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Diffstat (limited to 'OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs')
-rw-r--r-- | OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs | 209 |
1 files changed, 209 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs b/OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs new file mode 100644 index 0000000..0ba8f17 --- /dev/null +++ b/OpenSim/Region/Physics/ConvexDecompositionDotNet/Quaternion.cs | |||
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1 | /* The MIT License | ||
2 | * | ||
3 | * Copyright (c) 2010 Intel Corporation. | ||
4 | * All rights reserved. | ||
5 | * | ||
6 | * Based on the convexdecomposition library from | ||
7 | * <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax. | ||
8 | * | ||
9 | * Permission is hereby granted, free of charge, to any person obtaining a copy | ||
10 | * of this software and associated documentation files (the "Software"), to deal | ||
11 | * in the Software without restriction, including without limitation the rights | ||
12 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
13 | * copies of the Software, and to permit persons to whom the Software is | ||
14 | * furnished to do so, subject to the following conditions: | ||
15 | * | ||
16 | * The above copyright notice and this permission notice shall be included in | ||
17 | * all copies or substantial portions of the Software. | ||
18 | * | ||
19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
20 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
22 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
23 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
24 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
25 | * THE SOFTWARE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | |||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | ||
31 | { | ||
32 | public class Quaternion : float4 | ||
33 | { | ||
34 | public Quaternion() | ||
35 | { | ||
36 | x = y = z = 0.0f; | ||
37 | w = 1.0f; | ||
38 | } | ||
39 | |||
40 | public Quaternion(float3 v, float t) | ||
41 | { | ||
42 | v = float3.normalize(v); | ||
43 | w = (float)Math.Cos(t / 2.0f); | ||
44 | v = v * (float)Math.Sin(t / 2.0f); | ||
45 | x = v.x; | ||
46 | y = v.y; | ||
47 | z = v.z; | ||
48 | } | ||
49 | |||
50 | public Quaternion(float _x, float _y, float _z, float _w) | ||
51 | { | ||
52 | x = _x; | ||
53 | y = _y; | ||
54 | z = _z; | ||
55 | w = _w; | ||
56 | } | ||
57 | |||
58 | public float angle() | ||
59 | { | ||
60 | return (float)Math.Acos(w) * 2.0f; | ||
61 | } | ||
62 | |||
63 | public float3 axis() | ||
64 | { | ||
65 | float3 a = new float3(x, y, z); | ||
66 | if (Math.Abs(angle()) < 0.0000001f) | ||
67 | return new float3(1f, 0f, 0f); | ||
68 | return a * (1 / (float)Math.Sin(angle() / 2.0f)); | ||
69 | } | ||
70 | |||
71 | public float3 xdir() | ||
72 | { | ||
73 | return new float3(1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y)); | ||
74 | } | ||
75 | |||
76 | public float3 ydir() | ||
77 | { | ||
78 | return new float3(2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x)); | ||
79 | } | ||
80 | |||
81 | public float3 zdir() | ||
82 | { | ||
83 | return new float3(2 * (x * z + w * y), 2 * (y * z - w * x), 1 - 2 * (x * x + y * y)); | ||
84 | } | ||
85 | |||
86 | public float3x3 getmatrix() | ||
87 | { | ||
88 | return new float3x3(xdir(), ydir(), zdir()); | ||
89 | } | ||
90 | |||
91 | public static implicit operator float3x3(Quaternion q) | ||
92 | { | ||
93 | return q.getmatrix(); | ||
94 | } | ||
95 | |||
96 | public static Quaternion operator *(Quaternion a, Quaternion b) | ||
97 | { | ||
98 | Quaternion c = new Quaternion(); | ||
99 | c.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z; | ||
100 | c.x = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y; | ||
101 | c.y = a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x; | ||
102 | c.z = a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w; | ||
