Tony-LunarG | b0b195d | 2015-05-13 15:01:06 -0600 | [diff] [blame] | 1 | /////////////////////////////////////////////////////////////////////////////////////////////////// |
| 2 | // OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) |
| 3 | /////////////////////////////////////////////////////////////////////////////////////////////////// |
| 4 | // Created : 2005-12-21 |
| 5 | // Updated : 2008-11-27 |
| 6 | // Licence : This source is under MIT License |
| 7 | // File : glm/gtx/quaternion.inl |
| 8 | /////////////////////////////////////////////////////////////////////////////////////////////////// |
| 9 | |
| 10 | #include <limits> |
| 11 | |
| 12 | namespace glm |
| 13 | { |
| 14 | template <typename T, precision P> |
| 15 | GLM_FUNC_QUALIFIER detail::tvec3<T, P> cross |
| 16 | ( |
| 17 | detail::tvec3<T, P> const & v, |
| 18 | detail::tquat<T, P> const & q |
| 19 | ) |
| 20 | { |
| 21 | return inverse(q) * v; |
| 22 | } |
| 23 | |
| 24 | template <typename T, precision P> |
| 25 | GLM_FUNC_QUALIFIER detail::tvec3<T, P> cross |
| 26 | ( |
| 27 | detail::tquat<T, P> const & q, |
| 28 | detail::tvec3<T, P> const & v |
| 29 | ) |
| 30 | { |
| 31 | return q * v; |
| 32 | } |
| 33 | |
| 34 | template <typename T, precision P> |
| 35 | GLM_FUNC_QUALIFIER detail::tquat<T, P> squad |
| 36 | ( |
| 37 | detail::tquat<T, P> const & q1, |
| 38 | detail::tquat<T, P> const & q2, |
| 39 | detail::tquat<T, P> const & s1, |
| 40 | detail::tquat<T, P> const & s2, |
| 41 | T const & h) |
| 42 | { |
| 43 | return mix(mix(q1, q2, h), mix(s1, s2, h), T(2) * (T(1) - h) * h); |
| 44 | } |
| 45 | |
| 46 | template <typename T, precision P> |
| 47 | GLM_FUNC_QUALIFIER detail::tquat<T, P> intermediate |
| 48 | ( |
| 49 | detail::tquat<T, P> const & prev, |
| 50 | detail::tquat<T, P> const & curr, |
| 51 | detail::tquat<T, P> const & next |
| 52 | ) |
| 53 | { |
| 54 | detail::tquat<T, P> invQuat = inverse(curr); |
| 55 | return exp((log(next + invQuat) + log(prev + invQuat)) / T(-4)) * curr; |
| 56 | } |
| 57 | |
| 58 | template <typename T, precision P> |
| 59 | GLM_FUNC_QUALIFIER detail::tquat<T, P> exp |
| 60 | ( |
| 61 | detail::tquat<T, P> const & q |
| 62 | ) |
| 63 | { |
| 64 | detail::tvec3<T, P> u(q.x, q.y, q.z); |
| 65 | float Angle = glm::length(u); |
| 66 | detail::tvec3<T, P> v(u / Angle); |
| 67 | return detail::tquat<T, P>(cos(Angle), sin(Angle) * v); |
| 68 | } |
| 69 | |
| 70 | template <typename T, precision P> |
| 71 | GLM_FUNC_QUALIFIER detail::tquat<T, P> log |
| 72 | ( |
| 73 | detail::tquat<T, P> const & q |
| 74 | ) |
| 75 | { |
| 76 | if((q.x == static_cast<T>(0)) && (q.y == static_cast<T>(0)) && (q.z == static_cast<T>(0))) |
| 77 | { |
| 78 | if(q.w > T(0)) |
| 79 | return detail::tquat<T, P>(log(q.w), T(0), T(0), T(0)); |
