285 lines
9.5 KiB
C
285 lines
9.5 KiB
C
/*
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Open Asset Import Library (ASSIMP)
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----------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file Quaternion structure, including operators when compiling in C++ */
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#ifndef AI_QUATERNION_H_INC
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#define AI_QUATERNION_H_INC
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#include <math.h>
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#include "aiTypes.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** Represents a quaternion in a 4D vector. */
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struct aiQuaternion
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{
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#ifdef __cplusplus
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aiQuaternion() : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
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aiQuaternion(float _w, float _x, float _y, float _z) : w(_w), x(_x), y(_y), z(_z) {}
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/** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
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aiQuaternion( const aiMatrix3x3& pRotMatrix);
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/** Construct from euler angles */
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aiQuaternion( float rotx, float roty, float rotz);
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/** Construct from an axis-angle pair */
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aiQuaternion( aiVector3D axis, float angle);
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/** Construct from a normalized quaternion stored in a vec3 */
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aiQuaternion( aiVector3D normalized);
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/** Returns a matrix representation of the quaternion */
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aiMatrix3x3 GetMatrix() const;
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bool operator== (const aiQuaternion& o) const
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{return x == o.x && y == o.y && z == o.z && w == o.w;}
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bool operator!= (const aiQuaternion& o) const
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{return !(*this == o);}
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/** Normalize the quaternion */
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aiQuaternion& Normalize();
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/** Multiply two quaternions */
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aiQuaternion operator* (const aiQuaternion& two) const;
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/** Performs a spherical interpolation between two quaternions and writes the result into the third.
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* @param pOut Target object to received the interpolated rotation.
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* @param pStart Start rotation of the interpolation at factor == 0.
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* @param pEnd End rotation, factor == 1.
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* @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
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*/
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static void Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor);
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#endif // __cplusplus
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//! w,x,y,z components of the quaternion
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float w, x, y, z;
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} ;
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#ifdef __cplusplus
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// ---------------------------------------------------------------------------
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// Constructs a quaternion from a rotation matrix
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inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
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{
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float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
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// large enough
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if( t > 0.001f)
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{
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float s = sqrt( t) * 2.0f;
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x = (pRotMatrix.b3 - pRotMatrix.c2) / s;
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y = (pRotMatrix.c1 - pRotMatrix.a3) / s;
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z = (pRotMatrix.a2 - pRotMatrix.b1) / s;
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w = 0.25f * s;
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} // else we have to check several cases
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else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
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{
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// Column 0:
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float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
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x = 0.25f * s;
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y = (pRotMatrix.a2 + pRotMatrix.b1) / s;
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z = (pRotMatrix.c1 + pRotMatrix.a3) / s;
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w = (pRotMatrix.b3 - pRotMatrix.c2) / s;
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}
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else if( pRotMatrix.b2 > pRotMatrix.c3)
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{
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// Column 1:
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float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
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x = (pRotMatrix.a2 + pRotMatrix.b1) / s;
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y = 0.25f * s;
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z = (pRotMatrix.b3 + pRotMatrix.c2) / s;
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w = (pRotMatrix.c1 - pRotMatrix.a3) / s;
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} else
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{
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// Column 2:
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float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
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x = (pRotMatrix.c1 + pRotMatrix.a3) / s;
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y = (pRotMatrix.b3 + pRotMatrix.c2) / s;
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z = 0.25f * s;
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w = (pRotMatrix.a2 - pRotMatrix.b1) / s;
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}
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}
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// ---------------------------------------------------------------------------
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// Construction from euler angles
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inline aiQuaternion::aiQuaternion( float fPitch, float fYaw, float fRoll )
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{
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const float fSinPitch(sin(fPitch*0.5F));
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const float fCosPitch(cos(fPitch*0.5F));
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const float fSinYaw(sin(fYaw*0.5F));
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const float fCosYaw(cos(fYaw*0.5F));
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const float fSinRoll(sin(fRoll*0.5F));
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const float fCosRoll(cos(fRoll*0.5F));
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const float fCosPitchCosYaw(fCosPitch*fCosYaw);
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const float fSinPitchSinYaw(fSinPitch*fSinYaw);
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x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
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y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
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z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
