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427 lines
11 KiB
427 lines
11 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "HeadSpin.h" |
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#include "hsQuat.h" |
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#include "hsMatrix44.h" |
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#include "hsStream.h" |
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#include "hsFastMath.h" |
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// |
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// Quaternion class. |
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// For conversion to and from euler angles, see hsEuler.cpp,h. |
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// |
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// |
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// Construct quat from angle (in radians) and axis of rotation |
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// |
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hsQuat::hsQuat(hsScalar rad, const hsVector3* axis) |
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{ |
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// hsAssert(rad >= -hsScalarPI && rad <= hsScalarPI, "Quat: Angle should be between -PI and PI"); |
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fW = hsCosine(rad*0.5f); |
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hsScalar s = hsSine(rad*0.5f); |
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fX = axis->fX*s; |
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fY = axis->fY*s; |
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fZ = axis->fZ*s; |
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} |
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hsQuat hsQuat::Inverse() |
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{ |
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hsQuat q2 = Conjugate(); |
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hsScalar msInv = 1.0f/q2.MagnitudeSquared(); |
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return (q2 * msInv); |
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} |
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hsPoint3 hsQuat::Rotate(const hsScalarTriple* v) |
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{ |
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hsQuat qInv = Inverse(); |
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hsQuat qVec(v->fX, v->fY, v->fZ, 0); |
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hsQuat t = qInv * qVec; |
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hsQuat res = (t * (*this)); |
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//hsAssert(hsABS(res.fW)<1e-5, "Error rotating vector"); |
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return hsPoint3(res.fX, res.fY, res.fZ); |
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} |
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void hsQuat::SetAngleAxis(const hsScalar rad, const hsVector3 &axis) |
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{ |
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fW = hsCosine(rad*0.5f); |
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hsScalar s = hsSine(rad*0.5f); |
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fX = axis.fX*s; |
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fY = axis.fY*s; |
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fZ = axis.fZ*s; |
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} |
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// |
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// Might want to Normalize before calling this |
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// |
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void hsQuat::GetAngleAxis(hsScalar *rad, hsVector3 *axis) const |
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{ |
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hsAssert((fW >= -1) && (fW <= 1), "Invalid acos argument"); |
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hsScalar ac = hsACosine(fW); |
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*rad = 2.0f * ac; |
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hsScalar s = hsSine(ac); |
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if (s != 0.0f) |
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{ |
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hsScalar invS = 1.0f/s; |
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axis->Set(fX*invS, fY*invS, fZ*invS); |
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} |
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else |
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axis->Set(0,0,0); |
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} |
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// |
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// |
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// |
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hsScalar hsQuat::MagnitudeSquared() |
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{ |
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return (fX*fX + fY*fY + fZ*fZ + fW*fW); |
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} |
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// |
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// |
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// |
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hsScalar hsQuat::Magnitude() |
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{ |
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return hsSquareRoot(MagnitudeSquared()); |
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} |
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// |
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// |
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// |
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void hsQuat::Normalize() |
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{ |
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hsScalar invMag = 1.0f/Magnitude(); |
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fX *= invMag; |
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fY *= invMag; |
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fZ *= invMag; |
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fW *= invMag; |
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} |
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// |
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// |
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// |
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void hsQuat::NormalizeIfNeeded() |
