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Quat4f.cpp
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Quat4f.cpp
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#define _USE_MATH_DEFINES
#include <cmath>
#include <cstdio>
#include "Quat4f.h"
#include "Vector3f.h"
#include "Vector4f.h"
//////////////////////////////////////////////////////////////////////////
// Public
//////////////////////////////////////////////////////////////////////////
// static
const Quat4f Quat4f::ZERO = Quat4f( 0, 0, 0, 0 );
// static
const Quat4f Quat4f::IDENTITY = Quat4f( 1, 0, 0, 0 );
Quat4f::Quat4f()
{
m_elements[ 0 ] = 0;
m_elements[ 1 ] = 0;
m_elements[ 2 ] = 0;
m_elements[ 3 ] = 0;
}
Quat4f::Quat4f( float w, float x, float y, float z )
{
m_elements[ 0 ] = w;
m_elements[ 1 ] = x;
m_elements[ 2 ] = y;
m_elements[ 3 ] = z;
}
Quat4f::Quat4f( const Quat4f& rq )
{
m_elements[ 0 ] = rq.m_elements[ 0 ];
m_elements[ 1 ] = rq.m_elements[ 1 ];
m_elements[ 2 ] = rq.m_elements[ 2 ];
m_elements[ 3 ] = rq.m_elements[ 3 ];
}
Quat4f& Quat4f::operator = ( const Quat4f& rq )
{
if( this != ( &rq ) )
{
m_elements[ 0 ] = rq.m_elements[ 0 ];
m_elements[ 1 ] = rq.m_elements[ 1 ];
m_elements[ 2 ] = rq.m_elements[ 2 ];
m_elements[ 3 ] = rq.m_elements[ 3 ];
}
return( *this );
}
Quat4f::Quat4f( const Vector3f& v )
{
m_elements[ 0 ] = 0;
m_elements[ 1 ] = v[ 0 ];
m_elements[ 2 ] = v[ 1 ];
m_elements[ 3 ] = v[ 2 ];
}
Quat4f::Quat4f( const Vector4f& v )
{
m_elements[ 0 ] = v[ 0 ];
m_elements[ 1 ] = v[ 1 ];
m_elements[ 2 ] = v[ 2 ];
m_elements[ 3 ] = v[ 3 ];
}
const float& Quat4f::operator [] ( int i ) const
{
return m_elements[ i ];
}
float& Quat4f::operator [] ( int i )
{
return m_elements[ i ];
}
float Quat4f::w() const
{
return m_elements[ 0 ];
}
float Quat4f::x() const
{
return m_elements[ 1 ];
}
float Quat4f::y() const
{
return m_elements[ 2 ];
}
float Quat4f::z() const
{
return m_elements[ 3 ];
}
Vector3f Quat4f::xyz() const
{
return Vector3f
(
m_elements[ 1 ],
m_elements[ 2 ],
m_elements[ 3 ]
);
}
Vector4f Quat4f::wxyz() const
{
return Vector4f
(
m_elements[ 0 ],
m_elements[ 1 ],
m_elements[ 2 ],
m_elements[ 3 ]
);
}
float Quat4f::abs() const
{
return sqrt( absSquared() );
}
float Quat4f::absSquared() const
{
return
(
m_elements[ 0 ] * m_elements[ 0 ] +
m_elements[ 1 ] * m_elements[ 1 ] +
m_elements[ 2 ] * m_elements[ 2 ] +
m_elements[ 3 ] * m_elements[ 3 ]
);
}
void Quat4f::normalize()
{
float reciprocalAbs = 1.f / abs();
m_elements[ 0 ] *= reciprocalAbs;
m_elements[ 1 ] *= reciprocalAbs;
m_elements[ 2 ] *= reciprocalAbs;
m_elements[ 3 ] *= reciprocalAbs;
}
Quat4f Quat4f::normalized() const
{
Quat4f q( *this );
q.normalize();
return q;
}
void Quat4f::conjugate()
{
m_elements[ 1 ] = -m_elements[ 1 ];
m_elements[ 2 ] = -m_elements[ 2 ];
m_elements[ 3 ] = -m_elements[ 3 ];
}
Quat4f Quat4f::conjugated() const
{
return Quat4f
(
m_elements[ 0 ],
-m_elements[ 1 ],
-m_elements[ 2 ],
-m_elements[ 3 ]
);
}
void Quat4f::invert()
{
Quat4f inverse = conjugated() * ( 1.0f / absSquared() );
m_elements[ 0 ] = inverse.m_elements[ 0 ];
m_elements[ 1 ] = inverse.m_elements[ 1 ];
m_elements[ 2 ] = inverse.m_elements[ 2 ];
m_elements[ 3 ] = inverse.m_elements[ 3 ];
}
Quat4f Quat4f::inverse() const
{
return conjugated() * ( 1.0f / absSquared() );
}
Quat4f Quat4f::log() const
{
float len =
sqrt
(
