710 lines
28 KiB
C++
710 lines
28 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /Commando/Code/Tools/max2w3d/w3dquat.cpp 29 2/03/00 4:55p Jason_a $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Voxel Technology *
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* *
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* File Name : QUAT.CPP *
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* *
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* Programmer : Greg Hjelstrom *
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* *
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* Start Date : 02/24/97 *
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* *
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* Last Update : February 28, 1997 [GH] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* Quaternion::Quaternion -- constructor *
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* Quaternion::Set -- Set the quaternion *
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* Quaternion::operator= -- Assignment operator *
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* Quaternion::Make_Closest -- Use nearest representation to the given quaternion. *
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* Trackball -- Computes a "trackball" quaternion given 2D mouse coordinates *
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* Axis_To_Quat -- Creates a quaternion given an axis and angle of rotation *
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* Slerp -- Spherical Linear interpolation! *
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* Build_Quaternion -- Creates a quaternion from a Matrix *
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* Build_Matrix -- Creates a Matrix from a Quaternion *
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* Normalize -- normalizes a quaternion *
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* Quaternion::Quaternion -- constructor *
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* Slerp_Setup -- Get ready to call "Cached_Slerp" *
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* Cached_Slerp -- Quaternion slerping, optimized with cached values *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "w3dquat.h"
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#include "matrix3d.h"
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#include "matrix4.h"
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#include "wwmath.h"
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#include <stdio.h>
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//#include <iostream.h>
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#include <stdlib.h>
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#include <math.h>
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#include <assert.h>
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#define SLERP_EPSILON 0.001
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static int _nxt[3] = { 1 , 2 , 0 };
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// ------------------------------------------------------------
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// local functions
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// ------------------------------------------------------------
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static float project_to_sphere(float,float,float);
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/***********************************************************************************************
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* Quaternion::Quaternion -- constructor *
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* *
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* constructs a quaternion from the given axis and angle of rotation (in RADIANS of course) *
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* *
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* INPUT: *
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* axis - axis of the rotation *
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* angle - rotation angle *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/10/97 GTH : Created. *
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*=============================================================================================*/
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Quaternion::Quaternion(const Vector3 & axis,float angle)
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{
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float s = sinf(angle/2);
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float c = cosf(angle/2);
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X = s * axis.X;
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Y = s * axis.Y;
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Z = s * axis.Z;
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W = c;
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}
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/***********************************************************************************************
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* Quaternion::Normalize -- Normalize to a unit quaternion *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 02/24/1997 GH : Created. *
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*=============================================================================================*/
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void Quaternion::Normalize()
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{
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float mag = WWMath::Sqrt(X * X + Y * Y + Z * Z + W * W);
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if (0.0f == mag) {
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return;
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} else {
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X /= mag;
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Y /= mag;
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Z /= mag;
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W /= mag;
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}
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}
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/***********************************************************************************************
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* Quaternion::operator= -- Assignment operator *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 02/24/1997 GH : Created. *
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*=============================================================================================*/
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Quaternion & Quaternion::operator = (const Quaternion & source)
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{
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X = source[0];
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Y = source[1];
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Z = source[2];
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W = source[3];
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return *this;
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}
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/***********************************************************************************************
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* Q::Make_Closest -- Use nearest representation to the given quaternion. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 02/28/1997 GH : Created. *
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*=============================================================================================*/
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Quaternion & Quaternion::Make_Closest(const Quaternion & qto)
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{
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float cos_t = qto.X * X + qto.Y * Y + qto.Z * Z + qto.W * W;
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// if we are on opposite hemisphere from qto, negate ourselves
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if (cos_t < 0.0) {
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X = -X;
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Y = -Y;
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Z = -Z;
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W = -W;
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}
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return *this;
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}
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/***********************************************************************************************
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* Trackball -- Computes a "trackball" quaternion given 2D mouse coordinates *
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* *
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* INPUT: *
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* x0,y0 - x1,y1 - "normalized" mouse coordinates for the mouse movement *
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* sphsize - size of the trackball sphere *
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* *
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* OUTPUT: *
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* a quaternion representing the rotation of a trackball *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 02/28/1997 GH : Created. *
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*=============================================================================================*/
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Quaternion Trackball(float x0, float y0, float x1, float y1, float sphsize)
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{
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Vector3 a;
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Vector3 p1;
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Vector3 p2;
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Vector3 d;
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float phi,t;