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{ |
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hsScalar magSquared = MagnitudeSquared(); |
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if (magSquared == 1.0f) |
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return; |
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hsScalar invMag = 1.0f/hsSquareRoot(magSquared); |
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fX *= invMag; |
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fY *= invMag; |
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fZ *= invMag; |
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fW *= invMag; |
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} |
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// |
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// This is for a RHS. |
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// The quat should be normalized first. |
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// |
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void hsQuat::MakeMatrix(hsMatrix44 *mat) const |
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{ |
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// mf horse - this is transpose of both what |
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// Gems says and what i'm expecting to come |
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// out of it, so i'm flipping it. |
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mat->fMap[0][0] = 1.0f - 2.0f*fY*fY - 2.0f*fZ*fZ; |
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mat->fMap[0][1] = 2.0f*fX*fY - 2.0f*fW*fZ; |
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mat->fMap[0][2] = 2.0f*fX*fZ + 2.0f*fW*fY; |
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mat->fMap[0][3] = 0.0f; |
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mat->fMap[1][0] = 2.0f*fX*fY + 2.0f*fW*fZ; |
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mat->fMap[1][1] = 1.0f - 2.0f*fX*fX - 2.0f*fZ*fZ; |
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mat->fMap[1][2] = 2.0f*fY*fZ - 2.0f*fW*fX; |
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mat->fMap[1][3] = 0.0f; |
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mat->fMap[2][0] = 2.0f*fX*fZ - 2.0f*fW*fY; |
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mat->fMap[2][1] = 2.0f*fY*fZ + 2.0f*fW*fX; |
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mat->fMap[2][2] = 1.0f - 2.0f*fX*fX - 2.0f*fY*fY; |
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mat->fMap[2][3] = 0.0f; |
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mat->fMap[3][0] = 0.0f; |
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mat->fMap[3][1] = 0.0f; |
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mat->fMap[3][2] = 0.0f; |
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mat->fMap[3][3] = 1.0f; |
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#if 0 |
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mat->fMap[0][0] = fW*fW + fX*fX - fY*fY - fZ*fZ; |
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mat->fMap[1][0] = 2.0f*fX*fY - 2.0f*fW*fZ; |
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mat->fMap[2][0] = 2.0f*fX*fZ + 2.0f*fW*fY; |
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mat->fMap[3][0] = 0.0f; |
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mat->fMap[0][1] = 2.0f*fX*fY + 2.0f*fW*fZ; |
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mat->fMap[1][1] = fW*fW - fX*fX + fY*fY - fZ*fZ; |
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mat->fMap[2][1] = 2.0f*fY*fZ - 2.0f*fW*fX; |
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mat->fMap[3][1] = 0.0f; |
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mat->fMap[0][2] = 2.0f*fX*fZ - 2.0f*fW*fY; |
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mat->fMap[1][2] = 2.0f*fY*fZ + 2.0f*fW*fX; |
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mat->fMap[2][2] = fW*fW - fX*fX - fY*fY + fZ*fZ; |
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mat->fMap[3][2] = 0.0f; |
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mat->fMap[0][3] = 0.0f; |
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mat->fMap[1][3] = 0.0f; |
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mat->fMap[2][3] = 0.0f; |
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mat->fMap[3][3] = fW*fW + fX*fX + fY*fY + fZ*fZ; |
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#endif |
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mat->NotIdentity(); |
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} |
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// Binary operators |
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hsQuat hsQuat::operator-(const hsQuat &in) const |
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{ |
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return hsQuat(fX-in.fX, fY-in.fY, fZ-in.fZ, fW-in.fW); |
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} |
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hsQuat hsQuat::operator+(const hsQuat &in) const |
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{ |
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return hsQuat(fX+in.fX, fY+in.fY, fZ+in.fZ, fW+in.fW); |
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} |
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// |
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// Return quaternion product (this * in). Note: order is important! |
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// To combine rotations, use the product (qSecond * qFirst), |
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// which gives the effect of rotating by qFirst then qSecond. |
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// |
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hsQuat hsQuat::operator*(const hsQuat &in) const |
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{ |
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hsQuat ret; |
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ret.fW = (fW*in.fW - fX*in.fX - fY*in.fY - fZ*in.fZ); |
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ret.fX = (fY*in.fZ - in.fY*fZ + fW*in.fX + in.fW*fX); |
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ret.fY = (fZ*in.fX - in.fZ*fX + fW*in.fY + in.fW*fY); |
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ret.fZ = (fX*in.fY - in.fX*fY + fW*in.fZ + in.fW*fZ); |
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return ret; |
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} |
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// I/O |
