Files
glest-source/source/shared_lib/sources/graphics/quaternion.cpp
2018-05-06 00:01:36 +02:00

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