1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Christian Meyer |
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13 | co-programmer: Patrick Boenzli : Vector::scale() |
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14 | Vector::abs() |
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15 | |
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16 | Quaternion code borrowed from an Gamasutra article by Nick Bobick and Ken Shoemake |
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17 | |
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18 | 2005-06-02: Benjamin Grauer: speed up, and new Functionality to Vector (mostly inline now) |
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19 | */ |
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20 | |
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21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH |
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22 | |
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23 | #include "quaternion.h" |
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24 | #ifdef DEBUG |
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25 | #include "debug.h" |
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26 | #else |
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27 | #include <stdio.h> |
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28 | #define PRINT(x) printf |
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29 | #endif |
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30 | |
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31 | ///////////////// |
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32 | /* QUATERNIONS */ |
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33 | ///////////////// |
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34 | /** |
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35 | * @brief calculates a lookAt rotation |
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36 | * @param dir: the direction you want to look |
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37 | * @param up: specify what direction up should be |
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38 | * |
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39 | * Mathematically this determines the rotation a (0,0,1)-Vector has to undergo to point |
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40 | * the same way as dir. If you want to use this with cameras, you'll have to reverse the |
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41 | * dir Vector (Vector(0,0,0) - your viewing direction) or you'll point the wrong way. You |
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42 | * can use this for meshes as well (then you do not have to reverse the vector), but keep |
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43 | * in mind that if you do that, the model's front has to point in +z direction, and left |
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44 | * and right should be -x or +x respectively or the mesh wont rotate correctly. |
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45 | * |
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46 | * @TODO !!! OPTIMIZE THIS !!! |
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47 | */ |
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48 | Quaternion::Quaternion (const Vector& dir, const Vector& up) |
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49 | { |
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50 | Vector z = dir.getNormalized(); |
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51 | Vector x = up.cross(z).getNormalized(); |
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52 | Vector y = z.cross(x); |
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53 | |
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54 | float m[4][4]; |
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55 | m[0][0] = x.x; |
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56 | m[0][1] = x.y; |
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57 | m[0][2] = x.z; |
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58 | m[0][3] = 0.0; |
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59 | m[1][0] = y.x; |
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60 | m[1][1] = y.y; |
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61 | m[1][2] = y.z; |
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62 | m[1][3] = 0.0; |
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63 | m[2][0] = z.x; |
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64 | m[2][1] = z.y; |
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65 | m[2][2] = z.z; |
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66 | m[2][3] = 0.0; |
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67 | m[3][0] = 0.0; |
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68 | m[3][1] = 0.0; |
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69 | m[3][2] = 0.0; |
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70 | m[3][3] = 1.0; |
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71 | |
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72 | this->from4x4(m); |
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73 | } |
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74 | |
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75 | /** |
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76 | * @brief calculates a rotation from euler angles |
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77 | * @param roll: the roll in radians |
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78 | * @param pitch: the pitch in radians |
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79 | * @param yaw: the yaw in radians |
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80 | */ |
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81 | Quaternion::Quaternion (float roll, float pitch, float yaw) |
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82 | { |
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83 | float cr, cp, cy, sr, sp, sy, cpcy, spsy; |
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84 | |
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85 | // calculate trig identities |
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86 | cr = cos(roll/2); |
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87 | cp = cos(pitch/2); |
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88 | cy = cos(yaw/2); |
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89 | |
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90 | sr = sin(roll/2); |
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91 | sp = sin(pitch/2); |
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92 | sy = sin(yaw/2); |
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93 | |
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94 | cpcy = cp * cy; |
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95 | spsy = sp * sy; |
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96 | |
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97 | w = cr * cpcy + sr * spsy; |
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98 | v.x = sr * cpcy - cr * spsy; |
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99 | v.y = cr * sp * cy + sr * cp * sy; |
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100 | v.z = cr * cp * sy - sr * sp * cy; |
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101 | } |
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102 | |
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103 | /** |
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104 | * @brief convert the Quaternion to a 4x4 rotational glMatrix |
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105 | * @param m: a buffer to store the Matrix in |
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106 | */ |
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107 | void Quaternion::matrix (float m[4][4]) const |
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108 | { |
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109 | float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2; |
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110 | |
