aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/src/others/irrlicht-1.8.1/include/quaternion.h
blob: f2e3921a66c8ac1ff4ee2ba29dc3991a89c8c024 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __IRR_QUATERNION_H_INCLUDED__
#define __IRR_QUATERNION_H_INCLUDED__

#include "irrTypes.h"
#include "irrMath.h"
#include "matrix4.h"
#include "vector3d.h"

// Between Irrlicht 1.7 and Irrlicht 1.8 the quaternion-matrix conversions got fixed.
// This define disables all involved functions completely to allow finding all places 
// where the wrong conversions had been in use.
#define IRR_TEST_BROKEN_QUATERNION_USE 0

namespace irr
{
namespace core
{

//! Quaternion class for representing rotations.
/** It provides cheap combinations and avoids gimbal locks.
Also useful for interpolations. */
class quaternion
{
	public:

		//! Default Constructor
		quaternion() : X(0.0f), Y(0.0f), Z(0.0f), W(1.0f) {}

		//! Constructor
		quaternion(f32 x, f32 y, f32 z, f32 w) : X(x), Y(y), Z(z), W(w) { }

		//! Constructor which converts euler angles (radians) to a quaternion
		quaternion(f32 x, f32 y, f32 z);

		//! Constructor which converts euler angles (radians) to a quaternion
		quaternion(const vector3df& vec);

#if !IRR_TEST_BROKEN_QUATERNION_USE
		//! Constructor which converts a matrix to a quaternion
		quaternion(const matrix4& mat);
#endif

		//! Equalilty operator
		bool operator==(const quaternion& other) const;

		//! inequality operator
		bool operator!=(const quaternion& other) const;

		//! Assignment operator
		inline quaternion& operator=(const quaternion& other);

#if !IRR_TEST_BROKEN_QUATERNION_USE
		//! Matrix assignment operator
		inline quaternion& operator=(const matrix4& other);
#endif

		//! Add operator
		quaternion operator+(const quaternion& other) const;

		//! Multiplication operator
		quaternion operator*(const quaternion& other) const;

		//! Multiplication operator with scalar
		quaternion operator*(f32 s) const;

		//! Multiplication operator with scalar
		quaternion& operator*=(f32 s);

		//! Multiplication operator
		vector3df operator*(const vector3df& v) const;

		//! Multiplication operator
		quaternion& operator*=(const quaternion& other);

		//! Calculates the dot product
		inline f32 dotProduct(const quaternion& other) const;

		//! Sets new quaternion
		inline quaternion& set(f32 x, f32 y, f32 z, f32 w);

		//! Sets new quaternion based on euler angles (radians)
		inline quaternion& set(f32 x, f32 y, f32 z);

		//! Sets new quaternion based on euler angles (radians)
		inline quaternion& set(const core::vector3df& vec);

		//! Sets new quaternion from other quaternion
		inline quaternion& set(const core::quaternion& quat);

		//! returns if this quaternion equals the other one, taking floating point rounding errors into account
		inline bool equals(const quaternion& other,
				const f32 tolerance = ROUNDING_ERROR_f32 ) const;

		//! Normalizes the quaternion
		inline quaternion& normalize();

#if !IRR_TEST_BROKEN_QUATERNION_USE
		//! Creates a matrix from this quaternion
		matrix4 getMatrix() const;
#endif 

		//! Creates a matrix from this quaternion
		void getMatrix( matrix4 &dest, const core::vector3df &translation=core::vector3df() ) const;

		/*!
			Creates a matrix from this quaternion
			Rotate about a center point
			shortcut for
			core::quaternion q;
			q.rotationFromTo ( vin[i].Normal, forward );
			q.getMatrixCenter ( lookat, center, newPos );

			core::matrix4 m2;
			m2.setInverseTranslation ( center );
			lookat *= m2;

			core::matrix4 m3;
			m2.setTranslation ( newPos );
			lookat *= m3;

		*/
		void getMatrixCenter( matrix4 &dest, const core::vector3df &center, const core::vector3df &translation ) const;

		//! Creates a matrix from this quaternion
		inline void getMatrix_transposed( matrix4 &dest ) const;

		//! Inverts this quaternion
		quaternion& makeInverse();

