| /****************************************************************************** | |
| @File PVRTQuaternionF.cpp | |
| @Title PVRTQuaternionF | |
| @Version | |
| @Copyright Copyright (c) Imagination Technologies Limited. | |
| @Platform ANSI compatible | |
| @Description Set of mathematical functions for quaternions. | |
| ******************************************************************************/ | |
| #include "PVRTGlobal.h" | |
| #include <math.h> | |
| #include <string.h> | |
| #include "PVRTFixedPoint.h" // Only needed for trig function float lookups | |
| #include "PVRTQuaternion.h" | |
| /**************************************************************************** | |
| ** Functions | |
| ****************************************************************************/ | |
| /*!*************************************************************************** | |
| @Function PVRTMatrixQuaternionIdentityF | |
| @Output qOut Identity quaternion | |
| @Description Sets the quaternion to (0, 0, 0, 1), the identity quaternion. | |
| *****************************************************************************/ | |
| void PVRTMatrixQuaternionIdentityF(PVRTQUATERNIONf &qOut) | |
| { | |
| qOut.x = 0; | |
| qOut.y = 0; | |
| qOut.z = 0; | |
| qOut.w = 1; | |
| } | |
| /*!*************************************************************************** | |
| @Function PVRTMatrixQuaternionRotationAxisF | |
| @Output qOut Rotation quaternion | |
| @Input vAxis Axis to rotate around | |
| @Input fAngle Angle to rotate | |
| @Description Create quaternion corresponding to a rotation of fAngle | |
| radians around submitted vector. | |
| *****************************************************************************/ | |
| void PVRTMatrixQuaternionRotationAxisF( | |
| PVRTQUATERNIONf &qOut, | |
| const PVRTVECTOR3f &vAxis, | |
| const float fAngle) | |
| { | |
| float fSin, fCos; | |
| fSin = (float)PVRTFSIN(fAngle * 0.5f); | |
| fCos = (float)PVRTFCOS(fAngle * 0.5f); | |
| /* Create quaternion */ | |
| qOut.x = vAxis.x * fSin; | |
| qOut.y = vAxis.y * fSin; | |
| qOut.z = vAxis.z * fSin; | |
| qOut.w = fCos; | |
| /* Normalise it */ | |
| PVRTMatrixQuaternionNormalizeF(qOut); | |
| } | |
| /*!*************************************************************************** | |
| @Function PVRTMatrixQuaternionToAxisAngleF | |
| @Input qIn Quaternion to transform | |
| @Output vAxis Axis of rotation | |
| @Output fAngle Angle of rotation | |
| @Description Convert a quaternion to an axis and angle. Expects a unit | |
| quaternion. | |
| *****************************************************************************/ | |
| void PVRTMatrixQuaternionToAxisAngleF( | |
| const PVRTQUATERNIONf &qIn, | |
| PVRTVECTOR3f &vAxis, | |
| float &fAngle) | |
| { | |
| float fCosAngle, fSinAngle; | |
| double temp; | |
| /* Compute some values */ | |
| fCosAngle = qIn.w; | |
| temp = 1.0f - fCosAngle*fCosAngle; | |
| fAngle = (float)PVRTFACOS(fCosAngle)*2.0f; | |
| fSinAngle = (float)sqrt(temp); | |
| /* This is to avoid a division by zero */ | |
| if ((float)fabs(fSinAngle)<0.0005f) | |
| fSinAngle = 1.0f; | |
| /* Get axis vector */ | |
| vAxis.x = qIn.x / fSinAngle; | |
| vAxis.y = qIn.y / fSinAngle; | |
| vAxis.z = qIn.z / fSinAngle; | |
| } | |