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if ((x0 == x1) && (y0 == y1)) {
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return Quaternion(0.0f, 0.0f, 0.0f, 1.0f); // Zero rotation
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}
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// Compute z coordinates for projection of p1 and p2 to
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// deformed sphere
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p1[0] = x0;
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p1[1] = y0;
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p1[2] = project_to_sphere(sphsize, x0, y0);
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p2[0] = x1;
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p2[1] = y1;
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p2[2] = project_to_sphere(sphsize, x1, y1);
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// Find their cross product
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Vector3::Cross_Product(p2,p1,&a);
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// Compute how much to rotate
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d = p1 - p2;
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t = d.Length() / (2.0f * sphsize);
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// Avoid problems with out of control values
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if (t > 1.0f) t = 1.0f;
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if (t < -1.0f) t = -1.0f;
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phi = 2.0f * asin(t);
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return Axis_To_Quat(a, phi);
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}
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/***********************************************************************************************
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* Axis_To_Quat -- Creates a quaternion given an axis and angle of rotation *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 02/28/1997 GH : Created. *
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*=============================================================================================*/
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Quaternion Axis_To_Quat(const Vector3 &a, float phi)
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{
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Quaternion q;
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Vector3 tmp = a;
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tmp.Normalize();
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q[0] = tmp[0];
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q[1] = tmp[1];
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q[2] = tmp[2];
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q.Scale(sinf(phi / 2.0f));
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q[3] = cosf(phi / 2.0f);
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return q;
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}
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/***********************************************************************************************
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* Slerp -- Spherical Linear interpolation! *
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* *
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* INPUT: *
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* p - start quaternion *
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* q - end quaternion *
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* alpha - interpolating parameter *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 02/28/1997 GH : Created. *
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*=============================================================================================*/
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Quaternion Slerp(const Quaternion & p,const Quaternion & q,float alpha)
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{
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float beta; // complementary interploation parameter
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float theta; // angle between p and q
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float sin_t,cos_t; // sine, cosine of theta
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float oo_sin_t;
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int qflip; // use flip of q?
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// cos theta = dot product of p and q
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cos_t = p.X * q.X + p.Y * q.Y + p.Z * q.Z + p.W * q.W;
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// if q is on opposite hemisphere from A, use -B instead
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if (cos_t < 0.0) {
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cos_t = -cos_t;
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qflip = true;
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} else {
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qflip = false;
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}
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if (1.0 - cos_t < SLERP_EPSILON) {
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// if q is very close to p, just linearly interpolate
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// between the two.
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beta = 1.0 - alpha;
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} else {
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// normal slerp!
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theta = acos(cos_t);
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sin_t = sinf(theta);
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oo_sin_t = 1.0 / sin_t;
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beta = sinf(theta - alpha*theta) * oo_sin_t;
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alpha = sinf(alpha*theta) * oo_sin_t;
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}
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if (qflip) {
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alpha = -alpha;
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}
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Quaternion res;
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res.X = beta*p.X + alpha*q.X;
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res.Y = beta*p.Y + alpha*q.Y;
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res.Z = beta*p.Z + alpha*q.Z;
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res.W = beta*p.W + alpha*q.W;
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return res;
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}
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/***********************************************************************************************
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* Slerp_Setup -- Get ready to call "Cached_Slerp" *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 2/27/98 GTH : Created. *
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*=============================================================================================*/
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void Slerp_Setup(const Quaternion & p,const Quaternion & q,SlerpInfoStruct * slerpinfo)
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{
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float cos_t;
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assert(slerpinfo != NULL);
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// cos theta = dot product of p and q
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cos_t = p.X * q.X + p.Y * q.Y + p.Z * q.Z + p.W * q.W;
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// if q is on opposite hemisphere from A, use -B instead
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if (cos_t < 0.0) {
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cos_t = -cos_t;
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slerpinfo->Flip = true;
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} else {
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slerpinfo->Flip = false;
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}
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if (1.0 - cos_t < SLERP_EPSILON) {
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slerpinfo->Linear = true;
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slerpinfo->Theta = 0.0f;
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slerpinfo->SinT = 0.0f;
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} else {
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slerpinfo->Linear = false;
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slerpinfo->Theta = acos(cos_t);
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slerpinfo->SinT = sinf(slerpinfo->Theta);
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}
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}
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/***********************************************************************************************
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* Cached_Slerp -- Quaternion slerping, optimized with cached values *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 2/27/98 GTH : Created. *
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*=============================================================================================*/
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Quaternion Cached_Slerp(const Quaternion & p,const Quaternion & q,float alpha,SlerpInfoStruct * slerpinfo)
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{
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float beta; // complementary interploation parameter
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float oo_sin_t;
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if (slerpinfo->Linear) {
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// if q is very close to p, just linearly interpolate
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// between the two.