| 80 | else if(q.w < T(0)) |
| 81 | return detail::tquat<T, P>(log(-q.w), T(3.1415926535897932384626433832795), T(0),T(0)); |
| 82 | else |
| 83 | return detail::tquat<T, P>(std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity()); |
| 84 | } |
| 85 | else |
| 86 | { |
| 87 | T Vec3Len = sqrt(q.x * q.x + q.y * q.y + q.z * q.z); |
| 88 | T QuatLen = sqrt(Vec3Len * Vec3Len + q.w * q.w); |
| 89 | T t = atan(Vec3Len, T(q.w)) / Vec3Len; |
| 90 | return detail::tquat<T, P>(t * q.x, t * q.y, t * q.z, log(QuatLen)); |
| 91 | } |
| 92 | } |
| 93 | |
| 94 | template <typename T, precision P> |
| 95 | GLM_FUNC_QUALIFIER detail::tquat<T, P> pow |
| 96 | ( |
| 97 | detail::tquat<T, P> const & x, |
| 98 | T const & y |
| 99 | ) |
| 100 | { |
| 101 | if(abs(x.w) > T(0.9999)) |
| 102 | return x; |
| 103 | float Angle = acos(y); |
| 104 | float NewAngle = Angle * y; |
| 105 | float Div = sin(NewAngle) / sin(Angle); |
| 106 | return detail::tquat<T, P>( |
| 107 | cos(NewAngle), |
| 108 | x.x * Div, |
| 109 | x.y * Div, |
| 110 | x.z * Div); |
| 111 | } |
| 112 | |
| 113 | //template <typename T, precision P> |
| 114 | //GLM_FUNC_QUALIFIER detail::tquat<T, P> sqrt |
| 115 | //( |
| 116 | // detail::tquat<T, P> const & q |
| 117 | //) |
| 118 | //{ |
| 119 | // T q0 = static_cast<T>(1) - dot(q, q); |
| 120 | // return T(2) * (T(1) + q0) * q; |
| 121 | //} |
| 122 | |
| 123 | template <typename T, precision P> |
| 124 | GLM_FUNC_QUALIFIER detail::tvec3<T, P> rotate |
| 125 | ( |
| 126 | detail::tquat<T, P> const & q, |
| 127 | detail::tvec3<T, P> const & v |
| 128 | ) |
| 129 | { |
| 130 | return q * v; |
| 131 | } |
| 132 | |
| 133 | template <typename T, precision P> |
| 134 | GLM_FUNC_QUALIFIER detail::tvec4<T, P> rotate |
| 135 | ( |
| 136 | detail::tquat<T, P> const & q, |
| 137 | detail::tvec4<T, P> const & v |
| 138 | ) |
| 139 | { |
| 140 | return q * v; |
| 141 | } |
| 142 | |
| 143 | template <typename T, precision P> |
| 144 | GLM_FUNC_QUALIFIER T extractRealComponent |
| 145 | ( |
| 146 | detail::tquat<T, P> const & q |
| 147 | ) |
| 148 | { |
| 149 | T w = static_cast<T>(1.0) - q.x * q.x - q.y * q.y - q.z * q.z; |
| 150 | if(w < T(0)) |
| 151 | return T(0); |
| 152 | else |
| 153 | return -sqrt(w); |
| 154 | } |
| 155 | |
| 156 | template <typename T, precision P> |
| 157 | GLM_FUNC_QUALIFIER T length2 |
| 158 | ( |
| 159 | detail::tquat<T, P> const & q |
| 160 | ) |
| 161 | { |
| 162 | return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w; |
| 163 | } |
| 164 | |
| 165 | template <typename T, precision P> |
| 166 | GLM_FUNC_QUALIFIER detail::tquat<T, P> shortMix |
| 167 | ( |
| 168 | detail::tquat<T, P> const & x, |
| 169 | detail::tquat<T, P> const & y, |
| 170 | T const & a |
| 171 | ) |
| 172 | { |
