mirror of
https://github.com/glest/glest-source.git
synced 2025-09-29 08:59:01 +02:00
192 lines
4.4 KiB
C++
192 lines
4.4 KiB
C++
// ==============================================================
|
|
// This file is part of Glest Shared Library (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martiño Figueroa
|
|
//
|
|
// You can redistribute this code and/or modify it under
|
|
// the terms of the GNU General Public License as published
|
|
// by the Free Software Foundation; either version 2 of the
|
|
// License, or (at your option) any later version
|
|
// ==============================================================
|
|
|
|
#include "math_wrapper.h"
|
|
#include "quaternion.h"
|
|
|
|
#include "leak_dumper.h"
|
|
|
|
namespace Shared {
|
|
namespace Graphics {
|
|
|
|
// =====================================================
|
|
// class AxisAngle
|
|
// =====================================================
|
|
|
|
AxisAngle::AxisAngle(const Vec3f &axis, float angle) {
|
|
this->axis = axis;
|
|
this->angle = angle;
|
|
}
|
|
|
|
// =====================================================
|
|
// class EulerAngles
|
|
// =====================================================
|
|
|
|
EulerAngles::EulerAngles(float x, float y, float z) {
|
|
this->x = x;
|
|
this->y = y;
|
|
this->z = z;
|
|
}
|
|
|
|
// =====================================================
|
|
// class Quaternion
|
|
// =====================================================
|
|
|
|
Quaternion::Quaternion() {
|
|
setMultIdentity();
|
|
}
|
|
|
|
Quaternion::Quaternion(float w, const Vec3f &v) {
|
|
this->w = w;
|
|
this->v = v;
|
|
}
|
|
|
|
Quaternion::Quaternion(const EulerAngles &eulerAngles) {
|
|
setEuler(eulerAngles);
|
|
}
|
|
|
|
//Quaternion::Quaternion(const AxisAngle &axisAngle){
|
|
// setAxisAngle(axisAngle);
|
|
//}
|
|
|
|
void Quaternion::setMultIdentity() {
|
|
w = 1.0f;
|
|
v = Vec3f(0.0f);
|
|
}
|
|
|
|
void Quaternion::setAddIdentity() {
|
|
w = 0.0f;
|
|
v = Vec3f(0.0f);
|
|
}
|
|
|
|
void Quaternion::setEuler(const EulerAngles &eulerAngles) {
|
|
Quaternion qx, qy, qz, qr;
|
|
|
|
qx.w = std::cos(eulerAngles.x / 2.0f);
|
|
qx.v = Vec3f(std::sin(eulerAngles.x / 2.0f), 0.0f, 0.0f);
|
|
|
|
qy.w = std::cos(eulerAngles.y / 2.0f);
|
|
qy.v = Vec3f(0.0f, std::sin(eulerAngles.y / 2.0f), 0.0f);
|
|
|
|
qz.w = std::cos(eulerAngles.z / 2.0f);
|
|
qz.v = Vec3f(0.0f, 0.0f, std::sin(eulerAngles.z / 2.0f));
|
|
|
|
qr = qx*qy*qz;
|
|
|
|
w = qr.w;
|
|
v = qr.v;
|
|
}
|
|
|
|
