/* =========================================================================== 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/geometry/JointTransform.h" /* ============= idJointMat::ToJointQuat ============= */ idJointQuat idJointMat::ToJointQuat( void ) const { idJointQuat jq; float trace; float s; float t; int i; int j; int k; static int next[3] = { 1, 2, 0 }; trace = mat[0 * 4 + 0] + mat[1 * 4 + 1] + mat[2 * 4 + 2]; if ( trace > 0.0f ) { t = trace + 1.0f; s = idMath::InvSqrt( t ) * 0.5f; jq.q[3] = s * t; jq.q[0] = ( mat[1 * 4 + 2] - mat[2 * 4 + 1] ) * s; jq.q[1] = ( mat[2 * 4 + 0] - mat[0 * 4 + 2] ) * s; jq.q[2] = ( mat[0 * 4 + 1] - mat[1 * 4 + 0] ) * s; } else { i = 0; if ( mat[1 * 4 + 1] > mat[0 * 4 + 0] ) { i = 1; } if ( mat[2 * 4 + 2] > mat[i * 4 + i] ) { i = 2; } j = next[i]; k = next[j]; t = ( mat[i * 4 + i] - ( mat[j * 4 + j] + mat[k * 4 + k] ) ) + 1.0f; s = idMath::InvSqrt( t ) * 0.5f; jq.q[i] = s * t; jq.q[3] = ( mat[j * 4 + k] - mat[k * 4 + j] ) * s; jq.q[j] = ( mat[i * 4 + j] + mat[j * 4 + i] ) * s; jq.q[k] = ( mat[i * 4 + k] + mat[k * 4 + i] ) * s; } jq.t[0] = mat[0 * 4 + 3]; jq.t[1] = mat[1 * 4 + 3]; jq.t[2] = mat[2 * 4 + 3]; return jq; }