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00005 #ifndef __IRR_QUATERNION_H_INCLUDED__
00006 #define __IRR_QUATERNION_H_INCLUDED__
00007
00008 #include "irrTypes.h"
00009 #include "irrMath.h"
00010 #include "matrix4.h"
00011 #include "vector3d.h"
00012
00013
00014
00015
00016 #define IRR_TEST_BROKEN_QUATERNION_USE 0
00017
00018 namespace irr
00019 {
00020 namespace core
00021 {
00022
00024
00026 class quaternion
00027 {
00028 public:
00029
00031 quaternion() : X(0.0f), Y(0.0f), Z(0.0f), W(1.0f) {}
00032
00034 quaternion(f32 x, f32 y, f32 z, f32 w) : X(x), Y(y), Z(z), W(w) { }
00035
00037 quaternion(f32 x, f32 y, f32 z);
00038
00040 quaternion(const vector3df& vec);
00041
00042 #if !IRR_TEST_BROKEN_QUATERNION_USE
00043
00044 quaternion(const matrix4& mat);
00045 #endif
00046
00048 bool operator==(const quaternion& other) const;
00049
00051 bool operator!=(const quaternion& other) const;
00052
00054 inline quaternion& operator=(const quaternion& other);
00055
00056 #if !IRR_TEST_BROKEN_QUATERNION_USE
00057
00058 inline quaternion& operator=(const matrix4& other);
00059 #endif
00060
00062 quaternion operator+(const quaternion& other) const;
00063
00065 quaternion operator*(const quaternion& other) const;
00066
00068 quaternion operator*(f32 s) const;
00069
00071 quaternion& operator*=(f32 s);
00072
00074 vector3df operator*(const vector3df& v) const;
00075
00077 quaternion& operator*=(const quaternion& other);
00078
00080 inline f32 dotProduct(const quaternion& other) const;
00081
00083 inline quaternion& set(f32 x, f32 y, f32 z, f32 w);
00084
00086 inline quaternion& set(f32 x, f32 y, f32 z);
00087
00089 inline quaternion& set(const core::vector3df& vec);
00090
00092 inline quaternion& set(const core::quaternion& quat);
00093
00095 inline bool equals(const quaternion& other,
00096 const f32 tolerance = ROUNDING_ERROR_f32 ) const;
00097
00099 inline quaternion& normalize();
00100
00101 #if !IRR_TEST_BROKEN_QUATERNION_USE
00102
00103 matrix4 getMatrix() const;
00104 #endif
00105
00107 void getMatrix( matrix4 &dest, const core::vector3df &translation=core::vector3df() ) const;
00108
00126 void getMatrixCenter( matrix4 &dest, const core::vector3df ¢er, const core::vector3df &translation ) const;
00127
00129 inline void getMatrix_transposed( matrix4 &dest ) const;
00130
00132 quaternion& makeInverse();
00133
00135
00141 quaternion& lerp(quaternion q1, quaternion q2, f32 time);
00142
00144
00155 quaternion& slerp(quaternion q1, quaternion q2,
00156 f32 time, f32 threshold=.05f);
00157
00159
00164 quaternion& fromAngleAxis (f32 angle, const vector3df& axis);
00165
00167 void toAngleAxis (f32 &angle, core::vector3df& axis) const;
00168
00170 void toEuler(vector3df& euler) const;
00171
00173 quaternion& makeIdentity();
00174
00176 quaternion& rotationFromTo(const vector3df& from, const vector3df& to);
00177
00179 f32 X;
00180 f32 Y;
