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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file Quaternion structure, including operators when compiling in C++ */ #ifndef AI_QUATERNION_H_INC #define AI_QUATERNION_H_INC #include #include "aiTypes.h" #ifdef __cplusplus extern "C" { #endif // --------------------------------------------------------------------------- /** Represents a quaternion in a 4D vector. */ struct aiQuaternion { #ifdef __cplusplus aiQuaternion() : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {} aiQuaternion(float _w, float _x, float _y, float _z) : w(_w), x(_x), y(_y), z(_z) {} /** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */ aiQuaternion( const aiMatrix3x3& pRotMatrix); /** Construct from euler angles */ aiQuaternion( float rotx, float roty, float rotz); /** Construct from an axis angle pair */ aiQuaternion( aiVector3D axis, float angle); /** Construct from a normalized quaternion stored in a vec3 */ aiQuaternion( aiVector3D normalized); /** Returns a matrix representation of the quaternion */ aiMatrix3x3 GetMatrix() const; #endif // __cplusplus //! w,x,y,z components of the quaternion float w, x, y, z; } ; #ifdef __cplusplus // --------------------------------------------------------------------------- // Constructs a quaternion from a rotation matrix inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix) { float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3; // large enough if( t > 0.00001f) { float s = sqrt( t) * 2.0f; x = (pRotMatrix.b3 - pRotMatrix.c2) / s; y = (pRotMatrix.c1 - pRotMatrix.a3) / s; z = (pRotMatrix.a2 - pRotMatrix.b1) / s; w = 0.25f * s; } // else we have to check several cases else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 ) { // Column 0: float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f; x = -0.25f * s; y = (pRotMatrix.a2 + pRotMatrix.b1) / s; z = (pRotMatrix.c1 + pRotMatrix.a3) / s; w = (pRotMatrix.c2 - pRotMatrix.b3) / s; } else if( pRotMatrix.b2 > pRotMatrix.c3) { // Column 1: float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f; x = (pRotMatrix.a2 + pRotMatrix.b1) / s; y = -0.25f * s; z = (pRotMatrix.b3 + pRotMatrix.c2) / s; w = (pRotMatrix.a3 - pRotMatrix.c1) / s; } else { // Column 2: float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f; x = (pRotMatrix.c1 + pRotMatrix.a3) / s; y = (pRotMatrix.b3 + pRotMatrix.c2) / s; z = -0.25f * s; w = (pRotMatrix.b1 - pRotMatrix.a2) / s; } } // --------------------------------------------------------------------------- // Construction from euler angles inline aiQuaternion::aiQuaternion( float fPitch, float fYaw, float fRoll ) { const float fSinPitch(sin(fPitch*0.5F)); const float fCosPitch(cos(fPitch*0.5F)); const float fSinYaw(sin(fYaw*0.5F)); const float fCosYaw(cos(fYaw*0.5F)); const float fSinRoll(sin(fRoll*0.5F)); const float fCosRoll(cos(fRoll*0.5F)); const float fCosPitchCosYaw(fCosPitch*fCosYaw); const float fSinPitchSinYaw(fSinPitch*fSinYaw); x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw; y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw; z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw; w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw; } // --------------------------------------------------------------------------- // Returns a matrix representation of the quaternion inline aiMatrix3x3 aiQuaternion::GetMatrix() const { aiMatrix3x3 resMatrix; resMatrix.a1 = 1.0f - 2.0f * (y * y + z * z); resMatrix.a2 = 2.0f * (x * y + z * w); resMatrix.a3 = 2.0f * (x * z - y * w); resMatrix.b1 = 2.0f * (x * y - z * w); resMatrix.b2 = 1.0f - 2.0f * (x * x + z * z); resMatrix.b3 = 2.0f * (y * z + x * w); resMatrix.c1 = 2.0f * (x * z + y * w); resMatrix.c2 = 2.0f * (y * z - x * w); resMatrix.c3 = 1.0f - 2.0f * (x * x + y * y); return resMatrix; } // --------------------------------------------------------------------------- // Construction from an axis-angle pair inline aiQuaternion::aiQuaternion( aiVector3D axis, float angle) { axis.Normalize(); const float sin_a = sin( angle / 2 ); const float cos_a = cos( angle / 2 ); x = axis.x * sin_a; y = axis.y * sin_a; z = axis.z * sin_a; w = cos_a; } // --------------------------------------------------------------------------- // Construction from am existing, normalized quaternion inline aiQuaternion::aiQuaternion( aiVector3D normalized) { x = normalized.x; y = normalized.y; z = normalized.z; float t = 1.0f - (normalized.x * normalized.x) - (normalized.y * normalized.y) - (normalized.z * normalized.z); if (t < 0.0f) w = 0.0f; else w = sqrt (t); } } // end extern "C" #endif // __cplusplus #endif // AI_QUATERNION_H_INC