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776 lines
24 KiB
C++
776 lines
24 KiB
C++
//-----------------------------------------------------------------------------
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// Quaternion.h
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//
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// Author: Squirrel Eiserloh
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// DESCRIPTION:
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// Header for (and inline implementation of) a basic Quaternion class.
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// This should ultimately be part of a yet-to-be-written general-purpose
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// Rotation class at some point, time-permitting.
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//
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#ifndef _QUATERNION_H_
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#define _QUATERNION_H_
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#include <math.h>
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#include <game/vector.h>
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//#include "Matrix.h"
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#define UNUSED_ARG (void)
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//---------------------------------------------------------------------------
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// Quaternion
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//
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// ...in the form (x, y, z, w) such that q = xi + yj + zk + w, where:
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//
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// i x i = -1 i x j = k j x i = -k
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// j x j = -1 and j x k = i and k x j = -i
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// k = k = -1 k x i = j i x k = -j
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//
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// Note that i, j, and k are each imaginary numbers of different "flavors"
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// representing mutually perpendicular unit vectors defining 3 of the
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// 4 axes in quaternion 4-space. (The fourth axis is the real unit, 1.)
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//
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// In vector form, the quaternion would look like (s, v), where s is a
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// scalar (equal to w) and v is a vector (x, y, z) in quaternion 4-space
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// (giving position along the base unit axis vectors i, j, and k,
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// respectively).
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//
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// The most useful quaternions are those that are of unit length
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// (|q| = 1, or x*x + y*y + z*z + w*w = 1). This defines a set
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// of points which make up a 4-dimensional "unit hypersphere",
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// across the surface of which we will be interpolating.
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//
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// Note that Quaternion multiplication involves the vector cross
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// product (v1 x v2), so it is NOT COMMUTATIVE. This means that
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// q1 x q2 != q2 x q1. (Then again, matrix multiplication isn't
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// commutative either, so suck it down.)
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//
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// "lhs" and "rhs" mean "left hand side" and "right hand side" for
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// operator arguments, respectively.
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//---------------------------------------------------------------------------
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class Quaternion
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{
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//---------------------------------------------------------------------------
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// Member variables
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//---------------------------------------------------------------------------
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private:
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float _x; // coefficient for the i imaginary term
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float _y; // coefficient for the j imaginary term
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float _z; // coefficient for the k imaginary term
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float _w; // coefficient for the real term
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//---------------------------------------------------------------------------
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// Accessors / Mutators
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//---------------------------------------------------------------------------
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protected:
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//---------------------------------------------------------------------------
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// Implementation Methods
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//---------------------------------------------------------------------------
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private:
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//---------------------------------------------------------------------------
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// Construction / Destruction
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//---------------------------------------------------------------------------
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public:
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~Quaternion();
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explicit Quaternion(); // default constructor
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Quaternion( const Quaternion& rhs ); // copy constructor
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explicit Quaternion( const float x, const float y, const float z, const float w );
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explicit Quaternion( const float w, const Vector& vec );
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explicit Quaternion( const Vector& eulerAngles );
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// explicit Quaternion( const Matrix3x3& rotationMatrix );
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// explicit Quaternion( const Matrix4x4& transformMatrix );
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//---------------------------------------------------------------------------
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// Interface Methods
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//---------------------------------------------------------------------------
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public:
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float CalcLength( void ) const;
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float CalcLengthSquared( void ) const;
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float Normalize( void );
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void SetFromSV( const float w, const Vector& vec );
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void SetFromXYZW( const float x, const float y, const float z, const float w );
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void SetFromEuler( const Vector& eulerAngles );
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// void SetFromMatrix3x3( const Matrix3x3& rotationMatrix );
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// void SetFromMatrix4x4( const Matrix4x4& transformMatrix );
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void GetToSV( float& w, Vector& vec ) const;
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void GetToXYZW( float& x, float& y, float& z, float& w ) const;
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void GetToEuler( Vector& eulerAngles ) const;
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// void GetToMatrix3x3( Matrix3x3& rotationMatrix ) const;
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// void GetToMatrix4x4( Matrix4x4& transformMatrix ) const;
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/// Self-modifying operators
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const Quaternion& operator = ( const Quaternion& rhs );
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const Quaternion& operator += ( const Quaternion& rhs );
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const Quaternion& operator -= ( const Quaternion& rhs );
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const Quaternion& operator *= ( const float scale );
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const Quaternion& operator *= ( const Quaternion& rhs );
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const Quaternion& operator /= ( const float invScale );
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const Quaternion operator - () const;
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/// Construction operators
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const Quaternion operator + ( const Quaternion& rhs ) const;
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const Quaternion operator - ( const Quaternion& rhs ) const;
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bool operator == ( const Quaternion& rhs ) const;
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bool operator != ( const Quaternion& rhs ) const;
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private:
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const Quaternion operator * ( const float scale ) const; // multiply-by-right-scalar forbidden; use (float, Quaternion&) version instead
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};
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//---------------------------------------------------------------------------
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// External Operators & Functions
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//---------------------------------------------------------------------------
