/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program 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. This program 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 this program. If not, see . 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You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #include "HeadSpin.h" #pragma hdrstop #include "hsQuat.h" #include "hsMatrix44.h" #include "hsStream.h" #include "hsFastMath.h" // // Quaternion class. // For conversion to and from euler angles, see hsEuler.cpp,h. // // // Construct quat from angle (in radians) and axis of rotation // hsQuat::hsQuat(float rad, const hsVector3* axis) { // hsAssert(rad >= -M_PI && rad <= M_PI, "Quat: Angle should be between -PI and PI"); fW = cos(rad*0.5f); float s = sin(rad*0.5f); fX = axis->fX*s; fY = axis->fY*s; fZ = axis->fZ*s; } hsQuat hsQuat::Inverse() const { hsQuat q2 = Conjugate(); float msInv = 1.0f/q2.MagnitudeSquared(); return (q2 * msInv); } hsPoint3 hsQuat::Rotate(const hsScalarTriple* v) const { hsQuat qInv = Inverse(); hsQuat qVec(v->fX, v->fY, v->fZ, 0); hsQuat t = qInv * qVec; hsQuat res = (t * (*this)); //hsAssert(hsABS(res.fW)<1e-5, "Error rotating vector"); return hsPoint3(res.fX, res.fY, res.fZ); } void hsQuat::SetAngleAxis(const float rad, const hsVector3 &axis) { fW = cos(rad*0.5f); float s = sin(rad*0.5f); fX = axis.fX*s; fY = axis.fY*s; fZ = axis.fZ*s; } // // Might want to Normalize before calling this // void hsQuat::GetAngleAxis(float *rad, hsVector3 *axis) const { hsAssert((fW >= -1) && (fW <= 1), "Invalid acos argument"); float ac = acos(fW); *rad = 2.0f * ac; float s = sin(ac); if (s != 0.0f) { float invS = 1.0f/s; axis->Set(fX*invS, fY*invS, fZ*invS); } else axis->Set(0,0,0); } // // // float hsQuat::MagnitudeSquared() { return (fX*fX + fY*fY + fZ*fZ + fW*fW); } // // // float hsQuat::Magnitude() { return sqrt(MagnitudeSquared()); } // // // void hsQuat::Normalize() { float invMag = 1.0f/Magnitude(); fX *= invMag; fY *= invMag; fZ *= invMag; fW *= invMag; } // // // void hsQuat::NormalizeIfNeeded() { float magSquared = MagnitudeSquared(); if (magSquared == 1.0f) return; float invMag = 1.0f/sqrt(magSquared); fX *= invMag; fY *= invMag; fZ *= invMag; fW *= invMag; } // // This is for a RHS. // The quat should be normalized first. // void hsQuat::MakeMatrix(hsMatrix44 *mat) const { // mf horse - this is transpose of both what // Gems says and what i'm expecting to come // out of it, so i'm flipping it. mat->fMap[0][0] = 1.0f - 2.0f*fY*fY - 2.0f*fZ*fZ; mat->fMap[0][1] = 2.0f*fX*fY - 2.0f*fW*fZ; mat->fMap[0][2] = 2.0f*fX*fZ + 2.0f*fW*fY; mat->fMap[0][3] = 0.0f; mat->fMap[1][0] = 2.0f*fX*fY + 2.0f*fW*fZ; mat->fMap[1][1] = 1.0f - 2.0f*fX*fX - 2.0f*fZ*fZ; mat->fMap[1][2] = 2.0f*fY*fZ - 2.0f*fW*fX; mat->fMap[1][3] = 0.0f; mat->fMap[2][0] = 2.0f*fX*fZ - 2.0f*fW*fY; mat->fMap[2][1] = 2.0f*fY*fZ + 2.0f*fW*fX; mat->fMap[2][2] = 1.0f - 2.0f*fX*fX - 