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beta = 1.0 - alpha;
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} else {
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// normal slerp!
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oo_sin_t = 1.0 / slerpinfo->Theta;
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beta = sin(slerpinfo->Theta - alpha*slerpinfo->Theta) * oo_sin_t;
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alpha = sin(alpha*slerpinfo->Theta) * oo_sin_t;
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}
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if (slerpinfo->Flip) {
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alpha = -alpha;
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}
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Quaternion res;
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res.X = beta*p.X + alpha*q.X;
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res.Y = beta*p.Y + alpha*q.Y;
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res.Z = beta*p.Z + alpha*q.Z;
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res.W = beta*p.W + alpha*q.W;
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return res;
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}
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void Cached_Slerp(const Quaternion & p,const Quaternion & q,float alpha,SlerpInfoStruct * slerpinfo,Quaternion * set_q)
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{
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float beta; // complementary interploation parameter
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float oo_sin_t;
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if (slerpinfo->Linear) {
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// if q is very close to p, just linearly interpolate
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// between the two.
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beta = 1.0 - alpha;
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} else {
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// normal slerp!
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oo_sin_t = 1.0 / slerpinfo->Theta;
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beta = sin(slerpinfo->Theta - alpha*slerpinfo->Theta) * oo_sin_t;
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alpha = sin(alpha*slerpinfo->Theta) * oo_sin_t;
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}
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if (slerpinfo->Flip) {
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alpha = -alpha;
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}
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set_q->X = beta*p.X + alpha*q.X;
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set_q->Y = beta*p.Y + alpha*q.Y;
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set_q->Z = beta*p.Z + alpha*q.Z;
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set_q->W = beta*p.W + alpha*q.W;
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}
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/***********************************************************************************************
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* Build_Quaternion -- Creates a quaternion from a Matrix *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* Matrix MUST NOT have scaling! *
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* *
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* HISTORY: *
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* 02/28/1997 GH : Created. *
