/* =========================================================================== 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 . 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 "sys/platform.h" #include "idlib/math/Angles.h" #include "idlib/math/Matrix.h" #include "idlib/math/Rotation.h" #include "idlib/Str.h" #include "idlib/math/Quat.h" /* ===================== 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 ); }