		//! Set this quaternion to the linear interpolation between two quaternions
		/** \param q1 First quaternion to be interpolated.
		\param q2 Second quaternion to be interpolated.
		\param time Progress of interpolation. For time=0 the result is
		q1, for time=1 the result is q2. Otherwise interpolation
		between q1 and q2.
		*/
		quaternion& lerp(quaternion q1, quaternion q2, f32 time);

		//! Set this quaternion to the result of the spherical interpolation between two quaternions
		/** \param q1 First quaternion to be interpolated.
		\param q2 Second quaternion to be interpolated.
		\param time Progress of interpolation. For time=0 the result is
		q1, for time=1 the result is q2. Otherwise interpolation
		between q1 and q2.
		\param threshold To avoid inaccuracies at the end (time=1) the
		interpolation switches to linear interpolation at some point.
		This value defines how much of the remaining interpolation will
		be calculated with lerp. Everything from 1-threshold up will be
		linear interpolation.
		*/
		quaternion& slerp(quaternion q1, quaternion q2,
				f32 time, f32 threshold=.05f);

		//! Create quaternion from rotation angle and rotation axis.
		/** Axis must be unit length.
		The quaternion representing the rotation is
		q = cos(A/2)+sin(A/2)*(x*i+y*j+z*k).
		\param angle Rotation Angle in radians.
		\param axis Rotation axis. */
		quaternion& fromAngleAxis (f32 angle, const vector3df& axis);

		//! Fills an angle (radians) around an axis (unit vector)
		void toAngleAxis (f32 &angle, core::vector3df& axis) const;

		//! Output this quaternion to an euler angle (radians)
		void toEuler(vector3df& euler) const;

		//! Set quaternion to identity
		quaternion& makeIdentity();

		//! Set quaternion to represent a rotation from one vector to another.
		quaternion& rotationFromTo(const vector3df& from, const vector3df& to);

		//! Quaternion elements.
		f32 X; // vectorial (imaginary) part
		f32 Y;
		f32 Z;
		f32 W; // real part
};


// Constructor which converts euler angles to a quaternion
inline quaternion::quaternion(f32 x, f32 y, f32 z)
{
	set(x,y,z);
}


// Constructor which converts euler angles to a quaternion
inline quaternion::quaternion(const vector3df& vec)
{
	set(vec.X,vec.Y,vec.Z);
}

#if !IRR_TEST_BROKEN_QUATERNION_USE
// Constructor which converts a matrix to a quaternion
inline quaternion::quaternion(const matrix4& mat)
{
	(*this) = mat;
}
#endif

// equal operator
inline bool quaternion::operator==(const quaternion& other) const
{
	return ((X == other.X) &&
		(Y == other.Y) &&
		(Z == other.Z) &&
		(W == other.W));
}

// inequality operator
inline bool quaternion::operator!=(const quaternion& other) const
{
	return !(*this == other);
}

// assignment operator
inline quaternion& quaternion::operator=(const quaternion& other)
{
	X = other.X;
	Y = other.Y;
	Z = other.Z;
	W = other.W;
	return *this;
}

#if !IRR_TEST_BROKEN_QUATERNION_USE
// matrix assignment operator
inline quaternion& quaternion::operator=(const matrix4& m)
{
	const f32 diag = m[0] + m[5] + m[10] + 1;

	if( diag > 0.0f )
	{
		const f32 scale = sqrtf(diag) * 2.0f; // get scale from diagonal

		// TODO: speed this up
		X = (m[6] - m[9]) / scale;
		Y = (m[8] - m[2]) / scale;
		Z = (m[1] - m[4]) / scale;
		W = 0.25f * scale;
	}
	else
	{
		if (m[0]>m[5] && m[0]>m[10])
		{
			// 1st element of diag is greatest value
			// find scale according to 1st element, and double it
			const f32 scale = sqrtf(1.0f + m[0] - m[5] - m[10]) * 2.0f;

			// TODO: speed this up
			X = 0.25f * scale;
			Y = (m[4] + m[1]) / scale;
			Z = (m[2] + m[8]) / scale;
			W = (m[6] - m[9]) / scale;
		}
		else if (m[5]>m[10])
		{
			// 2nd element of diag is greatest value
			// find scale according to 2nd element, and double it
			const f32 scale = sqrtf(1.0f + m[5] - m[0] - m[10]) * 2.0f;