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const Quaternion operator * ( const Quaternion& lhs, const Quaternion& rhs );
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const Quaternion operator * ( const float scale, const Quaternion& rhs );
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const Quaternion operator / ( const Quaternion& lhs, const float invScale );
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const Quaternion CalcSlerp( const Quaternion& q1, const Quaternion& q2, const float fraction );
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const Quaternion CalcLerp( const Quaternion& q1, const Quaternion& q2, const float q2Fraction );
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const Quaternion CalcNoLerp( const Quaternion& q1, const Quaternion& q2, const float q2Fraction );
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float QuaternionDotProduct( const Quaternion& q1, const Quaternion& q2 );
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//---------------------------------------------------------------------------
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// Destructor
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//---------------------------------------------------------------------------
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inline Quaternion::~Quaternion()
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{
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}
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//---------------------------------------------------------------------------
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// Default constructor
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//---------------------------------------------------------------------------
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inline Quaternion::Quaternion()
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{
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// Do nothing; this should be used only by static array declarations
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}
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//---------------------------------------------------------------------------
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// Copy Constructor( Quaternion )
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//---------------------------------------------------------------------------
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inline Quaternion::Quaternion( const Quaternion& rhs )
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{
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SetFromXYZW( rhs._x, rhs._y, rhs._z, rhs._w );
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}
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//---------------------------------------------------------------------------
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// Constructor( float, float, float, float )
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//---------------------------------------------------------------------------
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inline Quaternion::Quaternion( const float x, const float y, const float z, const float w )
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{
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SetFromXYZW( x, y, z, w );
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}
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//---------------------------------------------------------------------------
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// Constructor( float, Vector )
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//---------------------------------------------------------------------------
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inline Quaternion::Quaternion( const float w, const Vector& vec )
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{
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SetFromSV( w, vec );
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}
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//---------------------------------------------------------------------------
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// Constructor( Vector )
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//---------------------------------------------------------------------------
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inline Quaternion::Quaternion( const Vector& eulerAngles )
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{
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SetFromEuler( eulerAngles );
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}
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//---------------------------------------------------------------------------
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// Constructor( Matrix3x3 )
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//---------------------------------------------------------------------------
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/*
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inline Quaternion::Quaternion( const Matrix3x3& rotationMatrix )
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{
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SetFromMatrix3x3( rotationMatrix );
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}
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*/
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//---------------------------------------------------------------------------
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// Constructor( Matrix4x4 )
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//---------------------------------------------------------------------------
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/*
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inline Quaternion::Quaternion( const Matrix4x4& transformMatrix )
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{
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SetFromMatrix4x4( transformMatrix );
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}
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*/
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//---------------------------------------------------------------------------
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// CalcLength()
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//---------------------------------------------------------------------------
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inline float Quaternion::CalcLength( void ) const
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{
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float length = (float) sqrt( CalcLengthSquared() );
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return( length );
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}
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//---------------------------------------------------------------------------
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// CalcLengthSquared()
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//---------------------------------------------------------------------------
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inline float Quaternion::CalcLengthSquared( void ) const
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{
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float lengthSquared;
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lengthSquared = (_x * _x) + (_y * _y) + (_z * _z) + (_w * _w);
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return( lengthSquared );
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}
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//---------------------------------------------------------------------------
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// Normalize
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//---------------------------------------------------------------------------
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inline float Quaternion::Normalize( void )
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{
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/// Get the length of the quaternion 4d vector
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float length = CalcLength();
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if( !length )
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return( 0.0f );
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/// Divide each component by <length>
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*this /= length;
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return( length );
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}
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//---------------------------------------------------------------------------
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// SetFromSV
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//---------------------------------------------------------------------------
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inline void Quaternion::SetFromSV( const float w, const Vector& vec )
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{
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SetFromXYZW( vec.x, vec.y, vec.z, w );
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}
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//---------------------------------------------------------------------------
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// SetFromXYZW
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//---------------------------------------------------------------------------
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inline void Quaternion::SetFromXYZW( const float x, const float y, const float z, const float w )
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{
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_x = x;
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_y = y;
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_z = z;
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_w = w;
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}
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//---------------------------------------------------------------------------
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// SetFromEuler
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//---------------------------------------------------------------------------
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inline void Quaternion::SetFromEuler( const Vector& eulerAngles )
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{
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// FIXME: THIS IS TEMPORARY HACKED STUFF FOR PROOF OF CONCEPT ONLY!!!
