/* This code is based on source provided under the terms of the Id Software LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of LICENSE_ID, please contact Id Software immediately at info@idsoftware.com. All changes and additions to the original source which have been developed by other contributors (see CONTRIBUTORS) are provided under the terms of the license the contributors choose (see LICENSE), to the extent permitted by the LICENSE_ID. If you did not receive a copy of the contributor license, please contact the GtkRadiant maintainers at info@gtkradiant.com immediately. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "math_quaternion.h" #include "math_matrix.h" void toQuat( idVec3 &src, quat_t &dst ) { dst.x = src.x; dst.y = src.y; dst.z = src.z; dst.w = 0.0f; } void toQuat( angles_t &src, quat_t &dst ) { mat3_t temp; toMatrix( src, temp ); toQuat( temp, dst ); } void toQuat( mat3_t &src, quat_t &dst ) { float trace; float s; int i; int j; int k; static int next[ 3 ] = { 1, 2, 0 }; trace = src[ 0 ][ 0 ] + src[ 1 ][ 1 ] + src[ 2 ][ 2 ]; if ( trace > 0.0f ) { s = ( float )sqrt( trace + 1.0f ); dst.w = s * 0.5f; s = 0.5f / s; dst.x = ( src[ 2 ][ 1 ] - src[ 1 ][ 2 ] ) * s; dst.y = ( src[ 0 ][ 2 ] - src[ 2 ][ 0 ] ) * s; dst.z = ( src[ 1 ][ 0 ] - src[ 0 ][ 1 ] ) * s; } else { i = 0; if ( src[ 1 ][ 1 ] > src[ 0 ][ 0 ] ) { i = 1; } if ( src[ 2 ][ 2 ] > src[ i ][ i ] ) { i = 2; } j = next[ i ]; k = next[ j ]; s = ( float )sqrt( ( src[ i ][ i ] - ( src[ j ][ j ] + src[ k ][ k ] ) ) + 1.0f ); dst[ i ] = s * 0.5f; s = 0.5f / s; dst.w = ( src[ k ][ j ] - src[ j ][ k ] ) * s; dst[ j ] = ( src[ j ][ i ] + src[ i ][ j ] ) * s; dst[ k ] = ( src[ k ][ i ] + src[ i ][ k ] ) * s; } }