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111 | // calculate coefficients |
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112 | x2 = v.x + v.x; |
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113 | y2 = v.y + v.y; |
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114 | z2 = v.z + v.z; |
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115 | xx = v.x * x2; xy = v.x * y2; xz = v.x * z2; |
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116 | yy = v.y * y2; yz = v.y * z2; zz = v.z * z2; |
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117 | wx = w * x2; wy = w * y2; wz = w * z2; |
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118 | |
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119 | m[0][0] = 1.0 - (yy + zz); m[1][0] = xy - wz; |
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120 | m[2][0] = xz + wy; m[3][0] = 0.0; |
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121 | |
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122 | m[0][1] = xy + wz; m[1][1] = 1.0 - (xx + zz); |
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123 | m[2][1] = yz - wx; m[3][1] = 0.0; |
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124 | |
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125 | m[0][2] = xz - wy; m[1][2] = yz + wx; |
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126 | m[2][2] = 1.0 - (xx + yy); m[3][2] = 0.0; |
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127 | |
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128 | m[0][3] = 0; m[1][3] = 0; |
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129 | m[2][3] = 0; m[3][3] = 1; |
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130 | } |
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131 | |
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132 | |
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133 | |
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134 | /** |
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135 | * @brief Slerps this QUaternion performs a smooth move. |
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136 | * @param toQuat to this Quaternion |
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137 | * @param t \% inth the the direction[0..1] |
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138 | */ |
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139 | void Quaternion::slerpTo(const Quaternion& toQuat, float t) |
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140 | { |
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141 | float tol[4]; |
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142 | double omega, cosom, sinom, scale0, scale1; |
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143 | // float DELTA = 0.2; |
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144 | |
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145 | cosom = this->v.x * toQuat.v.x + this->v.y * toQuat.v.y + this->v.z * toQuat.v.z + this->w * toQuat.w; |
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146 | |
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147 | if( cosom < 0.0 ) |
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148 | { |
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149 | cosom = -cosom; |
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150 | tol[0] = -toQuat.v.x; |
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151 | tol[1] = -toQuat.v.y; |
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152 | tol[2] = -toQuat.v.z; |
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153 | tol[3] = -toQuat.w; |
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154 | } |
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155 | else |
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156 | { |
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157 | tol[0] = toQuat.v.x; |
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158 | tol[1] = toQuat.v.y; |
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159 | tol[2] = toQuat.v.z; |
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160 | tol[3] = toQuat.w; |
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161 | } |
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162 | |
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163 | omega = acos(cosom); |
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164 | sinom = sin(omega); |
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165 | scale0 = sin((1.0 - t) * omega) / sinom; |
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166 | scale1 = sin(t * omega) / sinom; |
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167 | this->v = Vector(scale0 * this->v.x + scale1 * tol[0], |
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168 | scale0 * this->v.y + scale1 * tol[1], |
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169 | scale0 * this->v.z + scale1 * tol[2]); |
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170 | this->w = scale0 * this->w + scale1 * tol[3]; |
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171 | } |
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172 | |
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173 | |
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174 | /** |
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175 | * @brief performs a smooth move. |
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176 | * @param from where |
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177 | * @param to where |
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178 | * @param t the time this transformation should take value [0..1] |
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179 | * @returns the Result of the smooth move |
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180 | */ |
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181 | Quaternion Quaternion::quatSlerp(const Quaternion& from, const Quaternion& to, float t) |
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182 | { |
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183 | float tol[4]; |
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184 | double omega, cosom, sinom, scale0, scale1; |
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185 | // float DELTA = 0.2; |
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186 | |
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187 | cosom = from.v.x * to.v.x + from.v.y * to.v.y + from.v.z * to.v.z + from.w * to.w; |
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188 | |
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189 | if( cosom < 0.0 ) |
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190 | { |
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191 | cosom = -cosom; |
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192 | tol[0] = -to.v.x; |
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193 | tol[1] = -to.v.y; |
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194 | tol[2] = -to.v.z; |
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195 | tol[3] = -to.w; |
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196 | } |
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197 | else |
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198 | { |
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199 | tol[0] = to.v.x; |
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200 | tol[1] = to.v.y; |
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201 | tol[2] = to.v.z; |
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202 | tol[3] = to.w; |
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203 | } |
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204 | |
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205 | omega = acos(cosom); |
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206 | sinom = sin(omega); |
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207 | scale0 = sin((1.0 - t) * omega) / sinom; |
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208 | scale1 = sin(t * omega) / sinom; |
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209 | return Quaternion(Vector(scale0 * from.v.x + scale1 * tol[0], |
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210 | scale0 * from.v.y + scale1 * tol[1], |