| 173 | if(a <= T(0)) return x; |
| 174 | if(a >= T(1)) return y; |
| 175 | |
| 176 | T fCos = dot(x, y); |
| 177 | detail::tquat<T, P> y2(y); //BUG!!! tquat<T> y2; |
| 178 | if(fCos < T(0)) |
| 179 | { |
| 180 | y2 = -y; |
| 181 | fCos = -fCos; |
| 182 | } |
| 183 | |
| 184 | //if(fCos > 1.0f) // problem |
| 185 | T k0, k1; |
| 186 | if(fCos > T(0.9999)) |
| 187 | { |
| 188 | k0 = static_cast<T>(1) - a; |
| 189 | k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a; |
| 190 | } |
| 191 | else |
| 192 | { |
| 193 | T fSin = sqrt(T(1) - fCos * fCos); |
| 194 | T fAngle = atan(fSin, fCos); |
| 195 | T fOneOverSin = static_cast<T>(1) / fSin; |
| 196 | k0 = sin((T(1) - a) * fAngle) * fOneOverSin; |
| 197 | k1 = sin((T(0) + a) * fAngle) * fOneOverSin; |
| 198 | } |
| 199 | |
| 200 | return detail::tquat<T, P>( |
| 201 | k0 * x.w + k1 * y2.w, |
| 202 | k0 * x.x + k1 * y2.x, |
| 203 | k0 * x.y + k1 * y2.y, |
| 204 | k0 * x.z + k1 * y2.z); |
| 205 | } |
| 206 | |
| 207 | template <typename T, precision P> |
| 208 | GLM_FUNC_QUALIFIER detail::tquat<T, P> fastMix |
| 209 | ( |
| 210 | detail::tquat<T, P> const & x, |
| 211 | detail::tquat<T, P> const & y, |
| 212 | T const & a |
| 213 | ) |
| 214 | { |
| 215 | return glm::normalize(x * (T(1) - a) + (y * a)); |
| 216 | } |
| 217 | |
| 218 | template <typename T, precision P> |
| 219 | GLM_FUNC_QUALIFIER detail::tquat<T, P> rotation |
| 220 | ( |
| 221 | detail::tvec3<T, P> const & orig, |
| 222 | detail::tvec3<T, P> const & dest |
| 223 | ) |
| 224 | { |
| 225 | T cosTheta = dot(orig, dest); |
| 226 | detail::tvec3<T, P> rotationAxis; |
| 227 | |
| 228 | if(cosTheta < T(-1) + epsilon<T>()) |
| 229 | { |
| 230 | // special case when vectors in opposite directions : |
| 231 | // there is no "ideal" rotation axis |
| 232 | // So guess one; any will do as long as it's perpendicular to start |
| 233 | // This implementation favors a rotation around the Up axis (Y), |
| 234 | // since it's often what you want to do. |
| 235 | rotationAxis = cross(detail::tvec3<T, P>(0, 0, 1), orig); |
| 236 | if(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again! |
| 237 | rotationAxis = cross(detail::tvec3<T, P>(1, 0, 0), orig); |
| 238 | |
| 239 | rotationAxis = normalize(rotationAxis); |
| 240 | return angleAxis(pi<T>(), rotationAxis); |
| 241 | } |
| 242 | |
| 243 | // Implementation from Stan Melax's Game Programming Gems 1 article |
| 244 | rotationAxis = cross(orig, dest); |
| 245 | |
| 246 | T s = sqrt((T(1) + cosTheta) * T(2)); |
| 247 | T invs = static_cast<T>(1) / s; |
| 248 | |
| 249 | return detail::tquat<T, P>( |
| 250 | s * T(0.5f), |
| 251 | rotationAxis.x * invs, |
| 252 | rotationAxis.y * invs, |
| 253 | rotationAxis.z * invs); |
| 254 | } |
| 255 | |
| 256 | }//namespace glm |