, fTyz-fTwx, 1.0f-(fTxx+fTyy));
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}
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//-----------------------------------------------------------------------
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void Quaternion::ToAxes (Vector3& xaxis, Vector3& yaxis, Vector3& zaxis) const
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{
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Matrix3 kRot;
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ToRotationMatrix(kRot);
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xaxis.x = kRot[0][0];
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xaxis.y = kRot[1][0];
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xaxis.z = kRot[2][0];
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yaxis.x = kRot[0][1];
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yaxis.y = kRot[1][1];
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yaxis.z = kRot[2][1];
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zaxis.x = kRot[0][2];
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zaxis.y = kRot[1][2];
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zaxis.z = kRot[2][2];
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}
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Quaternion Quaternion::CalRollPitchYaw( float roll , float pitch , float yaw )
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{
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// in local coordinate, Y means up <20><> X means right <20><> Z means out of scrren
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/*Vector3 axisZ( 0,0,1 ) ;
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Quaternion q1 ;
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q1.FromAngleAxis( Radian(roll), axisZ );
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Vector3 axisX( 1 ,0 , 0 ) ;
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Quaternion q2 ;
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q2.FromAngleAxis( Radian(pitch), axisX ) ;
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Quaternion q3 ;
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Vector3 axisY( 0 , 1 , 0 ) ;
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q3.FromAngleAxis( Radian(yaw), axisY ) ;*/
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// return q3 * q2 * q1 ;
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Matrix3 kRot;
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Quaternion result;
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ToRotationMatrix(kRot);
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kRot.FromEulerAnglesYXZ(Radian(yaw), Radian(pitch), Radian(roll));
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result.FromRotationMatrix(kRot);
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return result;//q1 * q3 * q2 ;
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}
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void Quaternion::GetYawPitchRoll(Radian& yaw, Radian& pitch, Radian& roll) const
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{
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Ogre::Matrix3 kRot;
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ToRotationMatrix(kRot);
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kRot.ToEulerAnglesYXZ(yaw, pitch, roll);
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::operator+ (const Quaternion& rkQ) const
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{
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return Quaternion(w+rkQ.w,x+rkQ.x,y+rkQ.y,z+rkQ.z);
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::operator- (const Quaternion& rkQ) const
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{
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return Quaternion(w-rkQ.w,x-rkQ.x,y-rkQ.y,z-rkQ.z);
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::operator* (const Quaternion& rkQ) const
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{
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// NOTE: Multiplication is not generally commutative, so in most
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// cases p*q != q*p.
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return Quaternion
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(
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w * rkQ.w - x * rkQ.x - y * rkQ.y - z * rkQ.z,
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w * rkQ.x + x * rkQ.w + y * rkQ.z - z * rkQ.y,
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w * rkQ.y + y * rkQ.w + z * rkQ.x - x * rkQ.z,
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w * rkQ.z + z * rkQ.w + x * rkQ.y - y * rkQ.x
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);
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::operator* (Real fScalar) const
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{
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return Quaternion(fScalar*w,fScalar*x,fScalar*y,fScalar*z);
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}
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//-----------------------------------------------------------------------
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Quaternion operator* (Real fScalar, const Quaternion& rkQ)
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{
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return Quaternion(fScalar*rkQ.w,fScalar*rkQ.x,fScalar*rkQ.y,
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fScalar*rkQ.z);
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::operator- () const
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{
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return Quaternion(-w,-x,-y,-z);
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}
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//-----------------------------------------------------------------------
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Real Quaternion::Dot (const Quaternion& rkQ) const
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{
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return w*rkQ.w+x*rkQ.x+y*rkQ.y+z*rkQ.z;
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}
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//-----------------------------------------------------------------------
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Real Quaternion::Norm () const
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{
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return w*w+x*x+y*y+z*z;
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::Inverse () const
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{
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Real fNorm = w*w+x*x+y*y+z*z;
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if ( fNorm > 0.0 )
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{
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Real fInvNorm = 1.0f/fNorm;
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return Quaternion(w*fInvNorm,-x*fInvNorm,-y*fInvNorm,-z*fInvNorm);
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}
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else
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{
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// return an invalid result to flag the error
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return ZERO;
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}
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::UnitInverse () const
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{
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// assert: 'this' is unit length
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return Quaternion(w,-x,-y,-z);
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::Exp () const
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{
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// If q = A*(x*i+y*j+z*k) where (x,y,z) is unit length, then
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// exp(q) = cos(A)+sin(A)*(x*i+y*j+z*k). If sin(A) is near zero,
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// use exp(q) = cos(A)+A*(x*i+y*j+z*k) since A/sin(A) has limit 1.