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211 | scale0 * from.v.z + scale1 * tol[2]), |
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212 | scale0 * from.w + scale1 * tol[3]); |
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213 | } |
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214 | |
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215 | /** |
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216 | * @returns the Heading |
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217 | */ |
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218 | float Quaternion::getHeading() const |
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219 | { |
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220 | float pole = this->v.x*this->v.y + this->v.z*this->w; |
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221 | if (fabsf(pole) != 0.5) |
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222 | return atan2(2.0* (v.y*w - v.x*v.z), 1 - 2.0*(v.y*v.y - v.z*v.z)); |
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223 | else if (pole == .5) // North Pole |
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224 | return 2.0 * atan2(v.x, w); |
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225 | else // South Pole |
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226 | return -2.0 * atan2(v.x, w); |
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227 | } |
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228 | |
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229 | /** |
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230 | * @returns the Heading-Quaternion |
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231 | */ |
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232 | Quaternion Quaternion::getHeadingQuat() const |
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233 | { |
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234 | return Quaternion(this->getHeading(), Vector(0,1,0)); |
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235 | } |
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236 | |
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237 | /** |
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238 | * @returns the Attitude |
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239 | */ |
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240 | float Quaternion::getAttitude() const |
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241 | { |
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242 | return asin(2.0 * (v.x*v.y + v.z*w)); |
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243 | } |
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244 | |
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245 | /** |
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246 | * @returns the Attitude-Quaternion |
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247 | */ |
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248 | Quaternion Quaternion::getAttitudeQuat() const |
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249 | { |
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250 | return Quaternion(this->getAttitude(), Vector(0,0,1)); |
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251 | } |
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252 | |
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253 | |
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254 | /** |
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255 | * @returns the Bank |
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256 | */ |
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257 | float Quaternion::getBank() const |
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258 | { |
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259 | if (fabsf(this->v.x*this->v.y + this->v.z*this->w) != 0.5) |
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260 | return atan2(2.0*(v.x*w-v.y*v.z) , 1 - 2.0*(v.x*v.x - v.z*v.z)); |
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261 | else |
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262 | return 0.0f; |
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263 | } |
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264 | |
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265 | /** |
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266 | * @returns the Bank-Quaternion |
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267 | */ |
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268 | Quaternion Quaternion::getBankQuat() const |
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269 | { |
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270 | return Quaternion(this->getBank(), Vector(1,0,0)); |
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271 | } |
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272 | |
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273 | |
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274 | |
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275 | /** |
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276 | * @brief convert a rotational 4x4 glMatrix into a Quaternion |
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277 | * @param m: a 4x4 matrix in glMatrix order |
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278 | */ |
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279 | void Quaternion::from4x4(float m[4][4]) |
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280 | { |
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281 | |
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282 | float tr, s, q[4]; |
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283 | int i, j, k; |
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284 | |
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285 | static int nxt[3] = {1, 2, 0}; |
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286 | |
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287 | tr = m[0][0] + m[1][1] + m[2][2]; |
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288 | |
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289 | // check the diagonal |
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290 | if (tr > 0.0) |
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291 | { |
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292 | s = sqrt (tr + 1.0); |
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293 | w = s / 2.0; |
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294 | s = 0.5 / s; |
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295 | v.x = (m[1][2] - m[2][1]) * s; |
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296 | v.y = (m[2][0] - m[0][2]) * s; |
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297 | v.z = (m[0][1] - m[1][0]) * s; |
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298 | } |
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299 | else |
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300 | { |
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301 | // diagonal is negative |
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302 | i = 0; |
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303 | if (m[1][1] > m[0][0]) i = 1; |
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304 | if (m[2][2] > m[i][i]) i = 2; |
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305 | j = nxt[i]; |
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306 | k = nxt[j]; |
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307 | |
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308 | s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0); |
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309 | |
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310 | q[i] = s * 0.5; |
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311 | |
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312 | if (s != 0.0) s = 0.5 / s; |
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313 | |
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314 | q[3] = (m[j][k] - m[k][j]) * s; |
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315 | q[j] = (m[i][j] + m[j][i]) * s; |
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316 | q[k] = (m[i][k] + m[k][i]) * s; |