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float quat[ 4 ];
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vec3_t eulerAng;
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eulerAngles.copyTo( eulerAng );
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EulerToQuat( eulerAng, quat );
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_x = quat[ 0 ];
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_y = quat[ 1 ];
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_z = quat[ 2 ];
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_w = quat[ 3 ];
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}
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//---------------------------------------------------------------------------
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// SetFromMatrix3x3
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//---------------------------------------------------------------------------
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/*
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inline void Quaternion::SetFromMatrix3x3( const Matrix3x3& rotationMatrix )
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{
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// FIXME: stub
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UNUSED_ARG rotationMatrix;
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}
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*/
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//---------------------------------------------------------------------------
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// SetFromMatrix4x4
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//---------------------------------------------------------------------------
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/*
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inline void Quaternion::SetFromMatrix4x4( const Matrix4x4& transformMatrix )
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{
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// FIXME: stub
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UNUSED_ARG transformMatrix;
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}
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*/
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//---------------------------------------------------------------------------
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// GetToSV
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//---------------------------------------------------------------------------
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inline void Quaternion::GetToSV( float& w, Vector& vec ) const
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{
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GetToXYZW( vec.x, vec.y, vec.z, w );
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}
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//---------------------------------------------------------------------------
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// GetToXYZW
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//---------------------------------------------------------------------------
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inline void Quaternion::GetToXYZW( float& x, float& y, float& z, float& w ) const
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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//---------------------------------------------------------------------------
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// GetToEuler
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//---------------------------------------------------------------------------
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inline void Quaternion::GetToEuler( Vector& eulerAngles ) const
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{
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// FIXME: THIS IS TEMPORARY HACKED STUFF FOR PROOF OF CONCEPT ONLY!!!
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float matrix[ 3 ][ 3 ];
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float quat[ 4 ];
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vec3_t eulerAng;
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quat[ 0 ] = _x;
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quat[ 1 ] = _y;
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quat[ 2 ] = _z;
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quat[ 3 ] = _w;
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QuatToMat( quat, matrix );
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MatrixToEulerAngles( matrix, eulerAng );
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eulerAngles.setXYZ( eulerAng[0], eulerAng[1], eulerAng[2] );
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}
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//---------------------------------------------------------------------------
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// GetToMatrix3x3
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//---------------------------------------------------------------------------
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/*
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inline void Quaternion::GetToMatrix3x3( Matrix3x3& rotationMatrix ) const
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{
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// FIXME: stub
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UNUSED_ARG rotationMatrix;
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}
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*/
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//---------------------------------------------------------------------------
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// GetToMatrix4x4
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//---------------------------------------------------------------------------
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/*
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inline void Quaternion::GetToMatrix4x4( Matrix4x4& transformMatrix ) const
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{
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// FIXME: stub
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UNUSED_ARG transformMatrix;
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}
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*/
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//---------------------------------------------------------------------------
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// operator = (Quaternion)
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//---------------------------------------------------------------------------
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inline const Quaternion& Quaternion::operator = ( const Quaternion& rhs )
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{
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if( this == &rhs )
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return *this;
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_x = rhs._x;
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_y = rhs._y;
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_z = rhs._z;
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_w = rhs._w;
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return *this;
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}
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//---------------------------------------------------------------------------
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// operator += (Quaternion)
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//---------------------------------------------------------------------------
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inline const Quaternion& Quaternion::operator += ( const Quaternion& rhs )
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{
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_x += rhs._x;
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_y += rhs._y;
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_z += rhs._z;
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_w += rhs._w;
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return *this;
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}
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//---------------------------------------------------------------------------
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// operator -= (Quaternion)
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//---------------------------------------------------------------------------
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inline const Quaternion& Quaternion::operator -= ( const Quaternion& rhs )
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{
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_x -= rhs._x;
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_y -= rhs._y;
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_z -= rhs._z;
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_w -= rhs._w;
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return *this;
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}
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//---------------------------------------------------------------------------
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// operator *= (float)
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//---------------------------------------------------------------------------
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inline const Quaternion& Quaternion::operator *= ( const float scale )
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{
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_x *= scale;
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_y *= scale;
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_z *= scale;
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_w *= scale;
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return *this;
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}
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//---------------------------------------------------------------------------
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// operator *= (Quaternion)
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//
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// Quaternion multiplication is NOT COMMUTATIVE, and is defined as
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// follows, where "s" is the scalar component (w) and "v" is the vector
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// component (x,y,z) (and 'x' means "3d vector cross product", '|' means
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// "3d vector dot product"):
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//
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// q1 * q2 = q3 = (s3, v3) != q2 * q1
