123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160 |
- /// @ref gtx_quaternion
- #include <limits>
- #include "../gtc/constants.hpp"
- namespace glm
- {
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER qua<T, Q> quat_identity()
- {
- return qua<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& v, qua<T, Q> const& q)
- {
- return inverse(q) * v;
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> cross(qua<T, Q> const& q, vec<3, T, Q> const& v)
- {
- return q * v;
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER qua<T, Q> squad
- (
- qua<T, Q> const& q1,
- qua<T, Q> const& q2,
- qua<T, Q> const& s1,
- qua<T, Q> const& s2,
- T const& h)
- {
- return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER qua<T, Q> intermediate
- (
- qua<T, Q> const& prev,
- qua<T, Q> const& curr,
- qua<T, Q> const& next
- )
- {
- qua<T, Q> invQuat = inverse(curr);
- return exp((log(next * invQuat) + log(prev * invQuat)) / static_cast<T>(-4)) * curr;
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<3, T, Q> rotate(qua<T, Q> const& q, vec<3, T, Q> const& v)
- {
- return q * v;
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER vec<4, T, Q> rotate(qua<T, Q> const& q, vec<4, T, Q> const& v)
- {
- return q * v;
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER T extractRealComponent(qua<T, Q> const& q)
- {
- T w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;
- if(w < T(0))
- return T(0);
- else
- return -sqrt(w);
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER T length2(qua<T, Q> const& q)
- {
- return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER qua<T, Q> shortMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
- {
- if(a <= static_cast<T>(0)) return x;
- if(a >= static_cast<T>(1)) return y;
- T fCos = dot(x, y);
- qua<T, Q> y2(y); //BUG!!! qua<T> y2;
- if(fCos < static_cast<T>(0))
- {
- y2 = -y;
- fCos = -fCos;
- }
- //if(fCos > 1.0f) // problem
- T k0, k1;
- if(fCos > (static_cast<T>(1) - epsilon<T>()))
- {
- k0 = static_cast<T>(1) - a;
- k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;
- }
- else
- {
- T fSin = sqrt(T(1) - fCos * fCos);
- T fAngle = atan(fSin, fCos);
- T fOneOverSin = static_cast<T>(1) / fSin;
- k0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;
- k1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;
- }
- return qua<T, Q>(
- k0 * x.w + k1 * y2.w,
- k0 * x.x + k1 * y2.x,
- k0 * x.y + k1 * y2.y,
- k0 * x.z + k1 * y2.z);
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER qua<T, Q> fastMix(qua<T, Q> const& x, qua<T, Q> const& y, T const& a)
- {
- return glm::normalize(x * (static_cast<T>(1) - a) + (y * a));
- }
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER qua<T, Q> rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest)
- {
- T cosTheta = dot(orig, dest);
- vec<3, T, Q> rotationAxis;
- if(cosTheta >= static_cast<T>(1) - epsilon<T>()) {
- // orig and dest point in the same direction
- return quat_identity<T,Q>();
- }
- if(cosTheta < static_cast<T>(-1) + epsilon<T>())
- {
- // special case when vectors in opposite directions :
- // there is no "ideal" rotation axis
- // So guess one; any will do as long as it's perpendicular to start
- // This implementation favors a rotation around the Up axis (Y),
- // since it's often what you want to do.
- rotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig);
- if(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again!
- rotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig);
- rotationAxis = normalize(rotationAxis);
- return angleAxis(pi<T>(), rotationAxis);
- }
- // Implementation from Stan Melax's Game Programming Gems 1 article
- rotationAxis = cross(orig, dest);
- T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
- T invs = static_cast<T>(1) / s;
- return qua<T, Q>(
- s * static_cast<T>(0.5f),
- rotationAxis.x * invs,
- rotationAxis.y * invs,
- rotationAxis.z * invs);
- }
- }//namespace glm
|