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Radian fAngle ( Math::Sqrt(x*x+y*y+z*z) );
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Real fSin = Math::Sin(fAngle);
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Quaternion kResult;
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kResult.w = Math::Cos(fAngle);
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if ( Math::Abs(fSin) >= ms_fEpsilon )
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{
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Real fCoeff = fSin/(fAngle.valueRadians());
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kResult.x = fCoeff*x;
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kResult.y = fCoeff*y;
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kResult.z = fCoeff*z;
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}
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else
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{
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kResult.x = x;
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kResult.y = y;
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kResult.z = z;
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}
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return kResult;
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::Log () const
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{
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// If q = cos(A)+sin(A)*(x*i+y*j+z*k) where (x,y,z) is unit length, then
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// log(q) = A*(x*i+y*j+z*k). If sin(A) is near zero, use log(q) =
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// sin(A)*(x*i+y*j+z*k) since sin(A)/A has limit 1.
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Quaternion kResult;
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kResult.w = 0.0;
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if ( Math::Abs(w) < 1.0 )
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{
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Radian fAngle ( Math::ACos(w) );
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Real fSin = Math::Sin(fAngle);
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if ( Math::Abs(fSin) >= ms_fEpsilon )
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{
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Real fCoeff = fAngle.valueRadians()/fSin;
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kResult.x = fCoeff*x;
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kResult.y = fCoeff*y;
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kResult.z = fCoeff*z;
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return kResult;
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}
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}
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kResult.x = x;
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kResult.y = y;
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kResult.z = z;
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return kResult;
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}
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//-----------------------------------------------------------------------
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Vector3 Quaternion::operator* (const Vector3& v) const
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{
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// nVidia SDK implementation
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Vector3 uv, uuv;
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Vector3 qvec(x, y, z);
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uv = qvec.crossProduct(v);
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uuv = qvec.crossProduct(uv);
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uv *= (2.0f * w);
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uuv *= 2.0f;
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return v + uv + uuv;
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}
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//-----------------------------------------------------------------------
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bool Quaternion::equals(const Quaternion& rhs, const Radian& tolerance) const
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{
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Real fCos = Dot(rhs);
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Radian angle = Math::ACos(fCos);
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return (Math::Abs(angle.valueRadians()) <= tolerance.valueRadians())
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|| Math::RealEqual(angle.valueRadians(), Math::OGRE_PI, tolerance.valueRadians());
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}
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//-----------------------------------------------------------------------
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Quaternion Quaternion::Slerp (Real fT, const Quaternion& rkP,
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const Quaternion& rkQ, bool shortestPath)
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{
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Real fCos = rkP.Dot(rkQ);
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Quaternion rkT;
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// Do we need to invert rotation?
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if (fCos < 0.0f && shortestPath)
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{
