/*********************************************************************** quaternion.cc - A quaternion class ------------------------------------------------------------------- GLUI User Interface Toolkit (LGPL) Copyright (c) 1998 Paul Rademacher WWW: http://sourceforge.net/projects/glui/ Forums: http://sourceforge.net/forum/?group_id=92496 This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ************************************************************************ Feb 1998, Paul Rademacher (rademach@cs.unc.edu) Oct 2003, Nigel Stewart - GLUI Code Cleaning ************************************************************************/ #include "quaternion.h" #include /******************************************* constructors **************/ quat::quat() { *this = quat_identity(); } quat::quat(const float x, const float y, const float z, const float w) { v.set( x, y, z ); s = w; } quat::quat(const vec3 &_v, const float _s) { set( _v, _s ); } quat::quat(const float _s, const vec3 &_v) { set( _v, _s ); } quat::quat(const float *d) { v[0] = d[0]; v[1] = d[1]; v[2] = d[2]; s = d[3]; } quat::quat(const double *d) { v[0] = (float) d[0]; v[1] = (float) d[1]; v[2] = (float) d[2]; s = (float) d[3]; } quat::quat(const quat &q) { v = q.v; s = q.s; } void quat::set(const vec3 &_v, const float _s) { v = _v; s = _s; } quat &quat::operator=(const quat &q) { v = q.v; s = q.s; return *this; } /******** quat friends ************/ quat operator + (const quat &a, const quat &b) { return quat( a.s+b.s, a.v+b.v ); } quat operator - (const quat &a, const quat &b) { return quat( a.s-b.s, a.v-b.v ); } quat operator - (const quat &a ) { return quat( -a.s, -a.v ); } quat operator * ( const quat &a, const quat &b) { return quat( a.s*b.s - a.v*b.v, a.s*b.v + b.s*a.v + (a.v^b.v) ); } quat operator * ( const quat &a, const float t) { return quat( a.v * t, a.s * t ); } quat operator * ( const float t, const quat &a ) { return quat( a.v * t, a.s * t ); } mat4 quat::to_mat4() const { float xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz; float t = 2.0f / (v*v + s*s); xs = v[VX]*t; ys = v[VY]*t; zs = v[VZ]*t; wx = s*xs; wy = s*ys; wz = s*zs; xx = v[VX]*xs; xy = v[VX]*ys; xz = v[VX]*zs; yy = v[VY]*ys; yz = v[VY]*zs; zz = v[VZ]*zs; mat4 matrix( 1.0f-(yy+zz), xy+wz, xz-wy, 0.0f, xy-wz, 1.0f-(xx+zz), yz+wx, 0.0f, xz+wy, yz-wx, 1.0f-(xx+yy), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f ); return matrix; } /************************************************* quat_identity() *****/ /* Returns quaternion identity element */ quat quat_identity() { return quat( vec3( 0.0, 0.0, 0.0 ), 1.0 ); } /************************************************ quat_slerp() ********/ /* Quaternion spherical interpolation */ quat quat_slerp(const quat &from, const quat &to, float t) { quat to1; float omega, cosom, sinom, scale0, scale1; /* calculate cosine */ cosom = from.v * to.v + from.s + to.s; /* Adjust signs (if necessary) */ if ( cosom < 0.0 ) { cosom = -cosom; to1 = -to; } else { to1 = to; } /* Calculate coefficients */ if ((1.0 - cosom) > FUDGE ) { /* standard case (slerp) */ omega = (float) acos( cosom ); sinom = (float) sin( omega ); scale0 = (float) sin((1.0 - t) * omega) / sinom; scale1 = (float) sin(t * omega) / sinom; } else { /* 'from' and 'to' are very close - just do linear interpolation */ scale0 = 1.0f - t; scale1 = t; } return scale0 * from + scale1 * to1; } /********************************************** set_angle() ************/ /* set rot angle (degrees) */ void quat::set_angle(float f) { vec3 axis = get_axis(); s = (float) cos( DEG2RAD( f ) / 2.0 ); v = axis * (float) sin(DEG2RAD(f) / 2.0); } /********************************************** scale_angle() ************/ /* scale rot angle (degrees) */ void quat::scale_angle(float f) { set_angle( f * get_angle() ); } /********************************************** get_angle() ************/ /* get rot angle (degrees). Assumes s is between -1 and 1 */ float quat::get_angle() const { return (float) RAD2DEG( 2.0 * acos( s ) ); } /********************************************* get_axis() **************/ vec3 quat::get_axis() const { float scale = (float) sin( acos( s ) ); if ( scale < FUDGE && scale > -FUDGE ) return vec3( 0.0, 0.0, 0.0 ); else return v / scale; } /******************************************* quat::print() ************/ void quat::print(FILE *dest, const char *name) const { fprintf( dest, "%s: v:<%3.2f %3.2f %3.2f> s:%3.2f\n", name, v[0], v[1], v[2], s ); }