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void hsQuat::Read(hsStream *stream) |
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{ |
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fX = stream->ReadLEFloat(); |
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fY = stream->ReadLEFloat(); |
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fZ = stream->ReadLEFloat(); |
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fW = stream->ReadLEFloat(); |
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} |
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void hsQuat::Write(hsStream *stream) |
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{ |
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stream->WriteLEFloat(fX); |
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stream->WriteLEFloat(fY); |
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stream->WriteLEFloat(fZ); |
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stream->WriteLEFloat(fW); |
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} |
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#if 0 |
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// |
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// Interpolate on a sphere. |
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// |
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void hsQuat::SetFromSlerp(hsQuat *q1, hsQuat *q2, hsScalar t) |
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{ |
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hsAssert(t>=0.0 && t<= 1.0, "Quat slerp param must be between 0 an 1"); |
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hsScalar theta = hsACosine(q1->Dot(*q2)); |
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hsScalar st = hsSine(theta); |
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assert(st != 0.0); |
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hsScalar s1 = hsSine(1.0-t)*theta / st; |
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hsScalar s2 = hsSine(t)*theta / st; |
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*this = (*q1) * s1 + (*q2) * s2; |
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} |
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#else |
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/* |
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* Spherical linear interpolation of unit quaternions with spins |
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*/ |
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#define EPSILON 1.0E-6 /* a tiny number */ |
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void hsQuat::SetFromSlerp(const hsQuat &a, const hsQuat &b, hsScalar alpha, int spin) |
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// double alpha; /* interpolation parameter (0 to 1) */ |
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// Quaternion *a, *b; /* start and end unit quaternions */ |
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// int spin; /* number of extra spin rotations */ |
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{ |
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hsScalar beta; /* complementary interp parameter */ |
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hsScalar theta; /* angle between A and B */ |
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hsScalar sin_t, cos_t; /* sine, cosine of theta */ |
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hsScalar phi; /* theta plus spins */ |
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int bflip; /* use negation of B? */ |
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/* cosine theta = dot product of A and B */ |
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cos_t = a.Dot(b); |
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/* if B is on opposite hemisphere from A, use -B instead */ |
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if (cos_t < 0.0) |
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{ |
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cos_t = -cos_t; |
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bflip = true; |
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} |
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else |
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bflip = false; |
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/* if B is (within precision limits) the same as A, |
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* just linear interpolate between A and B. |
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* Can't do spins, since we don't know what direction to spin. |
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*/ |
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if (1.0 - cos_t < EPSILON) |
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{ |
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beta = 1.0f - alpha; |
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} else |
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{ /* normal case */ |
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// hsAssert((cos_t >= -1) && (cos_t <= 1), "Invalid acos argument"); |
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theta = hsACosine(cos_t); |
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phi = theta + spin * hsScalarPI; |
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sin_t = hsSine(theta); |
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hsAssert(sin_t != 0.0, "Invalid sin value in quat slerp"); |
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beta = hsSine(theta - alpha*phi) / sin_t; |
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alpha = hsSine(alpha*phi) / sin_t; |
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} |
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if (bflip) |
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alpha = -alpha; |
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/* interpolate */ |
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fX = beta*a.fX + alpha*b.fX; |
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fY = beta*a.fY + alpha*b.fY; |
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fZ = beta*a.fZ + alpha*b.fZ; |
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fW = beta*a.fW + alpha*b.fW; |
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} |
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#endif |
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// |
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// |
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// |
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void hsQuat::SetFromMatrix(const hsMatrix44* mat) |