			// TODO: speed this up
			X = (m[4] + m[1]) / scale;
			Y = 0.25f * scale;
			Z = (m[9] + m[6]) / scale;
			W = (m[8] - m[2]) / scale;
		}
		else
		{
			// 3rd element of diag is greatest value
			// find scale according to 3rd element, and double it
			const f32 scale = sqrtf(1.0f + m[10] - m[0] - m[5]) * 2.0f;

			// TODO: speed this up
			X = (m[8] + m[2]) / scale;
			Y = (m[9] + m[6]) / scale;
			Z = 0.25f * scale;
			W = (m[1] - m[4]) / scale;
		}
	}

	return normalize();
}
#endif


// multiplication operator
inline quaternion quaternion::operator*(const quaternion& other) const
{
	quaternion tmp;

	tmp.W = (other.W * W) - (other.X * X) - (other.Y * Y) - (other.Z * Z);
	tmp.X = (other.W * X) + (other.X * W) + (other.Y * Z) - (other.Z * Y);
	tmp.Y = (other.W * Y) + (other.Y * W) + (other.Z * X) - (other.X * Z);
	tmp.Z = (other.W * Z) + (other.Z * W) + (other.X * Y) - (other.Y * X);

	return tmp;
}


// multiplication operator
inline quaternion quaternion::operator*(f32 s) const
{
	return quaternion(s*X, s*Y, s*Z, s*W);
}


// multiplication operator
inline quaternion& quaternion::operator*=(f32 s)
{
	X*=s;
	Y*=s;
	Z*=s;
	W*=s;
	return *this;
}

// multiplication operator
inline quaternion& quaternion::operator*=(const quaternion& other)
{
	return (*this = other * (*this));
}

// add operator
inline quaternion quaternion::operator+(const quaternion& b) const
{
	return quaternion(X+b.X, Y+b.Y, Z+b.Z, W+b.W);
}

#if !IRR_TEST_BROKEN_QUATERNION_USE
// Creates a matrix from this quaternion
inline matrix4 quaternion::getMatrix() const
{
	core::matrix4 m;
	getMatrix(m);
	return m;
}
#endif

/*!
	Creates a matrix from this quaternion
*/
inline void quaternion::getMatrix(matrix4 &dest,
		const core::vector3df &center) const
{
	dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
	dest[1] = 2.0f*X*Y + 2.0f*Z*W;
	dest[2] = 2.0f*X*Z - 2.0f*Y*W;
	dest[3] = 0.0f;

	dest[4] = 2.0f*X*Y - 2.0f*Z*W;
	dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
	dest[6] = 2.0f*Z*Y + 2.0f*X*W;
	dest[7] = 0.0f;

	dest[8] = 2.0f*X*Z + 2.0f*Y*W;
	dest[9] = 2.0f*Z*Y - 2.0f*X*W;
	dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
	dest[11] = 0.0f;

	dest[12] = center.X;
	dest[13] = center.Y;
	dest[14] = center.Z;
	dest[15] = 1.f;

	dest.setDefinitelyIdentityMatrix ( false );
}


/*!
	Creates a matrix from this quaternion
	Rotate about a center point
	shortcut for
	core::quaternion q;
	q.rotationFromTo(vin[i].Normal, forward);
	q.getMatrix(lookat, center);

	core::matrix4 m2;
	m2.setInverseTranslation(center);
	lookat *= m2;
*/
inline void quaternion::getMatrixCenter(matrix4 &dest,
					const core::vector3df &center,
					const core::vector3df &translation) const
{
	dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
	dest[1] = 2.0f*X*Y + 2.0f*Z*W;
	dest[2] = 2.0f*X*Z - 2.0f*Y*W;
	dest[3] = 0.0f;

	dest[4] = 2.0f*X*Y - 2.0f*Z*W;
	dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
	dest[6] = 2.0f*Z*Y + 2.0f*X*W;
	dest[7] = 0.0f;

	dest[8] = 2.0f*X*Z + 2.0f*Y*W;
	dest[9] = 2.0f*Z*Y - 2.0f*X*W;
	dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
	dest[11] = 0.0f;

	dest.setRotationCenter ( center, translation );
}

// Creates a matrix from this quaternion
inline void quaternion::getMatrix_transposed(matrix4 &dest) const
{
	dest[0] = 1.0f - 2.0f*Y*Y - 2.0f*Z*Z;
	dest[4] = 2.0f*X*Y + 2.0f*Z*W;
	dest[8] = 2.0f*X*Z - 2.0f*Y*W;
	dest[12] = 0.0f;