Quaternion Quaternion::conjugate() {
|
|
return Quaternion(w, -v);
|
|
}
|
|
|
|
Quaternion Quaternion::operator + (const Quaternion &q) const {
|
|
return Quaternion(w + q.w, v + q.v);
|
|
}
|
|
Quaternion Quaternion::operator * (const Quaternion &q) const {
|
|
return Quaternion(
|
|
w*q.w - v.x*q.v.x - v.y*q.v.y - v.z*q.v.z,
|
|
Vec3f(
|
|
w*q.v.x + v.x*q.w + v.y*q.v.z - v.z*q.v.y,
|
|
w*q.v.y + v.y*q.w + v.z*q.v.x - v.x*q.v.z,
|
|
w*q.v.z + v.z*q.w + v.x*q.v.y - v.y*q.v.x));
|
|
}
|
|
|
|
void Quaternion::operator += (const Quaternion &q) {
|
|
*this = *this + q;
|
|
}
|
|
|
|
void Quaternion::operator *= (const Quaternion &q) {
|
|
*this = *this * q;
|
|
}
|
|
|
|
Quaternion Quaternion::lerp(float t, const Quaternion &q) const {
|
|
return Quaternion(
|
|
w * (1.0f - t) + q.w * t,
|
|
v * (1.0f - t) + q.v * t);
|
|
}
|
|
|
|
Matrix3f Quaternion::toMatrix3() const {
|
|
Matrix3f rm;
|
|
|
|
//row1
|
|
rm[0] = 1.0f - 2 * v.y*v.y - 2 * v.z*v.z;
|
|
rm[3] = 2 * v.x*v.y - 2 * w*v.z;
|
|
rm[6] = 2 * v.x*v.z + 2 * w*v.y;
|
|
|
|
//row2
|
|
rm[1] = 2 * v.x*v.y + 2 * w*v.z;
|
|
rm[4] = 1.0f - 2 * v.x*v.x - 2 * v.z*v.z;
|
|
rm[7] = 2 * v.y*v.z - 2 * w*v.x;
|
|
|
|
//row3
|
|
rm[2] = 2 * v.x*v.z - 2 * w*v.y;
|
|
rm[5] = 2 * v.y*v.z + 2 * w*v.x;
|
|
rm[8] = 1.0f - 2 * v.x*v.x - 2 * v.y*v.y;
|
|
|
|
return rm;
|
|
}
|
|
|
|
Matrix4f Quaternion::toMatrix4() const {
|
|
Matrix4f rm;
|
|
|
|
//row1
|
|
rm[0] = 1.0f - 2 * v.y*v.y - 2 * v.z*v.z;
|
|
rm[4] = 2 * v.x*v.y - 2 * w*v.z;
|
|
rm[8] = 2 * v.x*v.z + 2 * w*v.y;
|
|
rm[12] = 0.0f;
|
|
|
|
//row2
|
|
rm[1] = 2 * v.x*v.y + 2 * w*v.z;
|
|
rm[5] = 1.0f - 2 * v.x*v.x - 2 * v.z*v.z;
|
|
rm[9] = 2 * v.y*v.z - 2 * w*v.x;
|
|
rm[13] = 0.0f;
|
|
|
|
//row3
|
|
rm[2] = 2 * v.x*v.z - 2 * w*v.y;
|
|
rm[6] = 2 * v.y*v.z + 2 * w*v.x;
|
|
rm[10] = 1.0f - 2 * v.x*v.x - 2 * v.y*v.y;
|
|
rm[14] = 0.0f;
|
|
|
|
//row4
|
|
rm[3] = 0.0f;
|
|
rm[7] = 0.0f;
|
|
rm[11] = 0.0f;
|
|
rm[15] = 1.0f;
|
|
|
|
return rm;
|
|
}
|
|
|
|
Vec3f Quaternion::getLocalXAxis() const {
|
|
return Vec3f(
|
|
1.0f - 2 * v.y*v.y - 2 * v.z*v.z,
|
|
2 * v.x*v.y + 2 * w*v.z,
|
|
2 * v.x*v.z - 2 * w*v.y);
|
|
}
|
|
|
|
Vec3f Quaternion::getLocalYAxis() const {
|
|
return Vec3f(
|
|
2 * v.x*v.y - 2 * w*v.z,
|
|
1.0f - 2 * v.x*v.x - 2 * v.z*v.z,
|
|
2 * v.y*v.z + 2 * w*v.x);
|
|
}
|
|
|
|
Vec3f Quaternion::getLocalZAxis() const {
|
|
return Vec3f(
|
|
2 * v.x*v.z + 2 * w*v.y,
|
|
2 * v.y*v.z - 2 * w*v.x,
|
|
1.0f - 2 * v.x*v.x - 2 * v.y*v.y);
|
|
}
|
|
|
|
}
|
|
}//end namespace
|