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{ |
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hsScalar wSq = 0.25f*(1 + mat->fMap[0][0] + mat->fMap[1][1] + mat->fMap[2][2]); |
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if (wSq > EPSILON) |
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{ |
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fW = hsSquareRoot(wSq); |
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hsScalar iw4 = 1.0f/(4.0f*fW); |
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fX = (mat->fMap[2][1] - mat->fMap[1][2]) * iw4; |
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fY = (mat->fMap[0][2] - mat->fMap[2][0]) * iw4; |
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fZ = (mat->fMap[1][0] - mat->fMap[0][1]) * iw4; |
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return; |
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} |
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fW = 0; |
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hsScalar xSq = -0.5f*(mat->fMap[1][1] + mat->fMap[2][2]); |
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if (xSq > EPSILON) |
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{ |
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fX = hsSquareRoot(xSq); |
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hsScalar ix2 = 1.0f/(2.0f*fX); |
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fY = mat->fMap[1][0] * ix2; |
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fZ = mat->fMap[2][0] * ix2; |
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return; |
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} |
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fX = 0; |
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hsScalar ySq = 0.5f * (1 - mat->fMap[2][2]); |
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if (ySq > EPSILON) |
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{ |
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fY = hsSquareRoot(ySq); |
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fZ = mat->fMap[2][1] / (2.0f*fY); |
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return; |
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} |
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fY = 0; |
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fZ = 1; |
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} |
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// 9/15/03 - Colin |
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// Changed to not use hsFastMath::InvSqrt, due to errors occuring at some |
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// specific angles that caused Havok to blow up. |
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hsQuat hsQuat::QuatFromMatrix44(const hsMatrix44& mat) |
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{ |
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/* This algorithm avoids near-zero divides by looking for a large component |
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* - first w, then x, y, or z. When the trace is greater than zero, |
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* |w| is greater than 1/2, which is as small as a largest component can be. |
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* Otherwise, the largest diagonal entry corresponds to the largest of |x|, |
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* |y|, or |z|, one of which must be larger than |w|, and at least 1/2. */ |
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hsQuat qu; |
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float tr, s; |
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const int X = 0; |
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const int Y = 1; |
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const int Z = 2; |
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const int W = 3; |
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tr = mat.fMap[X][X] + mat.fMap[Y][Y]+ mat.fMap[Z][Z]; |
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if (tr >= 0.0) { |
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s = float(sqrt(tr + 1.f)); |
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qu.fW = 0.5f * s; |
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s = 0.5f / s; |
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qu.fX = (mat.fMap[Z][Y] - mat.fMap[Y][Z]) * s; |
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qu.fY = (mat.fMap[X][Z] - mat.fMap[Z][X]) * s; |
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qu.fZ = (mat.fMap[Y][X] - mat.fMap[X][Y]) * s; |
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} else { |
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int h = X; |
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if (mat.fMap[Y][Y] > mat.fMap[X][X]) |
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h = Y; |
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if (mat.fMap[Z][Z] > mat.fMap[h][h]) |
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h = Z; |
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switch (h) { |
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#define caseMacro(i,j,k,I,J,K) \ |
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case I:\ |
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s = float(sqrt( (mat.fMap[I][I] - (mat.fMap[J][J]+mat.fMap[K][K])) + 1.f )); \ |
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qu.i = 0.5f * s; \ |
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s = 0.5f / s; \ |
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qu.j = (mat.fMap[I][J] + mat.fMap[J][I]) * s; \ |
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qu.k = (mat.fMap[K][I] + mat.fMap[I][K]) * s; \ |
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qu.fW = (mat.fMap[K][J] - mat.fMap[J][K]) * s; \ |
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break |
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caseMacro(fX,fY,fZ,X,Y,Z); |
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caseMacro(fY,fZ,fX,Y,Z,X); |
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caseMacro(fZ,fX,fY,Z,X,Y); |
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} |
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} |
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return (qu); |
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} |
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hsQuat& hsQuat::SetFromMatrix44(const hsMatrix44& mat) |
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{ |
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return (*this = QuatFromMatrix44(mat)); |
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} |