| /*!*************************************************************************** | |
| @Function PVRTMatrixQuaternionSlerpF | |
| @Output qOut Result of the interpolation | |
| @Input qA First quaternion to interpolate from | |
| @Input qB Second quaternion to interpolate from | |
| @Input t Coefficient of interpolation | |
| @Description Perform a Spherical Linear intERPolation between quaternion A | |
| and quaternion B at time t. t must be between 0.0f and 1.0f | |
| *****************************************************************************/ | |
| void PVRTMatrixQuaternionSlerpF( | |
| PVRTQUATERNIONf &qOut, | |
| const PVRTQUATERNIONf &qA, | |
| const PVRTQUATERNIONf &qB, | |
| const float t) | |
| { | |
| float fCosine, fAngle, A, B; | |
| /* Parameter checking */ | |
| if (t<0.0f || t>1.0f) | |
| { | |
| _RPT0(_CRT_WARN, "PVRTMatrixQuaternionSlerp : Bad parameters\n"); | |
| qOut.x = 0; | |
| qOut.y = 0; | |
| qOut.z = 0; | |
| qOut.w = 1; | |
| return; | |
| } | |
| /* Find sine of Angle between Quaternion A and B (dot product between quaternion A and B) */ | |
| fCosine = qA.w*qB.w + qA.x*qB.x + qA.y*qB.y + qA.z*qB.z; | |
| if (fCosine < 0) | |
| { | |
| PVRTQUATERNIONf qi; | |
| /* | |
| <http://www.magic-software.com/Documentation/Quaternions.pdf> | |
| "It is important to note that the quaternions q and -q represent | |
| the same rotation... while either quaternion will do, the | |
| interpolation methods require choosing one over the other. | |
| "Although q1 and -q1 represent the same rotation, the values of | |
| Slerp(t; q0, q1) and Slerp(t; q0,-q1) are not the same. It is | |
| customary to choose the sign... on q1 so that... the angle | |
| between q0 and q1 is acute. This choice avoids extra | |
| spinning caused by the interpolated rotations." | |
| */ | |
| qi.x = -qB.x; | |
| qi.y = -qB.y; | |
| qi.z = -qB.z; | |
| qi.w = -qB.w; | |
| PVRTMatrixQuaternionSlerpF(qOut, qA, qi, t); | |
| return; | |
| } | |
| fCosine = PVRT_MIN(fCosine, 1.0f); | |
| fAngle = (float)PVRTFACOS(fCosine); | |
| /* Avoid a division by zero */ | |
| if (fAngle==0.0f) | |
| { | |
| qOut = qA; | |
| return; | |
| } | |
| /* Precompute some values */ | |
| A = (float)(PVRTFSIN((1.0f-t)*fAngle) / PVRTFSIN(fAngle)); | |
| B = (float)(PVRTFSIN(t*fAngle) / PVRTFSIN(fAngle)); | |
| /* Compute resulting quaternion */ | |
| qOut.x = A * qA.x + B * qB.x; | |
| qOut.y = A * qA.y + B * qB.y; | |
| qOut.z = A * qA.z + B * qB.z; | |
| qOut.w = A * qA.w + B * qB.w; | |
| /* Normalise result */ | |
| PVRTMatrixQuaternionNormalizeF(qOut); | |
| } | |
| /*!*************************************************************************** | |
| @Function PVRTMatrixQuaternionNormalizeF | |
| @Modified quat Vector to normalize | |
| @Description Normalize quaternion. | |
| *****************************************************************************/ | |
| void PVRTMatrixQuaternionNormalizeF(PVRTQUATERNIONf &quat) | |
| { | |
| float fMagnitude; | |
| double temp; | |
| /* Compute quaternion magnitude */ | |
| temp = quat.w*quat.w + quat.x*quat.x + quat.y*quat.y + quat.z*quat.z; | |
| fMagnitude = (float)sqrt(temp); | |
| /* Divide each quaternion component by this magnitude */ | |
| if (fMagnitude!=0.0f) | |
| { | |
| fMagnitude = 1.0f / fMagnitude; | |
| quat.x *= fMagnitude; | |
| quat.y *= fMagnitude; | |