00181 f32 Z;
00182 f32 W;
00183 };
00184
00185
00186
00187 inline quaternion::quaternion(f32 x, f32 y, f32 z)
00188 {
00189 set(x,y,z);
00190 }
00191
00192
00193
00194 inline quaternion::quaternion(const vector3df& vec)
00195 {
00196 set(vec.X,vec.Y,vec.Z);
00197 }
00198
00199 #if !IRR_TEST_BROKEN_QUATERNION_USE
00200
00201 inline quaternion::quaternion(const matrix4& mat)
00202 {
00203 (*this) = mat;
00204 }
00205 #endif
00206
00207
00208 inline bool quaternion::operator==(const quaternion& other) const
00209 {
00210 return ((X == other.X) &&
00211 (Y == other.Y) &&
00212 (Z == other.Z) &&
00213 (W == other.W));
00214 }
00215
00216
00217 inline bool quaternion::operator!=(const quaternion& other) const
00218 {
00219 return !(*this == other);
00220 }
00221
00222
00223 inline quaternion& quaternion::operator=(const quaternion& other)
00224 {
00225 X = other.X;
00226 Y = other.Y;
00227 Z = other.Z;
00228 W = other.W;
00229 return *this;
00230 }
00231
00232 #if !IRR_TEST_BROKEN_QUATERNION_USE
00233
00234 inline quaternion& quaternion::operator=(const matrix4& m)
00235 {
00236 const f32 diag = m[0] + m[5] + m[10] + 1;
00237
00238 if( diag > 0.0f )
00239 {
00240 const f32 scale = sqrtf(diag) * 2.0f;
00241
00242
00243 X = (m[6] - m[9]) / scale;
00244 Y = (m[8] - m[2]) / scale;
00245 Z = (m[1] - m[4]) / scale;
00246 W = 0.25f * scale;
00247 }
00248 else
00249 {
00250 if (m[0]>m[5] && m[0]>m[10])
00251 {
00252
00253
00254 const f32 scale = sqrtf(1.0f + m[0] - m[5] - m[10]) * 2.0f;
00255
00256
00257 X = 0.25f * scale;
00258 Y = (m[4] + m[1]) / scale;
00259 Z = (m[2] + m[8]) / scale;
00260 W = (m[6] - m[9]) / scale;
00261 }
00262 else if (m[5]>m[10])
00263 {
00264
00265
00266 const f32 scale = sqrtf(1.0f + m[5] - m[0] - m[10]) * 2.0f;
00267
00268
00269 X = (m[4] + m[1]) / scale;
00270 Y = 0.25f * scale;
00271 Z = (m[9] + m[6]) / scale;
00272 W = (m[8] - m[2]) / scale;
00273 }
00274 else
00275 {
00276
00277
00278 const f32 scale = sqrtf(1.0f + m[10] - m[0] - m[5]) * 2.0f;
00279
00280
00281 X = (m[8] + m[2]) / scale;
00282 Y = (m[9] + m[6]) / scale;
00283 Z = 0.25f * scale;
00284 W = (m[1] - m[4]) / scale;
00285 }
00286 }
00287
00288 return normalize();
00289 }
00290 #endif
00291
00292
00293
00294 inline quaternion quaternion::operator*(const quaternion& other) const
00295 {
00296 quaternion tmp;
00297
00298 tmp.W = (other.W * W) - (other.X * X) - (other.Y * Y) - (other.Z * Z);
00299 tmp.X = (other.W * X) + (other.X * W) + (other.Y * Z) - (other.Z * Y);
00300 tmp.Y = (other.W * Y) + (other.Y * W) + (other.Z * X) - (other.X * Z);
00301 tmp.Z = (other.W * Z) + (other.Z * W) + (other.X * Y) - (other.Y * X);
00302
00303 return tmp;
00304 }
00305
00306
00307
00308 inline quaternion quaternion::operator*(f32 s) const
00309 {
00310 return quaternion(s*X, s*Y, s*Z, s*W);
00311 }
00312
00313
00314
00315 inline quaternion& quaternion::operator*=(f32 s)