m_elements[ 1 ] * m_elements[ 1 ] +
m_elements[ 2 ] * m_elements[ 2 ] +
m_elements[ 3 ] * m_elements[ 3 ]
);
if( len < 1e-6 )
{
return Quat4f( 0, m_elements[ 1 ], m_elements[ 2 ], m_elements[ 3 ] );
}
else
{
float coeff = acos( m_elements[ 0 ] ) / len;
return Quat4f( 0, m_elements[ 1 ] * coeff, m_elements[ 2 ] * coeff, m_elements[ 3 ] * coeff );
}
}
Quat4f Quat4f::exp() const
{
float theta =
sqrt
(
m_elements[ 1 ] * m_elements[ 1 ] +
m_elements[ 2 ] * m_elements[ 2 ] +
m_elements[ 3 ] * m_elements[ 3 ]
);
if( theta < 1e-6 )
{
return Quat4f( cos( theta ), m_elements[ 1 ], m_elements[ 2 ], m_elements[ 3 ] );
}
else
{
float coeff = sin( theta ) / theta;
return Quat4f( cos( theta ), m_elements[ 1 ] * coeff, m_elements[ 2 ] * coeff, m_elements[ 3 ] * coeff );
}
}
Vector3f Quat4f::getAxisAngle( float* radiansOut )
{
float theta = acos( w() ) * 2;
float vectorNorm = sqrt( x() * x() + y() * y() + z() * z() );
float reciprocalVectorNorm = 1.f / vectorNorm;
*radiansOut = theta;
return Vector3f
(
x() * reciprocalVectorNorm,
y() * reciprocalVectorNorm,
z() * reciprocalVectorNorm
);
}
void Quat4f::setAxisAngle( float radians, const Vector3f& axis )
{
m_elements[ 0 ] = cos( radians / 2 );
float sinHalfTheta = sin( radians / 2 );
float vectorNorm = axis.abs();
float reciprocalVectorNorm = 1.f / vectorNorm;
m_elements[ 1 ] = axis.x() * sinHalfTheta * reciprocalVectorNorm;
m_elements[ 2 ] = axis.y() * sinHalfTheta * reciprocalVectorNorm;
m_elements[ 3 ] = axis.z() * sinHalfTheta * reciprocalVectorNorm;
}
void Quat4f::print() const
{
printf( "< %.4f + %.4f i + %.4f j + %.4f k >\n",
m_elements[ 0 ], m_elements[ 1 ], m_elements[ 2 ], m_elements[ 3 ] );
}
// static
float Quat4f::dot( const Quat4f& q0, const Quat4f& q1 )
{
return
(
q0.w() * q1.w() +
q0.x() * q1.x() +
q0.y() * q1.y() +
q0.z() * q1.z()
);
}
// static
Quat4f Quat4f::lerp( const Quat4f& q0, const Quat4f& q1, float alpha )
{
return( ( q0 + alpha * ( q1 - q0 ) ).normalized() );
}
// static
Quat4f Quat4f::slerp( const Quat4f& a, const Quat4f& b, float t, bool allowFlip )
{
float cosAngle = Quat4f::dot( a, b );
float c1;
float c2;
// Linear interpolation for close orientations
if( ( 1.0f - fabs( cosAngle ) ) < 0.01f )
{
c1 = 1.0f - t;
c2 = t;
}
else
{
// Spherical interpolation
float angle = acos( fabs( cosAngle ) );
float sinAngle = sin( angle );
c1 = sin( angle * ( 1.0f - t ) ) / sinAngle;
c2 = sin( angle * t ) / sinAngle;
}
// Use the shortest path
if( allowFlip && ( cosAngle < 0.0f ) )
{
c1 = -c1;
}
return Quat4f( c1 * a[ 0 ] + c2 * b[ 0 ], c1 * a[ 1 ] + c2 * b[ 1 ], c1 * a[ 2 ] + c2 * b[ 2 ], c1 * a[ 3 ] + c2 * b[ 3 ] );
}
// static
Quat4f Quat4f::squad( const Quat4f& a, const Quat4f& tanA, const Quat4f& tanB, const Quat4f& b, float t )
{
Quat4f ab = Quat4f::slerp( a, b, t );
Quat4f tangent = Quat4f::slerp( tanA, tanB, t, false );
return Quat4f::slerp( ab, tangent, 2.0f * t * ( 1.0f - t ), false );
}
// static
Quat4f Quat4f::cubicInterpolate( const Quat4f& q0, const Quat4f& q1, const Quat4f& q2, const Quat4f& q3, float t )
{
// geometric construction:
// t
// (t+1)/2 t/2
// t+1 t t-1
// bottom level
Quat4f q0q1 = Quat4f::slerp( q0, q1, t + 1 );
Quat4f q1q2 = Quat4f::slerp( q1, q2, t );
Quat4f q2q3 = Quat4f::slerp( q2, q3, t - 1 );
// middle level
Quat4f q0q1_q1q2 = Quat4f::slerp( q0q1, q1q2, 0.5f * ( t + 1 ) );
