// Copyright (C) 2007 Id Software, Inc. // #include "../precompiled.h" #pragma hdrstop /* ============= 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]; jq.w = 0.0f; return jq; } void idJointMat::ToDualQuat( float dq[2][4] ) const { 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; dq[0][0] = s * t; dq[0][1] = -( mat[1 * 4 + 2] - mat[2 * 4 + 1] ) * s; dq[0][2] = -( mat[2 * 4 + 0] - mat[0 * 4 + 2] ) * s; dq[0][3] = -( 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; dq[0][i+1] = -s * t; dq[0][0] = ( mat[j * 4 + k] - mat[k * 4 + j] ) * s; dq[0][j+1] = -( mat[i * 4 + j] + mat[j * 4 + i] ) * s; dq[0][k+1] = -( mat[i * 4 + k] + mat[k * 4 + i] ) * s; } float t0 = mat[0 * 4 + 3]; float t1 = mat[1 * 4 + 3]; float t2 = mat[2 * 4 + 3]; dq[1][0] = -0.5*(t0*dq[0][1] + t1*dq[0][2] + t2*dq[0][3]); dq[1][1] = 0.5*( t0*dq[0][0] + t1*dq[0][3] - t2*dq[0][2]); dq[1][2] = 0.5*(-t0*dq[0][3] + t1*dq[0][0] + t2*dq[0][1]); dq[1][3] = 0.5*( t0*dq[0][2] - t1*dq[0][1] + t2*dq[0][0]); }