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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../precompiled.h"
- #pragma hdrstop
- /*
- =====================
- idQuat::ToAngles
- =====================
- */
- idAngles idQuat::ToAngles( void ) const {
- return ToMat3().ToAngles();
- }
- /*
- =====================
- idQuat::ToRotation
- =====================
- */
- idRotation idQuat::ToRotation( void ) const {
- idVec3 vec;
- float angle;
- vec.x = x;
- vec.y = y;
- vec.z = z;
- angle = idMath::ACos( w );
- if ( angle == 0.0f ) {
- vec.Set( 0.0f, 0.0f, 1.0f );
- } else {
- //vec *= (1.0f / sin( angle ));
- vec.Normalize();
- vec.FixDegenerateNormal();
- angle *= 2.0f * idMath::M_RAD2DEG;
- }
- return idRotation( vec3_origin, vec, angle );
- }
- /*
- =====================
- idQuat::ToMat3
- =====================
- */
- idMat3 idQuat::ToMat3( void ) const {
- idMat3 mat;
- float wx, wy, wz;
- float xx, yy, yz;
- float xy, xz, zz;
- float x2, y2, z2;
- x2 = x + x;
- y2 = y + y;
- z2 = z + z;
- xx = x * x2;
- xy = x * y2;
- xz = x * z2;
- yy = y * y2;
- yz = y * z2;
- zz = z * z2;
- wx = w * x2;
- wy = w * y2;
- wz = w * z2;
- mat[ 0 ][ 0 ] = 1.0f - ( yy + zz );
- mat[ 0 ][ 1 ] = xy - wz;
- mat[ 0 ][ 2 ] = xz + wy;
- mat[ 1 ][ 0 ] = xy + wz;
- mat[ 1 ][ 1 ] = 1.0f - ( xx + zz );
- mat[ 1 ][ 2 ] = yz - wx;
- mat[ 2 ][ 0 ] = xz - wy;
- mat[ 2 ][ 1 ] = yz + wx;
- mat[ 2 ][ 2 ] = 1.0f - ( xx + yy );
- return mat;
- }
- /*
- =====================
- idQuat::ToMat4
- =====================
- */
- idMat4 idQuat::ToMat4( void ) const {
- return ToMat3().ToMat4();
- }
- /*
- =====================
- idQuat::ToCQuat
- =====================
- */
- idCQuat idQuat::ToCQuat( void ) const {
- if ( w < 0.0f ) {
- return idCQuat( -x, -y, -z );
- }
- return idCQuat( x, y, z );
- }
- /*
- ============
- idQuat::ToAngularVelocity
- ============
- */
- idVec3 idQuat::ToAngularVelocity( void ) const {
- idVec3 vec;
- vec.x = x;
- vec.y = y;
- vec.z = z;
- vec.Normalize();
- return vec * idMath::ACos( w );
- }
- /*
- =============
- idQuat::ToString
- =============
- */
- const char *idQuat::ToString( int precision ) const {
- return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
- }
- /*
- =====================
- idQuat::Slerp
- Spherical linear interpolation between two quaternions.
- =====================
- */
- idQuat &idQuat::Slerp( const idQuat &from, const idQuat &to, float t ) {
- idQuat temp;
- float omega, cosom, sinom, scale0, scale1;
- if ( t <= 0.0f ) {
- *this = from;
- return *this;
- }
- if ( t >= 1.0f ) {
- *this = to;
- return *this;
- }
- if ( from == to ) {
- *this = to;
- return *this;
- }
- cosom = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w;
- if ( cosom < 0.0f ) {
- temp = -to;
- cosom = -cosom;
- } else {
- temp = to;
- }
- if ( ( 1.0f - cosom ) > 1e-6f ) {
- #if 0
- omega = acos( cosom );
- sinom = 1.0f / sin( omega );
- scale0 = sin( ( 1.0f - t ) * omega ) * sinom;
- scale1 = sin( t * omega ) * sinom;
- #else
- scale0 = 1.0f - cosom * cosom;
- sinom = idMath::InvSqrt( scale0 );
- omega = idMath::ATan16( scale0 * sinom, cosom );
- scale0 = idMath::Sin16( ( 1.0f - t ) * omega ) * sinom;
- scale1 = idMath::Sin16( t * omega ) * sinom;
- #endif
- } else {
- scale0 = 1.0f - t;
- scale1 = t;
- }
- *this = ( scale0 * from ) + ( scale1 * temp );
- return *this;
- }
- /*
- =============
- idCQuat::ToAngles
- =============
- */
- idAngles idCQuat::ToAngles( void ) const {
- return ToQuat().ToAngles();
- }
- /*
- =============
- idCQuat::ToRotation
- =============
- */
- idRotation idCQuat::ToRotation( void ) const {
- return ToQuat().ToRotation();
- }
- /*
- =============
- idCQuat::ToMat3
- =============
- */
- idMat3 idCQuat::ToMat3( void ) const {
- return ToQuat().ToMat3();
- }
- /*
- =============
- idCQuat::ToMat4
- =============
- */
- idMat4 idCQuat::ToMat4( void ) const {
- return ToQuat().ToMat4();
- }
- /*
- =============
- idCQuat::ToString
- =============
- */
- const char *idCQuat::ToString( int precision ) const {
- return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
- }
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