/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it 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. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * Quaternion-math originally borrowed from plib http://plib.sourceforge.net/index.html * This code was originally made available under the LGPLv2 license (or later). * * Quaternion routines are Copyright (C) 1999 * Kevin B. Thompson * Modified by Sylvan W. Clebsch * Largely rewritten by "Negative0" * * This code (and our modifications) is made available here under the GPLv2 (or later). * * Additional changes written based on the math presented in * http://www.swarthmore.edu/NatSci/mzucker1/e27/diebel2006attitude.pdf * */ #include "common/streamdebug.h" #include "common/math.h" #include "math/quat.h" namespace Math { Quaternion::Quaternion(const Matrix3 &m) { fromMatrix(m); normalize(); } Quaternion::Quaternion(const Matrix4 &m) { fromMatrix(m.getRotation()); } Quaternion::Quaternion(const Vector3d &axis, const Angle &angle) { float s = (angle / 2).getSine(); float c = (angle / 2).getCosine(); set(axis.x() * s, axis.y() * s, axis.z() * s, c); } Quaternion Quaternion::xAxis(const Angle &angle) { Quaternion q(Vector3d(1.0f, 0.0f, 0.0f), angle); return q; } Quaternion Quaternion::yAxis(const Angle &angle) { Quaternion q(Vector3d(0.0f, 1.0f, 0.0f), angle); return q; } Quaternion Quaternion::zAxis(const Angle &angle) { Quaternion q(Vector3d(0.0f, 0.0f, 1.0f), angle); return q; } Quaternion Quaternion::slerpQuat(const Quaternion& to, const float t) const { Quaternion dst; float scale0, scale1; float flip = 1.0f; float angle = this->dotProduct(to); // Make sure the rotation is the short one if (angle < 0.0f) { angle = -angle; flip = -1.0f; } // Spherical Interpolation // Threshold of 1e-6 if (angle < 1.0f - (float) 1E-6f) { float theta = acosf(angle); float invSineTheta = 1.0f / sinf(theta); scale0 = sinf((1.0f - t) * theta) * invSineTheta; scale1 = (sinf(t * theta) * invSineTheta) * flip; // Linear Interpolation } else { scale0 = 1.0f - t; scale1 = t * flip; } // Apply the interpolation dst = (*this * scale0) + (to * scale1); return dst; } Quaternion& Quaternion::normalize() { const float scale = sqrtf(square(x()) + square(y()) + square(z()) + square(w())); // Already normalized if the scale is 1.0 if (scale != 1.0f && scale != 0.0f) set(x() / scale, y() / scale, z() / scale, w() / scale); return *this; } void Quaternion::transform(Vector3d &v) const { const Vector3d im = Vector3d(x(), y(), z()); v += 2.0 * Vector3d::crossProduct(im, Vector3d::crossProduct(im, v) + w() * v); } void Quaternion::fromMatrix(const Matrix3 &m) { float qx, qy, qz, qw; float tr = m.getValue(0, 0) + m.getValue(1, 1) + m.getValue(2, 2); float s; if (tr > 0.0f) { s = sqrtf(tr + 1.0f); qw = s * 0.5f; s = 0.5f / s; qx = (m.getValue(2, 1) - m.getValue(1, 2)) * s; qy = (m.getValue(0, 2) - m.getValue(2, 0)) * s; qz = (m.getValue(1, 0) - m.getValue(0, 1)) * s; } else { int h = 0; if (m.getValue(1, 1) > m.getValue(0, 0)) h = 1; if (m.getValue(2, 2) > m.getValue(h, h)) h = 2; if (h == 0) { s = sqrt(m.getValue(0, 0) - (m.getValue(1,1) + m.getValue(2, 2)) + 1.0f); qx = s * 0.5f; s = 0.5f / s; qy = (m.getValue(0, 1) + m.getValue(1, 0)) * s; qz = (m.getValue(2, 0) + m.getValue(0, 2)) * s; qw = (m.getValue(2, 1) - m.getValue(1, 2)) * s; } else if (h == 1) { s = sqrt(m.getValue(1, 1) - (m.getValue(2,2) + m.getValue(0, 0)) + 1.0f); qy = s * 0.5f; s = 0.5f / s; qz = (m.getValue(1, 2) + m.getValue(2, 1)) * s; qx = (m.getValue(0, 