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//
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// s3 = (s1 * s2) - (v1 | v2)
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// v3 = (s1 * v2) + (s2 * v1) + (v1 x v2)
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//
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// i.e. Q(s1, v1) * Q(s2, v2) = Q(s3, v3)
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//---------------------------------------------------------------------------
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inline const Quaternion& Quaternion::operator *= ( const Quaternion& rhs )
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{
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float s1, s2, s3; // see above comment
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Vector v1, v2, v3; // see above comment
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/// Get both quaternions into (s,v) form
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GetToSV( s1, v1 );
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rhs.GetToSV( s2, v2 );
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/// Calculate the new scalar term (s3)
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s3 = (s1 * s2) - Vector::Dot( v1, v2 );
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/// Calculate the new vector term (v3)
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Vector v1CrossV2; // temp variable for cross-product result, since our Vector class sucks
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v1CrossV2.CrossProduct( v1, v2 ); // our vector class sucks
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v3 = (s1 * v2) + (s2 * v1) + v1CrossV2;
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/// Set the new scalar and vector terms and return this
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SetFromSV( s3, v3 );
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return *this;
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}
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//---------------------------------------------------------------------------
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// operator /= (float)
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//---------------------------------------------------------------------------
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inline const Quaternion& Quaternion::operator /= ( const float invScale )
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{
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if( invScale )
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{
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_x /= invScale;
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_y /= invScale;
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_z /= invScale;
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_w /= invScale;
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}
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else
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{
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SetFromXYZW( 0.0f, 0.0f, 0.0f, 0.0f );
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}
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return *this;
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}
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//---------------------------------------------------------------------------
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// operator - (Quaternion) : unary minus
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//---------------------------------------------------------------------------
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inline const Quaternion Quaternion::operator - () const
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{
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return Quaternion( -_x, -_y, -_z, -_w );
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}
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//---------------------------------------------------------------------------
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// operator == (Quaternion, Quaternion)
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//---------------------------------------------------------------------------
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//inline bool operator == ( const Quaternion& lhs, const Quaternion& rhs )
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inline bool Quaternion::operator == ( const Quaternion& rhs ) const
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{
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if( _x != rhs._x )
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return false;
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if( _y != rhs._y )
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return false;
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if( _z != rhs._z )
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return false;
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if( _w != rhs._w )
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return false;
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return true;
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}
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//---------------------------------------------------------------------------
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// operator != (Quaternion, Quaternion)
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//---------------------------------------------------------------------------
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inline bool Quaternion::operator != ( const Quaternion& rhs ) const
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{
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return( !(*this == rhs) );
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}
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//---------------------------------------------------------------------------
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// operator - (Quaternion, Quaternion)
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//---------------------------------------------------------------------------
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inline const Quaternion Quaternion::operator - ( const Quaternion& rhs ) const
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{
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Quaternion difference( *this );
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difference -= rhs;
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return( difference );
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}
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//---------------------------------------------------------------------------
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// operator + (Quaternion, Quaternion)
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//---------------------------------------------------------------------------
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inline const Quaternion Quaternion::operator + ( const Quaternion& rhs ) const
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//Quaternion Quaternion::operator + ( const Quaternion& rhs ) const
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{
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Quaternion sum( *this );
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sum += rhs;
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return( sum );
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}
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//---------------------------------------------------------------------------
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// general operator * (Quaternion, Quaternion)
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//---------------------------------------------------------------------------
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inline const Quaternion operator * ( const Quaternion& lhs, const Quaternion& rhs )
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{
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Quaternion product( lhs );
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product *= rhs;
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return product;
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}
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//---------------------------------------------------------------------------
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// general operator * (float, Quaternion)
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//---------------------------------------------------------------------------
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inline const Quaternion operator * ( const float scale, const Quaternion& rhs )
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{
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Quaternion scaled( rhs );
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scaled *= scale;
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return scaled;
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}
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//---------------------------------------------------------------------------
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// general operator / (Quaternion, float)
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//---------------------------------------------------------------------------
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inline const Quaternion operator / ( const Quaternion& lhs, const float invScale )
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{
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Quaternion scaled( lhs );
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if( invScale )
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{
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scaled /= invScale;
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}
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else
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{
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scaled *= 0.0f;
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}
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return scaled;
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}
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//---------------------------------------------------------------------------
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// general CalcLerp (Quaternion, Quaternion, float)
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//
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// Performs a hypervector linear interpolation - or "lerp" - of two
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// Quaternions and returns the resulting (newly constructed) Quaternion.