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317 | |
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318 | v.x = q[0]; |
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319 | v.y = q[1]; |
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320 | v.z = q[2]; |
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321 | w = q[3]; |
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322 | } |
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323 | } |
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324 | |
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325 | |
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326 | /** |
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327 | * applies a quaternion from a 3x3 rotation matrix. |
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328 | * @param mat The 3x3 source rotation matrix. |
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329 | * @return The equivalent 4 float quaternion. |
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330 | */ |
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331 | void Quaternion::from3x3(float mat[3][3]) |
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332 | { |
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333 | int NXT[] = {1, 2, 0}; |
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334 | float q[4]; |
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335 | |
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336 | // check the diagonal |
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337 | float tr = mat[0][0] + mat[1][1] + mat[2][2]; |
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338 | if( tr > 0.0f) |
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339 | { |
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340 | float s = (float)sqrtf(tr + 1.0f); |
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341 | this->w = s * 0.5f; |
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342 | s = 0.5f / s; |
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343 | this->v.x = (mat[1][2] - mat[2][1]) * s; |
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344 | this->v.y = (mat[2][0] - mat[0][2]) * s; |
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345 | this->v.z = (mat[0][1] - mat[1][0]) * s; |
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346 | } |
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347 | else |
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348 | { |
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349 | // diagonal is negative |
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350 | // get biggest diagonal element |
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351 | int i = 0; |
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352 | if (mat[1][1] > mat[0][0]) i = 1; |
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353 | if (mat[2][2] > mat[i][i]) i = 2; |
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354 | //setup index sequence |
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355 | int j = NXT[i]; |
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356 | int k = NXT[j]; |
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357 | |
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358 | float s = (float)sqrtf((mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0f); |
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359 | |
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360 | q[i] = s * 0.5f; |
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361 | |
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362 | if (s != 0.0f) s = 0.5f / s; |
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363 | |
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364 | q[j] = (mat[i][j] + mat[j][i]) * s; |
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365 | q[k] = (mat[i][k] + mat[k][i]) * s; |
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366 | q[3] = (mat[j][k] - mat[k][j]) * s; |
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367 | |
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368 | this->v.x = q[0]; |
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369 | this->v.y = q[1]; |
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370 | this->v.z = q[2]; |
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371 | this->w = q[3]; |
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372 | } |
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373 | } |
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374 | |
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375 | Quaternion Quaternion::lookAt(Vector from, Vector to, Vector up) |
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376 | { |
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377 | Vector n = to - from; |
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378 | n.normalize(); |
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379 | Vector v = n.cross(up); |
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380 | v.normalize(); |
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381 | Vector u = v.cross(n); |
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382 | |
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383 | float matrix[3][3]; |
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384 | matrix[0][0] = v.x; |
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385 | matrix[0][1] = v.y; |
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386 | matrix[0][2] = v.z; |
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387 | matrix[1][0] = u.x; |
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388 | matrix[1][1] = u.y; |
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389 | matrix[1][2] = u.z; |
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390 | matrix[2][0] = -n.x; |
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391 | matrix[2][1] = -n.y; |
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392 | matrix[2][2] = -n.z; |
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393 | |
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394 | Quaternion quat; |
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395 | quat.from3x3(matrix); |
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396 | return quat; |
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397 | } |
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398 | |
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399 | |
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400 | /** |
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401 | * @brief outputs some nice formated debug information about this quaternion |
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402 | */ |
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403 | void Quaternion::debug() const |
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404 | { |
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405 | PRINT(0)("real a=%f; imag: x=%f y=%f z=%f\n", w, v.x, v.y, v.z); |
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406 | } |
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407 | |
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408 | /** |
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409 | * @brief another better Quaternion Debug Function. |
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410 | */ |
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411 | void Quaternion::debug2() const |
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412 | { |
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413 | Vector axis = this->getSpacialAxis(); |
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414 | PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z ); |
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415 | } |
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416 | |
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417 | |
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418 | |
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419 | |
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420 | |
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421 | |
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