00316 {
00317 X*=s;
00318 Y*=s;
00319 Z*=s;
00320 W*=s;
00321 return *this;
00322 }
00323
00324
00325 inline quaternion& quaternion::operator*=(const quaternion& other)
00326 {
00327 return (*this = other * (*this));
00328 }
00329
00330
00331 inline quaternion quaternion::operator+(const quaternion& b) const
00332 {
00333 return quaternion(X+b.X, Y+b.Y, Z+b.Z, W+b.W);
00334 }
00335
00336 #if !IRR_TEST_BROKEN_QUATERNION_USE
00337
00338 inline matrix4 quaternion::getMatrix() const
00339 {
00340 core::matrix4 m;
00341 getMatrix(m);
00342 return m;
00343 }
00344 #endif
00345
00349 inline void quaternion::getMatrix(matrix4 &dest,
00350 const core::vector3df ¢er) const
00351 {
00352 dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
00353 dest[1] = 2.0f*X*Y + 2.0f*Z*W;
00354 dest[2] = 2.0f*X*Z - 2.0f*Y*W;
00355 dest[3] = 0.0f;
00356
00357 dest[4] = 2.0f*X*Y - 2.0f*Z*W;
00358 dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
00359 dest[6] = 2.0f*Z*Y + 2.0f*X*W;
00360 dest[7] = 0.0f;
00361
00362 dest[8] = 2.0f*X*Z + 2.0f*Y*W;
00363 dest[9] = 2.0f*Z*Y - 2.0f*X*W;
00364 dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
00365 dest[11] = 0.0f;
00366
00367 dest[12] = center.X;
00368 dest[13] = center.Y;
00369 dest[14] = center.Z;
00370 dest[15] = 1.f;
00371
00372 dest.setDefinitelyIdentityMatrix ( false );
00373 }
00374
00375
00388 inline void quaternion::getMatrixCenter(matrix4 &dest,
00389 const core::vector3df ¢er,
00390 const core::vector3df &translation) const
00391 {
00392 dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
00393 dest[1] = 2.0f*X*Y + 2.0f*Z*W;
00394 dest[2] = 2.0f*X*Z - 2.0f*Y*W;
00395 dest[3] = 0.0f;
00396
00397 dest[4] = 2.0f*X*Y - 2.0f*Z*W;
00398 dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
00399 dest[6] = 2.0f*Z*Y + 2.0f*X*W;
00400 dest[7] = 0.0f;
00401
00402 dest[8] = 2.0f*X*Z + 2.0f*Y*W;
00403 dest[9] = 2.0f*Z*Y - 2.0f*X*W;
00404 dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
00405 dest[11] = 0.0f;
00406
00407 dest.setRotationCenter ( center, translation );
00408 }
00409
00410
00411 inline void quaternion::getMatrix_transposed(matrix4 &dest) const
00412 {
00413 dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
00414 dest[4] = 2.0f*X*Y + 2.0f*Z*W;
00415 dest[8] = 2.0f*X*Z - 2.0f*Y*W;
00416 dest[12] = 0.0f;
00417
00418 dest[1] = 2.0f*X*Y - 2.0f*Z*W;
00419 dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
00420 dest[9] = 2.0f*Z*Y + 2.0f*X*W;
00421 dest[13] = 0.0f;
00422
00423 dest[2] = 2.0f*X*Z + 2.0f*Y*W;
00424 dest[6] = 2.0f*Z*Y - 2.0f*X*W;
00425 dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
00426 dest[14] = 0.0f;
00427
00428 dest[3] = 0.f;
00429 dest[7] = 0.f;
00430 dest[11] = 0.f;
00431 dest[15] = 1.f;
00432
00433 dest.setDefinitelyIdentityMatrix(false);
00434 }
00435
00436
00437
00438 inline quaternion& quaternion::makeInverse()
00439 {
00440 X = -X; Y = -Y; Z = -Z;
