mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
253 lines
5.2 KiB
C++
253 lines
5.2 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "../precompiled.h"
|
||
|
#pragma hdrstop
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idQuat::ToAngles
|
||
|
=====================
|
||
|
*/
|
||
|
idAngles idQuat::ToAngles( void ) const {
|
||
|
return ToMat3().ToAngles();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idQuat::ToRotation
|
||
|
=====================
|
||
|
*/
|
||
|
idRotation idQuat::ToRotation( void ) const {
|
||
|
idVec3 vec;
|
||
|
float angle;
|
||
|
|
||
|
vec.x = x;
|
||
|
vec.y = y;
|
||
|
vec.z = z;
|
||
|
angle = idMath::ACos( w );
|
||
|
if ( angle == 0.0f ) {
|
||
|
vec.Set( 0.0f, 0.0f, 1.0f );
|
||
|
} else {
|
||
|
//vec *= (1.0f / sin( angle ));
|
||
|
vec.Normalize();
|
||
|
vec.FixDegenerateNormal();
|
||
|
angle *= 2.0f * idMath::M_RAD2DEG;
|
||
|
}
|
||
|
return idRotation( vec3_origin, vec, angle );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idQuat::ToMat3
|
||
|
=====================
|
||
|
*/
|
||
|
idMat3 idQuat::ToMat3( void ) const {
|
||
|
idMat3 mat;
|
||
|
float wx, wy, wz;
|
||
|
float xx, yy, yz;
|
||
|
float xy, xz, zz;
|
||
|
float x2, y2, z2;
|
||
|
|
||
|
x2 = x + x;
|
||
|
y2 = y + y;
|
||
|
z2 = z + z;
|
||
|
|
||
|
xx = x * x2;
|
||
|
xy = x * y2;
|
||
|
xz = x * z2;
|
||
|
|
||
|
yy = y * y2;
|
||
|
yz = y * z2;
|
||
|
zz = z * z2;
|
||
|
|
||
|
wx = w * x2;
|
||
|
wy = w * y2;
|
||
|
wz = w * z2;
|
||
|
|
||
|
mat[ 0 ][ 0 ] = 1.0f - ( yy + zz );
|
||
|
mat[ 0 ][ 1 ] = xy - wz;
|
||
|
mat[ 0 ][ 2 ] = xz + wy;
|
||
|
|
||
|
mat[ 1 ][ 0 ] = xy + wz;
|
||
|
mat[ 1 ][ 1 ] = 1.0f - ( xx + zz );
|
||
|
mat[ 1 ][ 2 ] = yz - wx;
|
||
|
|
||
|
mat[ 2 ][ 0 ] = xz - wy;
|
||
|
mat[ 2 ][ 1 ] = yz + wx;
|
||
|
mat[ 2 ][ 2 ] = 1.0f - ( xx + yy );
|
||
|
|
||
|
return mat;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idQuat::ToMat4
|
||
|
=====================
|
||
|
*/
|
||
|
idMat4 idQuat::ToMat4( void ) const {
|
||
|
return ToMat3().ToMat4();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idQuat::ToCQuat
|
||
|
=====================
|
||
|
*/
|
||
|
idCQuat idQuat::ToCQuat( void ) const {
|
||
|
if ( w < 0.0f ) {
|
||
|
return idCQuat( -x, -y, -z );
|
||
|
}
|
||
|
return idCQuat( x, y, z );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idQuat::ToAngularVelocity
|
||
|
============
|
||
|
*/
|
||
|
idVec3 idQuat::ToAngularVelocity( void ) const {
|
||
|
idVec3 vec;
|
||
|
|
||
|
vec.x = x;
|
||
|
vec.y = y;
|
||
|
vec.z = z;
|
||
|
vec.Normalize();
|
||
|
return vec * idMath::ACos( w );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idQuat::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idQuat::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idQuat::Slerp
|
||
|
|
||
|
Spherical linear interpolation between two quaternions.
|
||
|
=====================
|
||
|
*/
|
||
|
idQuat &idQuat::Slerp( const idQuat &from, const idQuat &to, float t ) {
|
||
|
idQuat temp;
|
||
|
float omega, cosom, sinom, scale0, scale1;
|
||
|
|
||
|
if ( t <= 0.0f ) {
|
||
|
*this = from;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
if ( t >= 1.0f ) {
|
||
|
*this = to;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
if ( from == to ) {
|
||
|
*this = to;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
cosom = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w;
|
||
|
if ( cosom < 0.0f ) {
|
||
|
temp = -to;
|
||
|
cosom = -cosom;
|
||
|
} else {
|
||
|
temp = to;
|
||
|
}
|
||
|
|
||
|
if ( ( 1.0f - cosom ) > 1e-6f ) {
|
||
|
#if 0
|
||
|
omega = acos( cosom );
|
||
|
sinom = 1.0f / sin( omega );
|
||
|
scale0 = sin( ( 1.0f - t ) * omega ) * sinom;
|
||
|
scale1 = sin( t * omega ) * sinom;
|
||
|
#else
|
||
|
scale0 = 1.0f - cosom * cosom;
|
||
|
sinom = idMath::InvSqrt( scale0 );
|
||
|
omega = idMath::ATan16( scale0 * sinom, cosom );
|
||
|
scale0 = idMath::Sin16( ( 1.0f - t ) * omega ) * sinom;
|
||
|
scale1 = idMath::Sin16( t * omega ) * sinom;
|
||
|
#endif
|
||
|
} else {
|
||
|
scale0 = 1.0f - t;
|
||
|
scale1 = t;
|
||
|
}
|
||
|
|
||
|
*this = ( scale0 * from ) + ( scale1 * temp );
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idCQuat::ToAngles
|
||
|
=============
|
||
|
*/
|
||
|
idAngles idCQuat::ToAngles( void ) const {
|
||
|
return ToQuat().ToAngles();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idCQuat::ToRotation
|
||
|
=============
|
||
|
*/
|
||
|
idRotation idCQuat::ToRotation( void ) const {
|
||
|
return ToQuat().ToRotation();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idCQuat::ToMat3
|
||
|
=============
|
||
|
*/
|
||
|
idMat3 idCQuat::ToMat3( void ) const {
|
||
|
return ToQuat().ToMat3();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idCQuat::ToMat4
|
||
|
=============
|
||
|
*/
|
||
|
idMat4 idCQuat::ToMat4( void ) const {
|
||
|
return ToQuat().ToMat4();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idCQuat::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idCQuat::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|