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//
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// <q2Fraction> is a value in the range [0,1] representing how much of
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// <q2> to use in the interpolation; q1Fraction = 1-<q2Fraction> is the
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// weighting given to <q1>.
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//
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// NOTE: This interpolation is faster, but less accurate, than CalcSlerp().
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// Use CalcSlerp() if the error incurred from CalcLerp() is noticeable.
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//
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// For optimization purposes, CalcLerp() assumes <q1> and <q2> are
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// already normalized.
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//---------------------------------------------------------------------------
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inline const Quaternion CalcLerp( const Quaternion& q1, const Quaternion& q2, const float q2Fraction )
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{
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const float q1Fraction = 1.0f - q2Fraction;
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/// Check if <q1> and <q2> are the same quaternion
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if( &q1 == &q2 )
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return Quaternion( q1 );
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/// Check if <q1> and <q2> are data-identical
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if( q1 == q2 )
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return Quaternion( q1 );
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/// Check if <q2Fraction> is at (or beyond) a boundary condition
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if( q2Fraction <= 0.0f )
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return Quaternion( q1 );
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if( q2Fraction >= 1.0f )
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return Quaternion( q2 );
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/// Create a new quaternion which represents the weighted average of <q1> and <q2>
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Quaternion lerped( (q1Fraction * q1) + (q2Fraction * q2) );
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float lerpedLength = lerped.Normalize();
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/// Check if the 4d vectors added up to 0.0 (degenerate case!)
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if( !lerpedLength )
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{
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/// Return whichever of <q1> or <q2> the parameter is currently closest to
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return CalcNoLerp( q1, q2, q2Fraction );
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}
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return lerped;
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|
}
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|
|
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//---------------------------------------------------------------------------
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// general CalcSlerp (Quaternion, Quaternion, float)
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|
//
|
|
// Performs a (hyper)spherical linear interpolation - or "slerp" - of two
|
|
// Quaternions and returns the resulting (newly constructed) Quaternion.
|
|
//
|
|
// <q2Fraction> is a value in the range [0,1] representing how much of
|
|
// <q2> to use in the interpolation; q1Fraction = 1-<q2Fraction> is the
|
|
// weighting given to <q1>.
|
|
//
|
|
// For optimization purposes, CalcSlerp() assumes <q1> and <q2> are
|
|
// already normalized.
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|
//---------------------------------------------------------------------------
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|
inline const Quaternion CalcSlerp( const Quaternion& q1, const Quaternion& q2, const float q2Fraction )
|
|
{
|
|
static const float SIN_OMEGA_EPSILON = 0.00001f;
|
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const float q1Fraction = 1.0f - q2Fraction;
|
|
|
|
/// Check if <q1> and <q2> are one and the same
|
|
if( &q1 == &q2 )
|
|
return Quaternion( q1 );
|
|
|
|
/// Check if <q1> and <q2> are data-identical
|
|
if( q1 == q2 )
|
|
return Quaternion( q1 );
|
|
|
|
/// Check if <q2Fraction> is at (or beyond) a boundary condition
|
|
if( q2Fraction <= 0.0f )
|
|
return Quaternion( q1 );
|
|
if( q2Fraction >= 1.0f )
|
|
return Quaternion( q2 );
|
|
|
|
/// Calculate <cosOmega>, the dot product (cosine) of the angle between the two 4d hypervectors
|
|
float cosOmega = QuaternionDotProduct( q1, q2 );
|
|
|
|
/// Create a copy of q2 and invert it if <cosOmega> is negative (i.e. it's on the opposite side of the hypersphere)
|
|
Quaternion q2copy( q2 );
|
|
if( cosOmega < 0.0f )
|
|
{
|
|
/// Mirror the hypervector (and, therefore, the dot product) to be on the same side of the hypersphere as <q1>
|
|
cosOmega = -cosOmega;
|
|
q2copy *= -1.0f;
|
|
}
|
|
|
|
/// Check if either <q1> or <q2> was not normalized
|
|
if( cosOmega > 1.0f )
|
|
{
|
|
/// FIXME: One or both of <q1> or <q2> were evidently not normalized; this should be an error condition!