2.0f*fY*fY; mat->fMap[2][3] = 0.0f; mat->fMap[3][0] = 0.0f; mat->fMap[3][1] = 0.0f; mat->fMap[3][2] = 0.0f; mat->fMap[3][3] = 1.0f; #if 0 mat->fMap[0][0] = fW*fW + fX*fX - fY*fY - fZ*fZ; mat->fMap[1][0] = 2.0f*fX*fY - 2.0f*fW*fZ; mat->fMap[2][0] = 2.0f*fX*fZ + 2.0f*fW*fY; mat->fMap[3][0] = 0.0f; mat->fMap[0][1] = 2.0f*fX*fY + 2.0f*fW*fZ; mat->fMap[1][1] = fW*fW - fX*fX + fY*fY - fZ*fZ; mat->fMap[2][1] = 2.0f*fY*fZ - 2.0f*fW*fX; mat->fMap[3][1] = 0.0f; mat->fMap[0][2] = 2.0f*fX*fZ - 2.0f*fW*fY; mat->fMap[1][2] = 2.0f*fY*fZ + 2.0f*fW*fX; mat->fMap[2][2] = fW*fW - fX*fX - fY*fY + fZ*fZ; mat->fMap[3][2] = 0.0f; mat->fMap[0][3] = 0.0f; mat->fMap[1][3] = 0.0f; mat->fMap[2][3] = 0.0f; mat->fMap[3][3] = fW*fW + fX*fX + fY*fY + fZ*fZ; #endif mat->NotIdentity(); } // Binary operators hsQuat hsQuat::operator-(const hsQuat &in) const { return hsQuat(fX-in.fX, fY-in.fY, fZ-in.fZ, fW-in.fW); } hsQuat hsQuat::operator+(const hsQuat &in) const { return hsQuat(fX+in.fX, fY+in.fY, fZ+in.fZ, fW+in.fW); } // // Return quaternion product (this * in). Note: order is important! // To combine rotations, use the product (qSecond * qFirst), // which gives the effect of rotating by qFirst then qSecond. // hsQuat hsQuat::operator*(const hsQuat &in) const { hsQuat ret; ret.fW = (fW*in.fW - fX*in.fX - fY*in.fY - fZ*in.fZ); ret.fX = (fY*in.fZ - in.fY*fZ + fW*in.fX + in.fW*fX); ret.fY = (fZ*in.fX - in.fZ*fX + fW*in.fY + in.fW*fY); ret.fZ = (fX*in.fY - in.fX*fY + fW*in.fZ + in.fW*fZ); return ret; } // I/O void hsQuat::Read(hsStream *stream) { fX = stream->ReadLEFloat(); fY = stream->ReadLEFloat(); fZ = stream->ReadLEFloat(); fW = stream->ReadLEFloat(); } void hsQuat::Write(hsStream *stream) { stream->WriteLEFloat(fX); stream->WriteLEFloat(fY); stream->WriteLEFloat(fZ); stream->WriteLEFloat(fW); } #if 0 // // Interpolate on a sphere. // void hsQuat::SetFromSlerp(hsQuat *q1, hsQuat *q2, float t) { hsAssert(t>=0.0 && t<= 1.0, "Quat slerp param must be between 0 an 1"); float theta = acos(q1->Dot(*q2)); float st = sin(theta); assert(st != 0.0); float s1 = sin(1.0-t)*theta / st; float s2 = sin(t)*theta / st; *this = (*q1) * s1 + (*q2) * s2; } #else /* * Spherical linear interpolation of unit quaternions with spins */ #define EPSILON 1.0E-6 /* a tiny number */ void hsQuat::SetFromSlerp(const hsQuat &a, const hsQuat &b, float alpha, int spin) // double alpha; /* interpolation parameter (0 to 1) */ // Quaternion *a, *b; /* start and end unit quaternions */ // int spin; /* number of extra spin rotations */ { float beta; /* complementary interp parameter */ float theta; /* angle between A and B */ float sin_t, cos_t; /* sine, cosine of theta */ float phi; /* theta plus spins */ int bflip; /* use negation of B? */ /* cosine theta = dot product of A and B */ cos_t = a.Dot(b); /* if B is on opposite hemisphere from A, use -B instead */ if (cos_t < 0.0) { cos_t = -cos_t; bflip = true; } else bflip = false; /* if B is (within precision limits) the same as A, * just linear interpolate between A and B. * Can't do spins, since we don't know what direction to spin. */ if (1.0 - cos_t < EPSILON) { beta = 1.0f - alpha; } else { /* normal case */ // hsAssert((cos_t >= -1) && (cos_t <= 1), "Invalid acos argument"); theta = acos(cos_t); phi = theta + spin * M_PI; sin_t = sin(theta); hsAssert(sin_t != 0.0, "Invalid sin value in quat slerp"); beta = sin(theta - alpha*phi) / sin_t; alpha = sin(alpha*phi) / sin_t; } if (bflip) alpha = -alpha; /* interpolate */ fX = beta*a.fX + alpha*b.fX; fY = beta*a.fY + alpha*b.fY; fZ = beta*a.fZ + alpha*b.fZ; fW = beta*a.fW + alpha*b.fW; } #endif // // // void hsQuat::SetFromMatrix(const hsMatrix44* mat) { float wSq = 0.25f*(1 + mat->fMap[0][0] + mat->fMap[1][1] + mat->fMap[2][2]); if (wSq > EPSILON) { fW = sqrt(wSq); float iw4 = 1.0f/(4.0f*fW); fX = (mat->fMap[2][1] - mat->fMap[1][2]) * iw4; fY = (mat->fMap[0][2] - mat->fMap[2][0]) * iw4; fZ = (mat->fMap[1][0] - mat->fMap[0][1]) * iw4; return; } fW = 0; float xSq = -0.5f*(mat->fMap[1][1] + mat->fMap[2][2]); if (xSq > EPSILON) { fX = sqrt(xSq); float ix2 = 1.0f/(2.0f*fX); fY = mat->fMap[1][0] * ix2; fZ = mat->fMap[2][0] * ix2; return; } fX = 0; float ySq = 0.5f * (1 - mat->fMap[2][2]); if (ySq > EPSILON) { fY = sqrt(ySq); fZ = mat->fMap[2][1] / (2.0f*fY); return; } fY = 0; fZ = 1; } // 9/15/03 - Colin // Changed to not use hsFastMath::InvSqrt, due to errors occuring at some // specific angles that caused Havok to blow up. hsQuat hsQuat::QuatFromMatrix44(const hsMatrix44& mat) { /* This algorithm avoids near-zero divides by looking for a large component * - first w, then x, y, or z. When the trace is greater than zero, * |w| is greater than 1/2, which is as small as a largest component can be. * Otherwise, the largest diagonal entry corresponds to the largest of |x|, * |y|, or |z|, one of which must be larger than |w|, and at least 1/2. */ hsQuat qu; float tr, s; const int X = 0; const int Y = 1; const int Z = 2; const int W = 3; tr = mat.fMap[X][X] + mat.fMap[Y][Y]+ mat.fMap[Z][Z]; if (tr >= 0.0) { s = float(sqrt(tr + 1.f)); qu.fW = 0.5f * s; s = 0.5f / s; qu.fX = (mat.fMap[Z][Y] - mat.fMap[Y][Z]) * s; qu.fY = (mat.fMap[X][Z] - mat.fMap[Z][X]) * s; qu.fZ = (mat.fMap[Y][X] - mat.fMap[X][Y]) * s; } else { int h = X; if (mat.fMap[Y][Y] > mat.fMap[X][X]) h = Y; if (mat.fMap[Z][Z] > mat.fMap[h][h]) h = Z; switch (h) { #define caseMacro(i,j,k,I,J,K) \ case I:\ s = float(sqrt( (mat.fMap[I][I] - (mat.fMap[J][J]+mat.fMap[K][K])) + 1.f )); \ qu.i = 0.5f * s; \ s = 0.5f / s; \ qu.j = (mat.fMap[I][J] + mat.fMap[J][I]) * s; \ qu.k = (mat.fMap[K][I] + mat.fMap[I][K]) * s; \ qu.fW = (mat.fMap[K][J] - mat.fMap[J][K]) * s; \ break caseMacro(fX,fY,fZ,X,Y,Z); caseMacro(fY,fZ,fX,Y,Z,X); caseMacro(fZ,fX,fY,Z,X,Y); } } return (qu); } hsQuat& hsQuat::SetFromMatrix44(const hsMatrix44& mat) { return (*this = QuatFromMatrix44(mat)); }