103 | return c; | ||
104 | } | ||
105 | |||
106 | public static float3 operator *(Quaternion q, float3 v) | ||
107 | { | ||
108 | // The following is equivalent to: | ||
109 | //return (q.getmatrix() * v); | ||
110 | float qx2 = q.x * q.x; | ||
111 | float qy2 = q.y * q.y; | ||
112 | float qz2 = q.z * q.z; | ||
113 | |||
114 | float qxqy = q.x * q.y; | ||
115 | float qxqz = q.x * q.z; | ||
116 | float qxqw = q.x * q.w; | ||
117 | float qyqz = q.y * q.z; | ||
118 | float qyqw = q.y * q.w; | ||
119 | float qzqw = q.z * q.w; | ||
120 | return new float3((1 - 2 * (qy2 + qz2)) * v.x + (2 * (qxqy - qzqw)) * v.y + (2 * (qxqz + qyqw)) * v.z, (2 * (qxqy + qzqw)) * v.x + (1 - 2 * (qx2 + qz2)) * v.y + (2 * (qyqz - qxqw)) * v.z, (2 * (qxqz - qyqw)) * v.x + (2 * (qyqz + qxqw)) * v.y + (1 - 2 * (qx2 + qy2)) * v.z); | ||
121 | } | ||
122 | |||
123 | public static Quaternion operator +(Quaternion a, Quaternion b) | ||
124 | { | ||
125 | return new Quaternion(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); | ||
126 | } | ||
127 | |||
128 | public static Quaternion operator *(Quaternion a, float b) | ||
129 | { | ||
130 | return new Quaternion(a.x *b, a.y *b, a.z *b, a.w *b); | ||
131 | } | ||
132 | |||
133 | public static Quaternion normalize(Quaternion a) | ||
134 | { | ||
135 | float m = (float)Math.Sqrt(a.w * a.w + a.x * a.x + a.y * a.y + a.z * a.z); | ||
136 | if (m < 0.000000001f) | ||
137 | { | ||
138 | a.w = 1; | ||
139 | a.x = a.y = a.z = 0; | ||
140 | return a; | ||
141 | } | ||
142 | return a * (1f / m); | ||
143 | } | ||
144 | |||
145 | public static float dot(Quaternion a, Quaternion b) | ||
146 | { | ||
147 | return (a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z); | ||
148 | } | ||
149 | |||
150 | public static Quaternion slerp(Quaternion a, Quaternion b, float interp) | ||
151 | { | ||
152 | if (dot(a, b) < 0.0) | ||
153 | { | ||
154 | a.w = -a.w; | ||
155 | a.x = -a.x; | ||
156 | a.y = -a.y; | ||
157 | a.z = -a.z; | ||
158 | } | ||
159 | float d = dot(a, b); | ||
160 | if (d >= 1.0) | ||
161 | { | ||
162 | return a; | ||
163 | } | ||
164 | float theta = (float)Math.Acos(d); | ||
165 | if (theta == 0.0f) | ||
166 | { | ||
167 | return (a); | ||
168 | } | ||
169 | return a * ((float)Math.Sin(theta - interp * theta) / (float)Math.Sin(theta)) + b * ((float)Math.Sin(interp * theta) / (float)Math.Sin(theta)); | ||
170 | } | ||
171 | |||
172 | public static Quaternion Interpolate(Quaternion q0, Quaternion q1, float alpha) | ||
173 | { | ||
174 | return slerp(q0, q1, alpha); | ||
175 | } | ||
176 | |||
177 | public static Quaternion Inverse(Quaternion q) | ||
178 | { | ||
179 | return new Quaternion(-q.x, -q.y, -q.z, q.w); | ||
180 | } | ||
181 | |||
182 | public static Quaternion YawPitchRoll(float yaw, float pitch, float roll) | ||
183 | { | ||
184 | roll *= (3.14159264f / 180.0f); | ||
185 | yaw *= (3.14159264f / 180.0f); | ||
186 | pitch *= (3.14159264f / 180.0f); | ||
187 | return new Quaternion(new float3(0.0f, 0.0f, 1.0f), yaw) * new Quaternion(new float3(1.0f, 0.0f, 0.0f), pitch) * new Quaternion(new float3(0.0f, 1.0f, 0.0f), roll); | ||
188 | } | ||
189 | |||
190 | public static float Yaw(Quaternion q) | ||
191 | { | ||
192 | float3 v = q.ydir(); | ||
193 | return (v.y == 0.0 && v.x == 0.0) ? 0.0f : (float)Math.Atan2(-v.x, v.y) * (180.0f / 3.14159264f); | ||
194 | } | ||
195 | |||
196 | public static float Pitch(Quaternion q) | ||
197 | { | ||
198 | float3 v = q.ydir(); | ||
199 | return (float)Math.Atan2(v.z, Math.Sqrt(v.x * v.x + v.y * v.y)) * (180.0f / 3.14159264f); | ||
200 | } | ||
201 | |||
202 | public static float Roll(Quaternion q) | ||
203 | { | ||
204 | q = new Quaternion(new float3(0.0f, 0.0f, 1.0f), -Yaw(q) * (3.14159264f / 180.0f)) * q; | ||
205 | q = new Quaternion(new float3(1.0f, 0.0f, 0.0f), -Pitch(q) * (3.14159264f / 180.0f)) * q; | ||
206 | return (float)Math.Atan2(-q.xdir().z, q.xdir().x) * (180.0f / 3.14159264f); | ||
207 | } | ||
208 | } | ||
209 | } | ||