|
|
/// Return whichever of <q1> or <q2> the parameter is currently closest to
|
|
return CalcNoLerp( q1, q2, q2Fraction );
|
|
}
|
|
|
|
/// Check if <q1> and <q2> are close enough to use linear interpolation instead
|
|
if( (1.0f - cosOmega) > SIN_OMEGA_EPSILON )
|
|
{
|
|
return CalcLerp( q1, q2, q2Fraction );
|
|
}
|
|
|
|
/// Check if <q1> and <q2> are nearly opposite on the hypersphere
|
|
if( (cosOmega + 1.0) < SIN_OMEGA_EPSILON )
|
|
{
|
|
// FIXME: how should this case be handled?
|
|
// Watt & Watt does some voodoo-math which is clearly incorrect...
|
|
return CalcNoLerp( q1, q2, q2Fraction );
|
|
}
|
|
|
|
/// Calculate <omega>, the angle between <q1> and <q2>, based on the dot product (cosine) between <q1> and <q2>
|
|
const float omega = acos( cosOmega );
|
|
const float sinOmega = sin( omega );
|
|
|
|
/// Check if <sinOmega> is prohibitively small (since it will end up in the denominator later)
|
|
if( (sinOmega > -SIN_OMEGA_EPSILON) && (sinOmega < SIN_OMEGA_EPSILON) )
|
|
{
|
|
/// Return whichever of <q1> or <q2> the parameter is currently closest to
|
|
return CalcNoLerp( q1, q2, q2Fraction );
|
|
}
|
|
|
|
/// Build a new quaternion, <slerped>, which uses normal (hyper)spherical linear interpolation
|
|
Quaternion slerped;
|
|
float scale1 = sin( q1Fraction * omega ) / sinOmega;
|
|
float scale2 = sin( q2Fraction * omega ) / sinOmega;
|
|
slerped = (scale1 * q1) + (scale2 * q2);
|
|
|
|
// FIXME: does <slerped> need to be renormalized at this point??
|
|
// (yes, but only because of floating-point drift, and it's the caller's reponsibility to do this)
|
|
|
|
return slerped;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
// general CalcNoLerp (Quaternion, Quaternion, float)
|
|
//
|
|
// This is a fake / stub quaternion interpolation function; it simply
|
|
// returns a copy of <q1> or <q2> based on which one <q2Fraction>
|
|
// indicates it is closer to.
|
|
//---------------------------------------------------------------------------
|
|
inline const Quaternion CalcNoLerp( const Quaternion& q1, const Quaternion& q2, const float q2Fraction )
|
|
{
|
|
if( q2Fraction < 0.5f )
|
|
{
|
|
return Quaternion( q1 );
|
|
}
|
|
else
|
|
{
|
|
return Quaternion( q2 );
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
// QuaternionDotProduct
|
|
//
|
|
// Calculates the dot product of <q1> and <q2> where both quaternions are
|
|
// taken as (probably unit) vectors in fourspace.
|
|
//---------------------------------------------------------------------------
|
|
inline float QuaternionDotProduct( const Quaternion& q1, const Quaternion& q2 )
|
|
{
|
|
float x1, y1, z1, w1;
|
|
float x2, y2, z2, w2;
|
|
|
|
q1.GetToXYZW( x1, y1, z1, w1 );
|
|
q2.GetToXYZW( x2, y2, z2, w2 );
|
|
|
|
float dotProduct = (x1*x2) + (y1*y2) + (z1*z2) + (w1*w1);
|
|
return dotProduct;
|
|
}
|
|
|
|
|
|
|
|
#endif // _QUATERNION_H_
|