mirror of
https://github.com/ENSL/NS.git
synced 2024-11-24 05:21:16 +00:00
2f9f0c732e
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@277 67975925-1194-0748-b3d5-c16f83f1a3a1
210 lines
4.4 KiB
C++
210 lines
4.4 KiB
C++
#include "Quat.h"
|
|
#include "common/mathlib.h"
|
|
|
|
float WrapFloat(float, float, float);
|
|
void VectorsToAngles(const float forward[3], const float right[3], const float up[3], float angles[3]);
|
|
|
|
#include <math.h>
|
|
|
|
Quat::Quat()
|
|
{
|
|
}
|
|
|
|
|
|
Quat::Quat(float _x, float _y, float _z, float _w)
|
|
: x(_x), y(_y), z(_z), w(_w)
|
|
{
|
|
}
|
|
|
|
|
|
Quat::Quat(const float angles[3])
|
|
{
|
|
|
|
float xAxis[3];
|
|
float yAxis[3];
|
|
float zAxis[3];
|
|
|
|
AngleVectors(angles, yAxis, xAxis, zAxis);
|
|
|
|
*this = Quat(xAxis, yAxis, zAxis);
|
|
|
|
}
|
|
|
|
|
|
Quat::Quat(const float xAxis[3], const float yAxis[3], const float zAxis[3])
|
|
{
|
|
|
|
float t = xAxis[0] + yAxis[1] + zAxis[2];
|
|
|
|
if (t > 0) {
|
|
|
|
float s = sqrtf(t + 1);
|
|
|
|
x = (zAxis[1] - yAxis[2]) * (0.5f / s);
|
|
y = (xAxis[2] - zAxis[0]) * (0.5f / s);
|
|
z = (yAxis[0] - xAxis[1]) * (0.5f / s);
|
|
w = s * 0.5f;
|
|
|
|
} else {
|
|
|
|
if (xAxis[0] > yAxis[1] && xAxis[0] > zAxis[2]) {
|
|
|
|
float s = sqrtf(xAxis[0] - yAxis[1] - zAxis[2] + 1);
|
|
|
|
x = 0.5f * s;
|
|
y = (yAxis[0] + xAxis[1]) * (0.5f / s);
|
|
z = (zAxis[0] + xAxis[2]) * (0.5f / s);
|
|
w = (zAxis[1] - yAxis[2]) * (0.5f / s);
|
|
|
|
} else if (yAxis[1] > xAxis[0] && yAxis[1] > zAxis[2]) {
|
|
|
|
float s = sqrtf(yAxis[1] - xAxis[0] - zAxis[2] + 1);
|
|
|
|
x = (xAxis[1] + yAxis[0]) * (0.5f / s);
|
|
y = 0.5f * s;
|
|
z = (zAxis[1] + yAxis[2]) * (0.5f / s);
|
|
w = (xAxis[2] - zAxis[0]) * (0.5f / s);
|
|
|
|
} else {
|
|
|
|
float s = sqrtf(zAxis[2] - xAxis[0] - yAxis[1] + 1);
|
|
|
|
x = (xAxis[2] + zAxis[0]) * (0.5f / s);
|
|
y = (yAxis[2] + zAxis[1]) * (0.5f / s);
|
|
z = 0.5f * s;
|
|
w = (yAxis[0] - xAxis[1]) * (0.5f / s);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
Quat::Quat(float angle, const float axis[3])
|
|
{
|
|
|
|
float sa = sinf(angle / 2);
|
|
float ca = cosf(angle / 2);
|
|
|
|
x = axis[0] * sa;
|
|
y = axis[1] * sa;
|
|
z = axis[2] * sa;
|
|
w = ca;
|
|
|
|
}
|
|
|
|
|
|
Quat Quat::Conjugate() const
|
|
{
|
|
return Quat(-x, -y, -z, w);
|
|
}
|
|
|
|
|
|
Quat Quat::Unit() const
|
|
{
|
|
float l = sqrtf(x * x + y * y + z * z + w * w);
|
|
return Quat(x / l, y / l, z / l, w / l);
|
|
}
|
|
|
|
|
|
void Quat::GetVectors(float xAxis[3], float yAxis[3], float zAxis[3]) const
|
|
{
|
|
|
|
float xx = x * x;
|
|
float xy = x * y;
|
|
float xz = x * z;
|
|
float xw = x * w;
|
|
float yy = y * y;
|
|
float yz = y * z;
|
|
float yw = y * w;
|
|
float zz = z * z;
|
|
float zw = z * w;
|
|
float ww = w * w;
|
|
|
|
xAxis[0] = 1 - 2 * (yy + zz);
|
|
xAxis[1] = 2 * (xy - zw);
|
|
xAxis[2] = 2 * (xz + yw);
|
|
|
|
yAxis[0] = 2 * (xy + zw);
|
|
yAxis[1] = 1 - 2 * (xx + zz);
|
|
yAxis[2] = 2 * (yz - xw);
|
|
|
|
zAxis[0] = 2 * (xz - yw);
|
|
zAxis[1] = 2 * (yz + xw);
|
|
zAxis[2] = 1 - 2 * (xx + yy);
|
|
|
|
}
|
|
|
|
|
|
Quat operator*(const Quat& q1, const Quat& q2)
|
|
{
|
|
|
|
return Quat(q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
|
|
q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z,
|
|
q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x,
|
|
q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z);
|
|
|
|
}
|
|
|
|
Quat ConstantRateLerp(const Quat& src, const Quat& dst, float amount)
|
|
{
|
|
Quat rot = (dst * src.Conjugate()).Unit();
|
|
|
|
// Compute the axis and angle we need to rotate about to go from src
|
|
// to dst.
|
|
|
|
float angle = acosf(rot.w) * 2;
|
|
float sinAngle = sqrtf(1.0f - rot.w * rot.w);
|
|
|
|
if (fabs(sinAngle) < 0.0005f)
|
|
{
|
|
sinAngle = 1;
|
|
}
|
|
|
|
vec3_t axis;
|
|
|
|
axis[0] = rot.x / sinAngle;
|
|
axis[1] = rot.y / sinAngle;
|
|
axis[2] = rot.z / sinAngle;
|
|
|
|
// Wrap the angle to the range -PI to PI
|
|
angle = WrapFloat(angle, (float)(-M_PI), (float)(M_PI));
|
|
|
|
// Amount to rotate this frame.
|
|
float frameAngle = amount;
|
|
|
|
if (fabs(angle) <= frameAngle)
|
|
{
|
|
// If we are very close, just jump to the goal orientation.
|
|
return dst;
|
|
}
|
|
else
|
|
{
|
|
|
|
Quat final;
|
|
|
|
if (angle < 0)
|
|
{
|
|
final = Quat(-frameAngle, axis) * src;
|
|
}
|
|
else
|
|
{
|
|
final = Quat(frameAngle, axis) * src;
|
|
}
|
|
|
|
return final;
|
|
|
|
}
|
|
}
|
|
|
|
void Quat::GetAngles(float outAngles[3]) const
|
|
{
|
|
vec3_t xAxis;
|
|
vec3_t yAxis;
|
|
vec3_t zAxis;
|
|
|
|
GetVectors(xAxis, yAxis, zAxis);
|
|
|
|
VectorsToAngles(yAxis, xAxis, zAxis, outAngles);
|
|
}
|