00441 return *this;
00442 }
00443
00444
00445
00446 inline quaternion& quaternion::set(f32 x, f32 y, f32 z, f32 w)
00447 {
00448 X = x;
00449 Y = y;
00450 Z = z;
00451 W = w;
00452 return *this;
00453 }
00454
00455
00456
00457 inline quaternion& quaternion::set(f32 x, f32 y, f32 z)
00458 {
00459 f64 angle;
00460
00461 angle = x * 0.5;
00462 const f64 sr = sin(angle);
00463 const f64 cr = cos(angle);
00464
00465 angle = y * 0.5;
00466 const f64 sp = sin(angle);
00467 const f64 cp = cos(angle);
00468
00469 angle = z * 0.5;
00470 const f64 sy = sin(angle);
00471 const f64 cy = cos(angle);
00472
00473 const f64 cpcy = cp * cy;
00474 const f64 spcy = sp * cy;
00475 const f64 cpsy = cp * sy;
00476 const f64 spsy = sp * sy;
00477
00478 X = (f32)(sr * cpcy - cr * spsy);
00479 Y = (f32)(cr * spcy + sr * cpsy);
00480 Z = (f32)(cr * cpsy - sr * spcy);
00481 W = (f32)(cr * cpcy + sr * spsy);
00482
00483 return normalize();
00484 }
00485
00486
00487 inline quaternion& quaternion::set(const core::vector3df& vec)
00488 {
00489 return set(vec.X, vec.Y, vec.Z);
00490 }
00491
00492
00493 inline quaternion& quaternion::set(const core::quaternion& quat)
00494 {
00495 return (*this=quat);
00496 }
00497
00498
00500 inline bool quaternion::equals(const quaternion& other, const f32 tolerance) const
00501 {
00502 return core::equals(X, other.X, tolerance) &&
00503 core::equals(Y, other.Y, tolerance) &&
00504 core::equals(Z, other.Z, tolerance) &&
00505 core::equals(W, other.W, tolerance);
00506 }
00507
00508
00509
00510 inline quaternion& quaternion::normalize()
00511 {
00512 const f32 n = X*X + Y*Y + Z*Z + W*W;
00513
00514 if (n == 1)
00515 return *this;
00516
00517
00518 return (*this *= reciprocal_squareroot ( n ));
00519 }
00520
00521
00522
00523 inline quaternion& quaternion::lerp(quaternion q1, quaternion q2, f32 time)
00524 {
00525 const f32 scale = 1.0f - time;
00526 return (*this = (q1*scale) + (q2*time));
00527 }
00528
00529
00530
00531 inline quaternion& quaternion::slerp(quaternion q1, quaternion q2, f32 time, f32 threshold)
00532 {
00533 f32 angle = q1.dotProduct(q2);
00534
00535
00536 if (angle < 0.0f)
00537 {
00538 q1 *= -1.0f;
00539 angle *= -1.0f;
00540 }
00541
00542 if (angle <= (1-threshold))
00543 {
00544 const f32 theta = acosf(angle);
00545 const f32 invsintheta = reciprocal(sinf(theta));
00546 const f32 scale = sinf(theta * (1.0f-time)) * invsintheta;
00547 const f32 invscale = sinf(theta * time) * invsintheta;
00548 return (*this = (q1*scale) + (q2*invscale));
00549 }
00550 else
00551 return lerp(q1,q2,time);
00552 }
00553
00554
00555
00556 inline f32 quaternion::dotProduct(const quaternion& q2) const
00557 {
00558 return (X * q2.X) + (Y * q2.Y) + (Z * q2.Z) + (W * q2.W);
00559 }
00560
00561
00563 inline quaternion& quaternion::fromAngleAxis(f32 angle, const vector3df& axis)
00564 {
00565 const f32 fHalfAngle = 0.5f*angle;