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*=============================================================================================*/
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Quaternion Build_Quaternion(const Matrix3D & mat)
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{
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||
|
float tr,s;
|
||
|
int i,j,k;
|
||
|
Quaternion q;
|
||
|
|
||
|
// sum the diagonal of the rotation matrix
|
||
|
tr = mat[0][0] + mat[1][1] + mat[2][2];
|
||
|
|
||
|
if (tr > 0.0f) {
|
||
|
|
||
|
s = sqrt(tr + 1.0);
|
||
|
q[3] = s * 0.5;
|
||
|
s = 0.5 / s;
|
||
|
|
||
|
q[0] = (mat[2][1] - mat[1][2]) * s;
|
||
|
q[1] = (mat[0][2] - mat[2][0]) * s;
|
||
|
q[2] = (mat[1][0] - mat[0][1]) * s;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
i=0;
|
||
|
if (mat[1][1] > mat[0][0]) i = 1;
|
||
|
if (mat[2][2] > mat[i][i]) i = 2;
|
||
|
j = _nxt[i];
|
||
|
k = _nxt[j];
|
||
|
|
||
|
s = sqrt((mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0);
|
||
|
|
||
|
q[i] = s * 0.5;
|
||
|
if (s != 0.0) {
|
||
|
s = 0.5 / s;
|
||
|
}
|
||
|
|
||
|
q[3] = ( mat[k][j] - mat[j][k] ) * s;
|
||
|
q[j] = ( mat[j][i] + mat[i][j] ) * s;
|
||
|
q[k] = ( mat[k][i] + mat[i][k] ) * s;
|
||
|
|
||
|
}
|
||
|
|
||
|
return q;
|
||
|
}
|
||
|
|
||
|
Quaternion Build_Quaternion(const Matrix3 & mat)
|
||
|
{
|
||
|
float tr,s;
|
||
|
int i,j,k;
|
||
|
Quaternion q;
|
||
|
|
||
|
// sum the diagonal of the rotation matrix
|
||
|
tr = mat[0][0] + mat[1][1] + mat[2][2];
|
||
|
|
||
|
if (tr > 0.0) {
|
||
|
|
||
|
s = sqrt(tr + 1.0);
|
||
|
q[3] = s * 0.5;
|
||
|
s = 0.5 / s;
|
||
|
|
||
|
q[0] = (mat[2][1] - mat[1][2]) * s;
|
||
|
q[1] = (mat[0][2] - mat[2][0]) * s;
|
||
|
q[2] = (mat[1][0] - mat[0][1]) * s;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
i = 0;
|
||
|
if (mat[1][1] > mat[0][0]) i = 1;
|
||
|
if (mat[2][2] > mat[i][i]) i = 2;
|
||
|
|
||
|
j = _nxt[i];
|
||
|
k = _nxt[j];
|
||
|
|
||
|
s = sqrt( (mat[i][i] - (mat[j][j]+mat[k][k])) + 1.0);
|
||
|
|
||
|
q[i] = s * 0.5;
|
||
|
|
||
|
if (s != 0.0) {
|
||
|
s = 0.5/s;
|
||
|
}
|
||
|
|
||
|
q[3] = ( mat[k][j] - mat[j][k] ) * s;
|
||
|
q[j] = ( mat[j][i] + mat[i][j] ) * s;
|
||
|
q[k] = ( mat[k][i] + mat[i][k] ) * s;
|
||
|
}
|
||
|
|
||
|
return q;
|
||
|
}
|
||
|
|
||
|
Quaternion Build_Quaternion(const Matrix4 & mat)
|
||
|
{
|
||
|
float tr,s;
|
||
|
int i,j,k;
|
||
|
Quaternion q;
|
||
|
|
||
|
// sum the diagonal of the rotation matrix
|
||
|
tr = mat[0][0] + mat[1][1] + mat[2][2];
|
||
|
|
||
|
if (tr > 0.0) {
|
||
|
|
||
|
s = sqrt(tr + 1.0);
|
||
|
q[3] = s * 0.5;
|
||
|
s = 0.5 / s;
|
||
|
|
||
|
q[0] = (mat[2][1] - mat[1][2]) * s;
|
||
|
q[1] = (mat[0][2] - mat[2][0]) * s;
|
||
|
q[2] = (mat[1][0] - mat[0][1]) * s;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
i = 0;
|
||
|
if (mat[1][1] > mat[0][0]) i = 1;
|
||
|
if (mat[2][2] > mat[i][i]) i = 2;
|
||
|
|
||
|
j = _nxt[i];
|
||
|
k = _nxt[j];
|
||
|
|
||
|
s = sqrt( (mat[i][i] - (mat[j][j]+mat[k][k])) + 1.0);
|
||
|
|
||
|
q[i] = s * 0.5;
|
||
|
if (s != 0.0) {
|
||
|
s = 0.5/s;
|
||
|
}
|
||
|
q[3] = ( mat[k][j] - mat[j][k] ) * s;
|
||
|
q[j] = ( mat[j][i] + mat[i][j] ) * s;
|
||
|
q[k] = ( mat[k][i] + mat[i][k] ) * s;
|
||
|
}
|
||
|
|
||
|
return q;
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************************************
|
||
|
* Build_Matrix -- Creates a Matrix from a Quaternion *
|
||
|
* *
|
||
|
* INPUT: *
|
||
|
* *
|
||
|
* OUTPUT: *
|
||
|
* *
|
||
|
* WARNINGS: *
|
||
|
* *
|
||
|
* HISTORY: *
|
||
|
* 02/28/1997 GH : Created. *
|
||
|
*=============================================================================================*/
|
||
|
Matrix3 Build_Matrix3(const Quaternion & q)
