quake4-sdk/source/idlib/math/Quat.cpp

229 lines
3.8 KiB
C++

#include "../precompiled.h"
#pragma hdrstop
/*
=====================
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 ) {
#ifdef _XENON
#else
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 / idMath::Sin( omega );
scale0 = idMath::Sin( ( 1.0f - t ) * omega ) * sinom;
scale1 = idMath::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;
#endif
}
/*
=============
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 );
}