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w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
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}
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// ---------------------------------------------------------------------------
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// Returns a matrix representation of the quaternion
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inline aiMatrix3x3 aiQuaternion::GetMatrix() const
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{
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aiMatrix3x3 resMatrix;
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resMatrix.a1 = 1.0f - 2.0f * (y * y + z * z);
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resMatrix.a2 = 2.0f * (x * y + z * w);
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resMatrix.a3 = 2.0f * (x * z - y * w);
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resMatrix.b1 = 2.0f * (x * y - z * w);
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resMatrix.b2 = 1.0f - 2.0f * (x * x + z * z);
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resMatrix.b3 = 2.0f * (y * z + x * w);
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resMatrix.c1 = 2.0f * (x * z + y * w);
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resMatrix.c2 = 2.0f * (y * z - x * w);
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resMatrix.c3 = 1.0f - 2.0f * (x * x + y * y);
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return resMatrix;
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}
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// ---------------------------------------------------------------------------
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// Construction from an axis-angle pair
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inline aiQuaternion::aiQuaternion( aiVector3D axis, float angle)
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{
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axis.Normalize();
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const float sin_a = sin( angle / 2 );
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const float cos_a = cos( angle / 2 );
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x = axis.x * sin_a;
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y = axis.y * sin_a;
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z = axis.z * sin_a;
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w = cos_a;
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}
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// ---------------------------------------------------------------------------
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// Construction from am existing, normalized quaternion
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inline aiQuaternion::aiQuaternion( aiVector3D normalized)
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{
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x = normalized.x;
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y = normalized.y;
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z = normalized.z;
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float t = 1.0f - (normalized.x * normalized.x) -
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(normalized.y * normalized.y) - (normalized.z * normalized.z);
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if (t < 0.0f)
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w = 0.0f;
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else w = sqrt (t);
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}
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// ---------------------------------------------------------------------------
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// Performs a spherical interpolation between two quaternions
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// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
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// Congrats, gmtl!
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inline void aiQuaternion::Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor)
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{
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// calc cosine theta
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float cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
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// adjust signs (if necessary)
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aiQuaternion end = pEnd;
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if( cosom < 0.0f)
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{
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cosom = -cosom;
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end.x = -end.x; // Reverse all signs
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end.y = -end.y;
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end.z = -end.z;
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end.w = -end.w;
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}
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// Calculate coefficients
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float sclp, sclq;
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if( (1.0f - cosom) > 0.0001f) // 0.0001 -> some epsillon
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{
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// Standard case (slerp)
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float omega, sinom;
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omega = acos( cosom); // extract theta from dot product's cos theta
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sinom = sin( omega);
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sclp = sin( (1.0f - pFactor) * omega) / sinom;
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sclq = sin( pFactor * omega) / sinom;
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} else
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{
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// Very close, do linear interp (because it's faster)
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sclp = 1.0f - pFactor;
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sclq = pFactor;
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}
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pOut.x = sclp * pStart.x + sclq * end.x;
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pOut.y = sclp * pStart.y + sclq * end.y;
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pOut.z = sclp * pStart.z + sclq * end.z;
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pOut.w = sclp * pStart.w + sclq * end.w;
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}
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// ---------------------------------------------------------------------------
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inline aiQuaternion& aiQuaternion::Normalize()
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{
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// compute the magnitude and divide through it
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const float mag = x*x+y*y+z*z+w*w;
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if (mag)
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{
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x /= mag;
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y /= mag;
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z /= mag;
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w /= mag;
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}
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return *this;
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}
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// ---------------------------------------------------------------------------
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inline aiQuaternion aiQuaternion::operator* (const aiQuaternion& t) const
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{
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return aiQuaternion(w*t.w - x*t.x - y*t.y - z*t.z,
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w*t.x + x*t.w + y*t.z - z*t.y,
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w*t.y + y*t.w + z*t.x - x*t.z,
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w*t.z + z*t.w + x*t.y - y*t.x);
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}
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} // end extern "C"
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#endif // __cplusplus
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#endif // AI_QUATERNION_H_INC
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