	dest[1] = 2.0f*X*Y - 2.0f*Z*W;
	dest[5] = 1.0f - 2.0f*X*X - 2.0f*Z*Z;
	dest[9] = 2.0f*Z*Y + 2.0f*X*W;
	dest[13] = 0.0f;

	dest[2] = 2.0f*X*Z + 2.0f*Y*W;
	dest[6] = 2.0f*Z*Y - 2.0f*X*W;
	dest[10] = 1.0f - 2.0f*X*X - 2.0f*Y*Y;
	dest[14] = 0.0f;

	dest[3] = 0.f;
	dest[7] = 0.f;
	dest[11] = 0.f;
	dest[15] = 1.f;

	dest.setDefinitelyIdentityMatrix(false);
}


// Inverts this quaternion
inline quaternion& quaternion::makeInverse()
{
	X = -X; Y = -Y; Z = -Z;
	return *this;
}


// sets new quaternion
inline quaternion& quaternion::set(f32 x, f32 y, f32 z, f32 w)
{
	X = x;
	Y = y;
	Z = z;
	W = w;
	return *this;
}


// sets new quaternion based on euler angles
inline quaternion& quaternion::set(f32 x, f32 y, f32 z)
{
	f64 angle;

	angle = x * 0.5;
	const f64 sr = sin(angle);
	const f64 cr = cos(angle);

	angle = y * 0.5;
	const f64 sp = sin(angle);
	const f64 cp = cos(angle);

	angle = z * 0.5;
	const f64 sy = sin(angle);
	const f64 cy = cos(angle);

	const f64 cpcy = cp * cy;
	const f64 spcy = sp * cy;
	const f64 cpsy = cp * sy;
	const f64 spsy = sp * sy;

	X = (f32)(sr * cpcy - cr * spsy);
	Y = (f32)(cr * spcy + sr * cpsy);
	Z = (f32)(cr * cpsy - sr * spcy);
	W = (f32)(cr * cpcy + sr * spsy);

	return normalize();
}

// sets new quaternion based on euler angles
inline quaternion& quaternion::set(const core::vector3df& vec)
{
	return set(vec.X, vec.Y, vec.Z);
}

// sets new quaternion based on other quaternion
inline quaternion& quaternion::set(const core::quaternion& quat)
{
	return (*this=quat);
}


//! returns if this quaternion equals the other one, taking floating point rounding errors into account
inline bool quaternion::equals(const quaternion& other, const f32 tolerance) const
{
	return core::equals(X, other.X, tolerance) &&
		core::equals(Y, other.Y, tolerance) &&
		core::equals(Z, other.Z, tolerance) &&
		core::equals(W, other.W, tolerance);
}


// normalizes the quaternion
inline quaternion& quaternion::normalize()
{
	const f32 n = X*X + Y*Y + Z*Z + W*W;

	if (n == 1)
		return *this;

	//n = 1.0f / sqrtf(n);
	return (*this *= reciprocal_squareroot ( n ));
}


// set this quaternion to the result of the linear interpolation between two quaternions
inline quaternion& quaternion::lerp(quaternion q1, quaternion q2, f32 time)
{
	const f32 scale = 1.0f - time;
	return (*this = (q1*scale) + (q2*time));
}


// set this quaternion to the result of the interpolation between two quaternions
inline quaternion& quaternion::slerp(quaternion q1, quaternion q2, f32 time, f32 threshold)
{
	f32 angle = q1.dotProduct(q2);

	// make sure we use the short rotation
	if (angle < 0.0f)
	{
		q1 *= -1.0f;
		angle *= -1.0f;
	}

	if (angle <= (1-threshold)) // spherical interpolation
	{
		const f32 theta = acosf(angle);
		const f32 invsintheta = reciprocal(sinf(theta));
		const f32 scale = sinf(theta * (1.0f-time)) * invsintheta;
		const f32 invscale = sinf(theta * time) * invsintheta;
		return (*this = (q1*scale) + (q2*invscale));
	}
	else // linear interploation
		return lerp(q1,q2,time);
}


// calculates the dot product
inline f32 quaternion::dotProduct(const quaternion& q2) const
{
	return (X * q2.X) + (Y * q2.Y) + (Z * q2.Z) + (W * q2.W);
}


