/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" /* ===================== idQuat::ToAngles ===================== */ idAngles idQuat::ToAngles() const { return ToMat3().ToAngles(); } /* ===================== idQuat::ToRotation ===================== */ idRotation idQuat::ToRotation() 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() 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() const { return ToMat3().ToMat4(); } /* ===================== idQuat::ToCQuat ===================== */ idCQuat idQuat::ToCQuat() const { if( w < 0.0f ) { return idCQuat( -x, -y, -z ); } return idCQuat( x, y, z ); } /* ============ idQuat::ToAngularVelocity ============ */ idVec3 idQuat::ToAngularVelocity() 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; } /* ======================== idQuat::Lerp Approximation of spherical linear interpolation between two quaternions. The interpolation traces out the exact same curve as Slerp but does not maintain a constant speed across the arc. ======================== */ idQuat& idQuat::Lerp( const idQuat& from, const idQuat& to, const float t ) { if( t <= 0.0f ) { *this = from; return *this; } if( t >= 1.0f ) { *this = to; return *this; } if( from == to ) { *this = to; return *this; } float cosom = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w; float scale0 = 1.0f - t; float scale1 = ( cosom >= 0.0f ) ? t : -t; x = scale0 * from.x + scale1 * to.x; y = scale0 * from.y + scale1 * to.y; z = scale0 * from.z + scale1 * to.z; w = scale0 * from.w + scale1 * to.w; float s = idMath::InvSqrt( x * x + y * y + z * z + w * w ); x *= s; y *= s; z *= s; w *= s; return *this; } /* ============= idCQuat::ToAngles ============= */ idAngles idCQuat::ToAngles() const { return ToQuat().ToAngles(); } /* ============= idCQuat::ToRotation ============= */ idRotation idCQuat::ToRotation() const { return ToQuat().ToRotation(); } /* ============= idCQuat::ToMat3 ============= */ idMat3 idCQuat::ToMat3() const { return ToQuat().ToMat3(); } /* ============= idCQuat::ToMat4 ============= */ idMat4 idCQuat::ToMat4() const { return ToQuat().ToMat4(); } /* ============= idCQuat::ToString ============= */ const char* idCQuat::ToString( int precision ) const { return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision ); } /* ===================== Slerp Spherical linear interpolation between two quaternions. ===================== */ idQuat Slerp( const idQuat& from, const idQuat& to, const float t ) { return idQuat().Slerp( from, to, t ); }