1) + m.getValue(1, 0)) * s; qw = (m.getValue(0, 2) - m.getValue(2, 0)) * s; } else { s = sqrt(m.getValue(2, 2) - (m.getValue(0,0) + m.getValue(1, 1)) + 1.0f); qz = s * 0.5f; s = 0.5f / s; qx = (m.getValue(2, 0) + m.getValue(0, 2)) * s; qy = (m.getValue(1, 2) + m.getValue(2, 1)) * s; qw = (m.getValue(1, 0) - m.getValue(0, 1)) * s; } } set(qx, qy, qz, qw); } void Quaternion::toMatrix(Matrix4 &dst) const { float two_xx = x() * (x() + x()); float two_xy = x() * (y() + y()); float two_xz = x() * (z() + z()); float two_wx = w() * (x() + x()); float two_wy = w() * (y() + y()); float two_wz = w() * (z() + z()); float two_yy = y() * (y() + y()); float two_yz = y() * (z() + z()); float two_zz = z() * (z() + z()); float newMat[16] = { 1.0f - (two_yy + two_zz), two_xy - two_wz, two_xz + two_wy, 0.0f, two_xy + two_wz, 1.0f - (two_xx + two_zz), two_yz - two_wx, 0.0f, two_xz - two_wy, two_yz + two_wx, 1.0f - (two_xx + two_yy), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; dst.setData(newMat); } Matrix4 Quaternion::toMatrix() const { Matrix4 dst; toMatrix(dst); return dst; } Quaternion Quaternion::inverse() const { Quaternion q = *this; q.normalize(); q.x() = -q.x(); q.y() = -q.y(); q.z() = -q.z(); return q; } Vector3d Quaternion::directionVector(const int col) const { Matrix4 dirMat = toMatrix(); return Vector3d(dirMat.getValue(0, col), dirMat.getValue(1, col), dirMat.getValue(2, col)); } Angle Quaternion::getAngleBetween(const Quaternion &to) { Quaternion q = this->inverse() * to; Angle diff(Common::rad2deg(2 * acos(q.w()))); return diff; } Quaternion Quaternion::fromEuler(const Angle &first, const Angle &second, const Angle &third, EulerOrder order) { // First create a matrix with the rotation Matrix4 rot(first, second, third, order); // Convert this rotation matrix to a Quaternion return Quaternion(rot); } void Quaternion::getEuler(Angle *first, Angle *second, Angle *third, EulerOrder order) const { // Create a matrix from the Quaternion Matrix4 rot = toMatrix(); // Convert the matrix to Euler Angles Angle f, s, t; rot.getEuler(&f, &s, &t, order); // Assign the Angles if we have a reference if (first != nullptr) *first = f; if (second != nullptr) *second = s; if (third != nullptr) *third = t; } Quaternion& Quaternion::operator=(const Quaternion& quat) { x() = quat.x(); y() = quat.y(); z() = quat.z(); w() = quat.w(); return *this; } Quaternion Quaternion::operator*(const Quaternion &o) const { return Quaternion( w() * o.x() + x() * o.w() + y() * o.z() - z() * o.y(), w() * o.y() - x() * o.z() + y() * o.w() + z() * o.x(), w() * o.z() + x() * o.y() - y() * o.x() + z() * o.w(), w() * o.w() - x() * o.x() - y() * o.y() - z() * o.z() ); } Quaternion Quaternion::operator*(const float c) const { return Quaternion(x() * c, y() * c, z() * c, w() * c); } Quaternion& Quaternion::operator*=(const Quaternion &o) { *this = *this * o; return *this; } Quaternion Quaternion::operator+(const Quaternion &o) const { return Quaternion(x() + o.x(), y() + o.y(), z() + o.z(), w() + o.w()); } Quaternion& Quaternion::operator+=(const Quaternion &o) { *this = *this + o; return *this; } bool Quaternion::operator==(const Quaternion &o) const { float dw = fabs(w() - o.w()); float dx = fabs(x() - o.x()); float dy = fabs(y() - o.y()); float dz = fabs(z() - o.z()); // Threshold of equality float th = 1E-5f; if ((dw < th) && (dx < th) && (dy < th) && (dz < th)) { return true; } return false; } bool Quaternion::operator!=(const Quaternion &o) const { return !(*this == o); } } // End namespace Math