//! axis must be unit length, angle in radians
inline quaternion& quaternion::fromAngleAxis(f32 angle, const vector3df& axis)
{
	const f32 fHalfAngle = 0.5f*angle;
	const f32 fSin = sinf(fHalfAngle);
	W = cosf(fHalfAngle);
	X = fSin*axis.X;
	Y = fSin*axis.Y;
	Z = fSin*axis.Z;
	return *this;
}


inline void quaternion::toAngleAxis(f32 &angle, core::vector3df &axis) const
{
	const f32 scale = sqrtf(X*X + Y*Y + Z*Z);

	if (core::iszero(scale) || W > 1.0f || W < -1.0f)
	{
		angle = 0.0f;
		axis.X = 0.0f;
		axis.Y = 1.0f;
		axis.Z = 0.0f;
	}
	else
	{
		const f32 invscale = reciprocal(scale);
		angle = 2.0f * acosf(W);
		axis.X = X * invscale;
		axis.Y = Y * invscale;
		axis.Z = Z * invscale;
	}
}

inline void quaternion::toEuler(vector3df& euler) const
{
	const f64 sqw = W*W;
	const f64 sqx = X*X;
	const f64 sqy = Y*Y;
	const f64 sqz = Z*Z;
	const f64 test = 2.0 * (Y*W - X*Z);

	if (core::equals(test, 1.0, 0.000001))
	{
		// heading = rotation about z-axis
		euler.Z = (f32) (-2.0*atan2(X, W));
		// bank = rotation about x-axis
		euler.X = 0;
		// attitude = rotation about y-axis
		euler.Y = (f32) (core::PI64/2.0);
	}
	else if (core::equals(test, -1.0, 0.000001))
	{
		// heading = rotation about z-axis
		euler.Z = (f32) (2.0*atan2(X, W));
		// bank = rotation about x-axis
		euler.X = 0;
		// attitude = rotation about y-axis
		euler.Y = (f32) (core::PI64/-2.0);
	}
	else
	{
		// heading = rotation about z-axis
		euler.Z = (f32) atan2(2.0 * (X*Y +Z*W),(sqx - sqy - sqz + sqw));
		// bank = rotation about x-axis
		euler.X = (f32) atan2(2.0 * (Y*Z +X*W),(-sqx - sqy + sqz + sqw));
		// attitude = rotation about y-axis
		euler.Y = (f32) asin( clamp(test, -1.0, 1.0) );
	}
}


inline vector3df quaternion::operator* (const vector3df& v) const
{
	// nVidia SDK implementation

	vector3df uv, uuv;
	vector3df qvec(X, Y, Z);
	uv = qvec.crossProduct(v);
	uuv = qvec.crossProduct(uv);
	uv *= (2.0f * W);
	uuv *= 2.0f;

	return v + uv + uuv;
}

// set quaternion to identity
inline core::quaternion& quaternion::makeIdentity()
{
	W = 1.f;
	X = 0.f;
	Y = 0.f;
	Z = 0.f;
	return *this;
}

inline core::quaternion& quaternion::rotationFromTo(const vector3df& from, const vector3df& to)
{
	// Based on Stan Melax's article in Game Programming Gems
	// Copy, since cannot modify local
	vector3df v0 = from;
	vector3df v1 = to;
	v0.normalize();
	v1.normalize();

	const f32 d = v0.dotProduct(v1);
	if (d >= 1.0f) // If dot == 1, vectors are the same
	{
		return makeIdentity();
	}
	else if (d <= -1.0f) // exactly opposite
	{
		core::vector3df axis(1.0f, 0.f, 0.f);
		axis = axis.crossProduct(v0);
		if (axis.getLength()==0)
		{
			axis.set(0.f,1.f,0.f);
			axis = axis.crossProduct(v0);
		}
		// same as fromAngleAxis(core::PI, axis).normalize();
		return set(axis.X, axis.Y, axis.Z, 0).normalize();
	}

	const f32 s = sqrtf( (1+d)*2 ); // optimize inv_sqrt
	const f32 invs = 1.f / s;
	const vector3df c = v0.crossProduct(v1)*invs;
	return set(c.X, c.Y, c.Z, s * 0.5f).normalize();
}


} // end namespace core
} // end namespace irr

#endif