|
||
|
{
|
||
|
Matrix3 m;
|
||
|
|
||
|
m[0][0] = (float)(1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]));
|
||
|
m[0][1] = (float)(2.0 * (q[0] * q[1] - q[2] * q[3]));
|
||
|
m[0][2] = (float)(2.0 * (q[2] * q[0] + q[1] * q[3]));
|
||
|
|
||
|
m[1][0] = (float)(2.0 * (q[0] * q[1] + q[2] * q[3]));
|
||
|
m[1][1] = (float)(1.0 - 2.0f * (q[2] * q[2] + q[0] * q[0]));
|
||
|
m[1][2] = (float)(2.0 * (q[1] * q[2] - q[0] * q[3]));
|
||
|
|
||
|
m[2][0] = (float)(2.0 * (q[2] * q[0] - q[1] * q[3]));
|
||
|
m[2][1] = (float)(2.0 * (q[1] * q[2] + q[0] * q[3]));
|
||
|
m[2][2] =(float)(1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]));
|
||
|
|
||
|
return m;
|
||
|
}
|
||
|
|
||
|
Matrix3D Build_Matrix3D(const Quaternion & q)
|
||
|
{
|
||
|
Matrix3D m;
|
||
|
|
||
|
// initialize the rotation sub-matrix
|
||
|
m[0][0] = (float)(1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]));
|
||
|
m[0][1] = (float)(2.0 * (q[0] * q[1] - q[2] * q[3]));
|
||
|
m[0][2] = (float)(2.0 * (q[2] * q[0] + q[1] * q[3]));
|
||
|
|
||
|
m[1][0] = (float)(2.0 * (q[0] * q[1] + q[2] * q[3]));
|
||
|
m[1][1] = (float)(1.0 - 2.0f * (q[2] * q[2] + q[0] * q[0]));
|
||
|
m[1][2] = (float)(2.0 * (q[1] * q[2] - q[0] * q[3]));
|
||
|
|
||
|
m[2][0] = (float)(2.0 * (q[2] * q[0] - q[1] * q[3]));
|
||
|
m[2][1] = (float)(2.0 * (q[1] * q[2] + q[0] * q[3]));
|
||
|
m[2][2] =(float)(1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]));
|
||
|
|
||
|
// no translation
|
||
|
m[0][3] = m[1][3] = m[2][3] = 0.0f;
|
||
|
|
||
|
return m;
|
||
|
}
|
||
|
|
||
|
Matrix4 Build_Matrix4(const Quaternion & q)
|
||
|
{
|
||
|
Matrix4 m;
|
||
|
|
||
|
// initialize the rotation sub-matrix
|
||
|
m[0][0] = (float)(1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]));
|
||
|
m[0][1] = (float)(2.0 * (q[0] * q[1] - q[2] * q[3]));
|
||
|
m[0][2] = (float)(2.0 * (q[2] * q[0] + q[1] * q[3]));
|
||
|
|
||
|
m[1][0] = (float)(2.0 * (q[0] * q[1] + q[2] * q[3]));
|
||
|
m[1][1] = (float)(1.0 - 2.0f * (q[2] * q[2] + q[0] * q[0]));
|
||
|
m[1][2] = (float)(2.0 * (q[1] * q[2] - q[0] * q[3]));
|
||
|
|
||
|
m[2][0] = (float)(2.0 * (q[2] * q[0] - q[1] * q[3]));
|
||
|
m[2][1] = (float)(2.0 * (q[1] * q[2] + q[0] * q[3]));
|
||
|
m[2][2] = (float)(1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]));
|
||
|
|
||
|
// no translation
|
||
|
m[0][3] = m[1][3] = m[2][3] = 0.0f;
|
||
|
|
||
|
// last row
|
||
|
m[3][0] = m[3][1] = m[3][2] = 0.0f;
|
||
|
m[3][3] = 1.0f;
|
||
|
return m;
|
||
|
}
|
||
|
|
||
|
void Quaternion::Rotate_X(float theta)
|
||
|
{
|
||
|
// TODO: optimize this
|
||
|
*this = (*this) * Quaternion(Vector3(1,0,0),theta);
|
||
|
}
|
||
|
|
||
|
void Quaternion::Rotate_Y(float theta)
|
||
|
{
|
||
|
// TODO: optimize this
|
||
|
*this = (*this) * Quaternion(Vector3(0,1,0),theta);
|
||
|
}
|
||
|
|
||
|
void Quaternion::Rotate_Z(float theta)
|
||
|
{
|
||
|
// TODO: optimize this
|
||
|
*this = (*this) * Quaternion(Vector3(0,0,1),theta);
|
||
|
}
|
||
|
|
||
|
float project_to_sphere(float r, float x, float y)
|
||
|
{
|
||
|
const float SQRT2 = 1.41421356f;
|
||
|
float t, z;
|
||
|
float d = WWMath::Sqrt(x * x + y * y);
|
||
|
|
||
|
if (d < r * (SQRT2/(2.0f))) // inside sphere
|
||
|
z = WWMath::Sqrt(r * r - d * d);
|
||
|
else { // on hyperbola
|
||
|
t = r / SQRT2;
|
||
|
z = t * t / d;
|
||
|
}
|
||
|
|
||
|
return z;
|
||
|
}
|
||
|
|
||
|
|
||
|
void Quaternion::Randomize(void)
|
||
|
{
|
||
|
X = ((float) (rand() & 0xFFFF)) / 65536.0f;
|
||
|
Y = ((float) (rand() & 0xFFFF)) / 65536.0f;
|
||
|
Z = ((float) (rand() & 0xFFFF)) / 65536.0f;
|
||
|
W = ((float) (rand() & 0xFFFF)) / 65536.0f;
|
||
|
|
||
|
Normalize();
|
||
|
}
|
||
|
|
||
|
|