Quat4f q1q2_q2q3 = Quat4f::slerp( q1q2, q2q3, 0.5f * t );
// top level
return Quat4f::slerp( q0q1_q1q2, q1q2_q2q3, t );
}
// static
Quat4f Quat4f::logDifference( const Quat4f& a, const Quat4f& b )
{
Quat4f diff = a.inverse() * b;
diff.normalize();
return diff.log();
}
// static
Quat4f Quat4f::squadTangent( const Quat4f& before, const Quat4f& center, const Quat4f& after )
{
Quat4f l1 = Quat4f::logDifference( center, before );
Quat4f l2 = Quat4f::logDifference( center, after );
Quat4f e;
for( int i = 0; i < 4; ++i )
{
e[ i ] = -0.25f * ( l1[ i ] + l2[ i ] );
}
e = center * ( e.exp() );
return e;
}
// static
Quat4f Quat4f::fromRotationMatrix( const Matrix3f& m )
{
float x;
float y;
float z;
float w;
// Compute one plus the trace of the matrix
float onePlusTrace = 1.0f + m( 0, 0 ) + m( 1, 1 ) + m( 2, 2 );
if( onePlusTrace > 1e-5 )
{
// Direct computation
float s = sqrt( onePlusTrace ) * 2.0f;
x = ( m( 2, 1 ) - m( 1, 2 ) ) / s;
y = ( m( 0, 2 ) - m( 2, 0 ) ) / s;
z = ( m( 1, 0 ) - m( 0, 1 ) ) / s;
w = 0.25f * s;
}
else
{
// Computation depends on major diagonal term
if( ( m( 0, 0 ) > m( 1, 1 ) ) & ( m( 0, 0 ) > m( 2, 2 ) ) )
{
float s = sqrt( 1.0f + m( 0, 0 ) - m( 1, 1 ) - m( 2, 2 ) ) * 2.0f;
x = 0.25f * s;
y = ( m( 0, 1 ) + m( 1, 0 ) ) / s;
z = ( m( 0, 2 ) + m( 2, 0 ) ) / s;
w = ( m( 1, 2 ) - m( 2, 1 ) ) / s;
}
else if( m( 1, 1 ) > m( 2, 2 ) )
{
float s = sqrt( 1.0f + m( 1, 1 ) - m( 0, 0 ) - m( 2, 2 ) ) * 2.0f;
x = ( m( 0, 1 ) + m( 1, 0 ) ) / s;
y = 0.25f * s;
z = ( m( 1, 2 ) + m( 2, 1 ) ) / s;
w = ( m( 0, 2 ) - m( 2, 0 ) ) / s;
}
else
{
float s = sqrt( 1.0f + m( 2, 2 ) - m( 0, 0 ) - m( 1, 1 ) ) * 2.0f;
x = ( m( 0, 2 ) + m( 2, 0 ) ) / s;
y = ( m( 1, 2 ) + m( 2, 1 ) ) / s;
z = 0.25f * s;
w = ( m( 0, 1 ) - m( 1, 0 ) ) / s;
}
}
Quat4f q( w, x, y, z );
return q.normalized();
}
// static
Quat4f Quat4f::fromRotatedBasis( const Vector3f& x, const Vector3f& y, const Vector3f& z )
{
return fromRotationMatrix( Matrix3f( x, y, z ) );
}
// static
Quat4f Quat4f::randomRotation( float u0, float u1, float u2 )
{
float z = u0;
float theta = static_cast< float >( 2.f * M_PI * u1 );
float r = sqrt( 1.f - z * z );
float w = static_cast< float >( M_PI * u2 );
return Quat4f
(
cos( w ),
sin( w ) * cos( theta ) * r,
sin( w ) * sin( theta ) * r,
sin( w ) * z
);
}
//////////////////////////////////////////////////////////////////////////
// Operators
//////////////////////////////////////////////////////////////////////////
Quat4f operator + ( const Quat4f& q0, const Quat4f& q1 )
{
return Quat4f
(
q0.w() + q1.w(),
q0.x() + q1.x(),
q0.y() + q1.y(),
q0.z() + q1.z()
);
}
Quat4f operator - ( const Quat4f& q0, const Quat4f& q1 )
{
return Quat4f
(
q0.w() - q1.w(),
q0.x() - q1.x(),
q0.y() - q1.y(),
q0.z() - q1.z()
);
}
Quat4f operator * ( const Quat4f& q0, const Quat4f& q1 )
{
return Quat4f
(
q0.w() * q1.w() - q0.x() * q1.x() - q0.y() * q1.y() - q0.z() * q1.z(),
q0.w() * q1.x() + q0.x() * q1.w() + q0.y() * q1.z() - q0.z() * q1.y(),
q0.w() * q1.y() - q0.x() * q1.z() + q0.y() * q1.w() + q0.z() * q1.x(),
q0.w() * q1.z() + q0.x() * q1.y() - q0.y() * q1.x() + q0.z() * q1.w()
);
}
Quat4f operator * ( float f, const Quat4f& q )
{
return Quat4f
(
f * q.w(),
f * q.x(),
f * q.y(),
f * q.z()
);
}
Quat4f operator * ( const Quat4f& q, float f )
{
return Quat4f
(
f * q.w(),
f * q.x(),
f * q.y(),
f * q.z()
);
}