#include "CQuaternion.hpp" #include void CQuaternion::fromVector3f(const CVector3f& vec) { float cosX = cosf(0.5 * vec.x); float cosY = cosf(0.5 * vec.y); float cosZ = cosf(0.5 * vec.z); float sinX = sinf(0.5 * vec.x); float sinY = sinf(0.5 * vec.y); float sinZ = sinf(0.5 * vec.z); r = cosZ * cosY * cosX + sinZ * sinY * sinX; v.x = cosZ * cosY * sinX - sinZ * sinY * cosX; v.y = cosZ * sinY * cosX + sinZ * cosY * sinX; v.z = sinZ * cosY * cosX - cosZ * sinY * sinX; } CQuaternion& CQuaternion::operator=(const CQuaternion& q) { r = q.r; v = q.v; return *this; } CQuaternion CQuaternion::operator+(const CQuaternion& q) const { return CQuaternion(r + q.r, v+q.v); } CQuaternion CQuaternion::operator-(const CQuaternion& q) const { return CQuaternion(r - q.r, v-q.v); } CQuaternion CQuaternion::operator*(const CQuaternion& q) const { return CQuaternion(r*q.r - v.dot(q.v), v.y * q.v.z - v.z * q.v.y + r * q.v.x + v.x*q.r, v.z * q.v.x - v.x * q.v.z + r * q.v.y + v.y*q.r, v.x * q.v.y - v.y * q.v.x + r * q.v.z + v.z*q.r); } CQuaternion CQuaternion::operator/(const CQuaternion& q) const { CQuaternion p(q); p.invert(); return *this * p; } CQuaternion CQuaternion::operator*(float scale) const { return CQuaternion(r*scale, v*scale); } CQuaternion CQuaternion::operator/(float scale) const { return CQuaternion(r/scale, v/scale); } CQuaternion CQuaternion::operator-() const { return CQuaternion(-r, -v); } const CQuaternion& CQuaternion::operator+=(const CQuaternion& q) { r += q.r; v += q.v; return *this; } const CQuaternion& CQuaternion::operator-=(const CQuaternion& q) { r -= q.r; v -= q.v; return *this; } const CQuaternion& CQuaternion::operator *=(const CQuaternion& q) { r = r*q.r - v.dot(q.v); v.x = v.y * q.v.z - v.z * q.v.y + r * q.v.x + v.x*q.r; v.y = v.z * q.v.x - v.x * q.v.z + r * q.v.y + v.y*q.r; v.z = v.x * q.v.y - v.y * q.v.x + r * q.v.z + v.z*q.r; return *this; } const CQuaternion& CQuaternion::operator *=(float scale) { r *= scale; v *= scale; return *this; } const CQuaternion& CQuaternion::operator/=(float scale) { r /= scale; v /= scale; return *this; } float CQuaternion::length() const { return sqrt(lengthSquared()); } float CQuaternion::lengthSquared() const { return (r*r + (v.dot(v))); } void CQuaternion::normalize() { *this /= length(); } CQuaternion CQuaternion::normalized() const { return *this/length(); } void CQuaternion::invert() { v = -v; } CQuaternion CQuaternion::inverse() const { return CQuaternion(r, -v); } CAxisAngle CQuaternion::toAxisAngle() { CAxisAngle ret; ret.angle = acosf(r); float thetaInv = 1.0f/sinf(ret.angle); ret.axis.x = v.x * thetaInv; ret.axis.y = v.y * thetaInv; ret.axis.z = v.z * thetaInv; ret.angle *= 2; return ret; } CQuaternion CQuaternion::log() const { float a = acosf(r); float sina = sinf(a); CQuaternion ret; ret.r = 0; if (sina > 0) { ret.v.x = a * v.x / sina; ret.v.y = a * v.y / sina; ret.v.z = a * v.z / sina; } else ret.v = CVector3f(0); return ret; } CQuaternion CQuaternion::exp() const { float a = (v.length()); float sina = sinf(a); float cosa = cos(a); CQuaternion ret; ret.r = cosa; if (a > 0) { ret.v.x = sina * v.x / a; ret.v.y = sina * v.y / a; ret.v.z = sina * v.z / a; } else ret.v = CVector3f(0); return ret; } float CQuaternion::dot(const CQuaternion& b) { return v.x * b.v.x + v.y * b.v.y + v.z * b.v.z + r * b.r; } CQuaternion CQuaternion::lerp(CQuaternion& a, CQuaternion& b, double t) { return (a + t * (b - a)); } CQuaternion CQuaternion::nlerp(CQuaternion& a, CQuaternion& b, double t) { return lerp(a, b, t).normalized(); } CQuaternion CQuaternion::slerp(CQuaternion& a, CQuaternion& b, double t) { if (t <= 0.0f) return a; if (t >= 1.0f) return b; CQuaternion ret; float mag = sqrtf(a.dot(a) * b.dot(b)); float prod = a.dot(b) / mag; if (fabsf(prod) < 1.0) { const double sign = (prod < 0.0) ? -1.0 : 1.0; const double theta = acos(sign * prod); const double s1 = sin (sign * t * theta); const double d = 1.0 / sin(theta); const double s0 = sin((1.0 - t) * theta); ret.v.x = (float)(a.v.x * s0 + b.v.x * s1) * d; ret.v.y = (float)(a.v.y * s0 + b.v.y * s1) * d; ret.v.z = (float)(a.v.z * s0 + b.v.z * s1) * d; ret.r = (float)(a.r * s0 + b.r * s1) * d; return ret; } return a; } CQuaternion operator+(float lhs, const CQuaternion& rhs) { return CQuaternion(lhs + rhs.r, lhs * rhs.v); } CQuaternion operator-(float lhs, const CQuaternion& rhs) { return CQuaternion(lhs - rhs.r, lhs * rhs.v); } CQuaternion operator*(float lhs, const CQuaternion& rhs) { return CQuaternion(lhs * rhs.r, lhs * rhs.v); }