Changeset 8560 in orxonox.OLD for branches/bsp_model/src/lib/math
- Timestamp:
- Jun 17, 2006, 12:22:53 PM (18 years ago)
- Location:
- branches/bsp_model/src/lib/math
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/bsp_model/src/lib/math/quaternion.cc
r7348 r8560 133 133 134 134 135 135 136 /** 136 137 * @brief Slerps this QUaternion performs a smooth move. … … 298 299 } 299 300 301 302 /** 303 * Creates a quaternion from a 3x3 rotation matrix. 304 * @param mat The 3x3 source rotation matrix. 305 * @return The equivalent 4 float quaternion. 306 */ 307 Quaternion::Quaternion(float mat[3][3]) 308 { 309 int NXT[] = {1, 2, 0}; 310 float q[4]; 311 312 // check the diagonal 313 float tr = mat[0][0] + mat[1][1] + mat[2][2]; 314 if( tr > 0.0f) { 315 float s = (float)sqrtf(tr + 1.0f); 316 this->w = s * 0.5f; 317 s = 0.5f / s; 318 this->v.x = (mat[1][2] - mat[2][1]) * s; 319 this->v.y = (mat[2][0] - mat[0][2]) * s; 320 this->v.z = (mat[0][1] - mat[1][0]) * s; 321 } 322 else 323 { 324 // diagonal is negative 325 // get biggest diagonal element 326 int i = 0; 327 if (mat[1][1] > mat[0][0]) i = 1; 328 if (mat[2][2] > mat[i][i]) i = 2; 329 //setup index sequence 330 int j = NXT[i]; 331 int k = NXT[j]; 332 333 float s = (float)sqrtf((mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0f); 334 335 q[i] = s * 0.5f; 336 337 if (s != 0.0f) s = 0.5f / s; 338 339 q[j] = (mat[i][j] + mat[j][i]) * s; 340 q[k] = (mat[i][k] + mat[k][i]) * s; 341 q[3] = (mat[j][k] - mat[k][j]) * s; 342 343 this->v.x = q[0]; 344 this->v.y = q[1]; 345 this->v.z = q[2]; 346 this->w = q[3]; 347 } 348 } 349 300 350 /** 301 351 * @brief outputs some nice formated debug information about this quaternion … … 314 364 PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z ); 315 365 } 366 367 368 369 370 371 -
branches/bsp_model/src/lib/math/quaternion.h
r7348 r8560 42 42 inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; } 43 43 Quaternion (float m[4][4]); 44 Quaternion (float m[3][3]); 44 45 /** turns a rotation along an axis into a Quaternion @param angle: the amount of radians to rotate @param axis: the axis to rotate around */ 45 46 inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2.0); v = axis * sin(angle/2.0); } … … 118 119 119 120 121 // some helper functions 122 float* quaternionFromMatrix(float* mat); 123 124 120 125 #endif /* __QUATERNION_H_ */ 121 126
Note: See TracChangeset
for help on using the changeset viewer.