00566 const f32 fSin = sinf(fHalfAngle);
00567 W = cosf(fHalfAngle);
00568 X = fSin*axis.X;
00569 Y = fSin*axis.Y;
00570 Z = fSin*axis.Z;
00571 return *this;
00572 }
00573
00574
00575 inline void quaternion::toAngleAxis(f32 &angle, core::vector3df &axis) const
00576 {
00577 const f32 scale = sqrtf(X*X + Y*Y + Z*Z);
00578
00579 if (core::iszero(scale) || W > 1.0f || W < -1.0f)
00580 {
00581 angle = 0.0f;
00582 axis.X = 0.0f;
00583 axis.Y = 1.0f;
00584 axis.Z = 0.0f;
00585 }
00586 else
00587 {
00588 const f32 invscale = reciprocal(scale);
00589 angle = 2.0f * acosf(W);
00590 axis.X = X * invscale;
00591 axis.Y = Y * invscale;
00592 axis.Z = Z * invscale;
00593 }
00594 }
00595
00596 inline void quaternion::toEuler(vector3df& euler) const
00597 {
00598 const f64 sqw = W*W;
00599 const f64 sqx = X*X;
00600 const f64 sqy = Y*Y;
00601 const f64 sqz = Z*Z;
00602 const f64 test = 2.0 * (Y*W - X*Z);
00603
00604 if (core::equals(test, 1.0, 0.000001))
00605 {
00606
00607 euler.Z = (f32) (-2.0*atan2(X, W));
00608
00609 euler.X = 0;
00610
00611 euler.Y = (f32) (core::PI64/2.0);
00612 }
00613 else if (core::equals(test, -1.0, 0.000001))
00614 {
00615
00616 euler.Z = (f32) (2.0*atan2(X, W));
00617
00618 euler.X = 0;
00619
00620 euler.Y = (f32) (core::PI64/-2.0);
00621 }
00622 else
00623 {
00624
00625 euler.Z = (f32) atan2(2.0 * (X*Y +Z*W),(sqx - sqy - sqz + sqw));
00626
00627 euler.X = (f32) atan2(2.0 * (Y*Z +X*W),(-sqx - sqy + sqz + sqw));
00628
00629 euler.Y = (f32) asin( clamp(test, -1.0, 1.0) );
00630 }
00631 }
00632
00633
00634 inline vector3df quaternion::operator* (const vector3df& v) const
00635 {
00636
00637
00638 vector3df uv, uuv;
00639 vector3df qvec(X, Y, Z);
00640 uv = qvec.crossProduct(v);
00641 uuv = qvec.crossProduct(uv);
00642 uv *= (2.0f * W);
00643 uuv *= 2.0f;
00644
00645 return v + uv + uuv;
00646 }
00647
00648
00649 inline core::quaternion& quaternion::makeIdentity()
00650 {
00651 W = 1.f;
00652 X = 0.f;
00653 Y = 0.f;
00654 Z = 0.f;
00655 return *this;
00656 }
00657
00658 inline core::quaternion& quaternion::rotationFromTo(const vector3df& from, const vector3df& to)
00659 {
00660
00661
00662 vector3df v0 = from;
00663 vector3df v1 = to;
00664 v0.normalize();
00665 v1.normalize();
00666
00667 const f32 d = v0.dotProduct(v1);
00668 if (d >= 1.0f)
00669 {
00670 return makeIdentity();
00671 }
00672 else if (d <= -1.0f)
00673 {
00674 core::vector3df axis(1.0f, 0.f, 0.f);
00675 axis = axis.crossProduct(v0);
00676 if (axis.getLength()==0)
00677 {
00678 axis.set(0.f,1.f,0.f);
00679 axis.crossProduct(v0);
00680 }
00681
00682 return set(axis.X, axis.Y, axis.Z, 0).normalize();
00683 }
00684
00685 const f32 s = sqrtf( (1+d)*2 );
00686 const f32 invs = 1.f / s;
00687 const vector3df c = v0.crossProduct(v1)*invs;
00688 return set(c.X, c.Y, c.Z, s * 0.5f).normalize();
00689 }
00690
00691
00692 }
00693 }
00694
00695 #endif
00696