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fCos = -fCos;
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rkT = -rkQ;
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}
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else
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{
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rkT = rkQ;
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}
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if (Math::Abs(fCos) < 1 - ms_fEpsilon)
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{
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// Standard case (slerp)
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Real fSin = Math::Sqrt(1 - Math::Sqr(fCos));
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Radian fAngle = Math::ATan2(fSin, fCos);
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Real fInvSin = 1.0f / fSin;
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Real fCoeff0 = Math::Sin((1.0f - fT) * fAngle) * fInvSin;
|
||
Real fCoeff1 = Math::Sin(fT * fAngle) * fInvSin;
|
||
return fCoeff0 * rkP + fCoeff1 * rkT;
|
||
}
|
||
else
|
||
{
|
||
// There are two situations:
|
||
// 1. "rkP" and "rkQ" are very close (fCos ~= +1), so we can do a linear
|
||
// interpolation safely.
|
||
// 2. "rkP" and "rkQ" 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 t = (1.0f - fT) * rkP + fT * rkT;
|
||
// taking the complement requires renormalisation
|
||
t.normalise();
|
||
return t;
|
||
}
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
Quaternion Quaternion::SlerpExtraSpins (Real fT,
|
||
const Quaternion& rkP, const Quaternion& rkQ, int iExtraSpins)
|
||
{
|
||
Real fCos = rkP.Dot(rkQ);
|
||
Radian fAngle ( Math::ACos(fCos) );
|
||
|
||
if ( Math::Abs(fAngle.valueRadians()) < ms_fEpsilon )
|
||
return rkP;
|
||
|
||
Real fSin = Math::Sin(fAngle);
|
||
Radian fPhase ( Math::OGRE_PI*iExtraSpins*fT );
|
||
Real fInvSin = 1.0f/fSin;
|
||
Real fCoeff0 = Math::Sin((1.0f-fT)*fAngle - fPhase)*fInvSin;
|
||
Real fCoeff1 = Math::Sin(fT*fAngle + fPhase)*fInvSin;
|
||
return fCoeff0*rkP + fCoeff1*rkQ;
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
void Quaternion::Intermediate (const Quaternion& rkQ0,
|
||
const Quaternion& rkQ1, const Quaternion& rkQ2,
|
||
Quaternion& rkA, Quaternion& rkB)
|
||
{
|
||
// assert: q0, q1, q2 are unit quaternions
|
||
|
||
Quaternion kQ0inv = rkQ0.UnitInverse();
|
||
Quaternion kQ1inv = rkQ1.UnitInverse();
|
||
Quaternion rkP0 = kQ0inv*rkQ1;
|
||
Quaternion rkP1 = kQ1inv*rkQ2;
|
||
Quaternion kArg = 0.25*(rkP0.Log()-rkP1.Log());
|
||
Quaternion kMinusArg = -kArg;
|
||
|
||
rkA = rkQ1*kArg.Exp();
|
||
rkB = rkQ1*kMinusArg.Exp();
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
Quaternion Quaternion::Squad (Real fT,
|
||
const Quaternion& rkP, const Quaternion& rkA,
|
||
const Quaternion& rkB, const Quaternion& rkQ, bool shortestPath)
|
||
{
|
||
Real fSlerpT = 2.0f*fT*(1.0f-fT);
|
||
Quaternion kSlerpP = Slerp(fT, rkP, rkQ, shortestPath);
|
||
Quaternion kSlerpQ = Slerp(fT, rkA, rkB);
|
||
return Slerp(fSlerpT, kSlerpP ,kSlerpQ);
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
Real Quaternion::normalise(void)
|
||
{
|
||
Real len = Norm();
|
||
Real factor = 1.0f / Math::Sqrt(len);
|
||
*this = *this * factor;
|
||
return len;
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
Radian Quaternion::getRoll(bool reprojectAxis) const
|
||
{
|
||
if (reprojectAxis)
|
||
{
|
||
// roll = atan2(localx.y, localx.x)
|
||
// pick parts of xAxis() implementation that we need
|
||
// Real fTx = 2.0*x;
|
||
Real fTy = 2.0f*y;
|
||
Real fTz = 2.0f*z;
|
||
Real fTwz = fTz*w;
|
||
Real fTxy = fTy*x;
|
||
Real fTyy = fTy*y;
|
||
Real fTzz = fTz*z;
|
||
|
||
// Vector3(1.0-(fTyy+fTzz), fTxy+fTwz, fTxz-fTwy);
|
||
|
||
return Radian(Math::ATan2(fTxy+fTwz, 1.0f-(fTyy+fTzz)));
|
||
|
||
}
|
||
else
|
||
{
|
||
return Radian(Math::ATan2(2*(x*y + w*z), w*w + x*x - y*y - z*z));
|
||
}
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
Radian Quaternion::getPitch(bool reprojectAxis) const
|
||
{
|
||
if (reprojectAxis)
|
||
{
|
||
// pitch = atan2(localy.z, localy.y)
|
||
// pick parts of yAxis() implementation that we need
|
||
Real fTx = 2.0f*x;
|
||
// Real fTy = 2.0f*y;
|
||
Real fTz = 2.0f*z;
|
||
Real fTwx = fTx*w;
|
||
Real fTxx = fTx*x;
|
||
Real fTyz = fTz*y;
|
||
Real fTzz = fTz*z;
|
||
|
||
// Vector3(fTxy-fTwz, 1.0-(fTxx+fTzz), fTyz+fTwx);
|
||
return Radian(Math::ATan2(fTyz+fTwx, 1.0f-(fTxx+fTzz)));
|
||
}
|
||
else
|
||
{
|
||
// internal version
|
||
return Radian(Math::ATan2(2*(y*z + w*x), w*w - x*x - y*y + z*z));
|
||
}
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
Radian Quaternion::getYaw(bool reprojectAxis) const
|
||
{
|
||
if (reprojectAxis)
|
||
{
|
||
// yaw = atan2(localz.x, localz.z)
|
||
// pick parts of zAxis() implementation that we need
|
||
Real fTx = 2.0f*x;
|
||
Real fTy = 2.0f*y;
|
||
Real fTz = 2.0f*z;
|
||
Real fTwy = fTy*w;
|
||
Real fTxx = fTx*x;
|
||
Real fTxz = fTz*x;
|
||
Real fTyy = fTy*y;
|
||
|
||
// Vector3(fTxz+fTwy, fTyz-fTwx, 1.0-(fTxx+fTyy));
|
||
|
||
return Radian(Math::ATan2(fTxz+fTwy, 1.0f-(fTxx+fTyy)));
|
||
|
||
}
|
||
else
|
||
{
|
||
// internal version
|
||
return Radian(Math::ASin(-2*(x*z - w*y)));
|
||
}
|
||
}
|
||
//-----------------------------------------------------------------------
|
||
Quaternion Quaternion::nlerp(Real fT, const Quaternion& rkP,
|
||
const Quaternion& rkQ, bool shortestPath)
|
||
{
|
||
Quaternion result;
|
||
Real fCos = rkP.Dot(rkQ);
|
||
if (fCos < 0.0f && shortestPath)
|
||
{
|
||
result = rkP + fT * ((-rkQ) - rkP);
|
||
}
|
||
else
|
||
{
|
||
result = rkP + fT * (rkQ - rkP);
|
||
}
|
||
result.normalise();
|
||
return result;
|
||
}
|
||
}
|