| quat.z *= fMagnitude; | |
| quat.w *= fMagnitude; | |
| } | |
| } | |
| /*!*************************************************************************** | |
| @Function PVRTMatrixRotationQuaternionF | |
| @Output mOut Resulting rotation matrix | |
| @Input quat Quaternion to transform | |
| @Description Create rotation matrix from submitted quaternion. | |
| Assuming the quaternion is of the form [X Y Z W]: | |
| | 2 2 | | |
| | 1 - 2Y - 2Z 2XY - 2ZW 2XZ + 2YW 0 | | |
| | | | |
| | 2 2 | | |
| M = | 2XY + 2ZW 1 - 2X - 2Z 2YZ - 2XW 0 | | |
| | | | |
| | 2 2 | | |
| | 2XZ - 2YW 2YZ + 2XW 1 - 2X - 2Y 0 | | |
| | | | |
| | 0 0 0 1 | | |
| *****************************************************************************/ | |
| void PVRTMatrixRotationQuaternionF( | |
| PVRTMATRIXf &mOut, | |
| const PVRTQUATERNIONf &quat) | |
| { | |
| const PVRTQUATERNIONf *pQ; | |
| #if defined(BUILD_DX11) | |
| PVRTQUATERNIONf qInv; | |
| qInv.x = -quat.x; | |
| qInv.y = -quat.y; | |
| qInv.z = -quat.z; | |
| qInv.w = quat.w; | |
| pQ = &qInv; | |
| #else | |
| pQ = &quat; | |
| #endif | |
| /* Fill matrix members */ | |
| mOut.f[0] = 1.0f - 2.0f*pQ->y*pQ->y - 2.0f*pQ->z*pQ->z; | |
| mOut.f[1] = 2.0f*pQ->x*pQ->y - 2.0f*pQ->z*pQ->w; | |
| mOut.f[2] = 2.0f*pQ->x*pQ->z + 2.0f*pQ->y*pQ->w; | |
| mOut.f[3] = 0.0f; | |
| mOut.f[4] = 2.0f*pQ->x*pQ->y + 2.0f*pQ->z*pQ->w; | |
| mOut.f[5] = 1.0f - 2.0f*pQ->x*pQ->x - 2.0f*pQ->z*pQ->z; | |
| mOut.f[6] = 2.0f*pQ->y*pQ->z - 2.0f*pQ->x*pQ->w; | |
| mOut.f[7] = 0.0f; | |
| mOut.f[8] = 2.0f*pQ->x*pQ->z - 2*pQ->y*pQ->w; | |
| mOut.f[9] = 2.0f*pQ->y*pQ->z + 2.0f*pQ->x*pQ->w; | |
| mOut.f[10] = 1.0f - 2.0f*pQ->x*pQ->x - 2*pQ->y*pQ->y; | |
| mOut.f[11] = 0.0f; | |
| mOut.f[12] = 0.0f; | |
| mOut.f[13] = 0.0f; | |
| mOut.f[14] = 0.0f; | |
| mOut.f[15] = 1.0f; | |
| } | |
| /*!*************************************************************************** | |
| @Function PVRTMatrixQuaternionMultiplyF | |
| @Output qOut Resulting quaternion | |
| @Input qA First quaternion to multiply | |
| @Input qB Second quaternion to multiply | |
| @Description Multiply quaternion A with quaternion B and return the | |
| result in qOut. | |
| *****************************************************************************/ | |
| void PVRTMatrixQuaternionMultiplyF( | |
| PVRTQUATERNIONf &qOut, | |
| const PVRTQUATERNIONf &qA, | |
| const PVRTQUATERNIONf &qB) | |
| { | |
| PVRTVECTOR3f CrossProduct; | |
| PVRTQUATERNIONf qRet; | |
| /* Compute scalar component */ | |
| qRet.w = (qA.w*qB.w) - (qA.x*qB.x + qA.y*qB.y + qA.z*qB.z); | |
| /* Compute cross product */ | |
| CrossProduct.x = qA.y*qB.z - qA.z*qB.y; | |
| CrossProduct.y = qA.z*qB.x - qA.x*qB.z; | |
| CrossProduct.z = qA.x*qB.y - qA.y*qB.x; | |
| /* Compute result vector */ | |
| qRet.x = (qA.w * qB.x) + (qB.w * qA.x) + CrossProduct.x; | |
| qRet.y = (qA.w * qB.y) + (qB.w * qA.y) + CrossProduct.y; | |
| qRet.z = (qA.w * qB.z) + (qB.w * qA.z) + CrossProduct.z; | |
| /* Normalize resulting quaternion */ | |
| PVRTMatrixQuaternionNormalizeF(qRet); | |
| /* Copy result to mOut */ | |
| qOut = qRet; | |
| } | |
| /***************************************************************************** | |
| End of file (PVRTQuaternionF.cpp) | |
| *****************************************************************************/ | |