| 1 | /* | 
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| 2 | orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 | Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 | This program is free software; you can redistribute it and/or modify | 
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| 7 | it under the terms of the GNU General Public License as published by | 
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| 8 | the Free Software Foundation; either version 2, or (at your option) | 
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| 9 | any later version. | 
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| 10 |  | 
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| 11 | ### File Specific: | 
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| 12 | main-programmer: Christian Meyer | 
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| 13 | co-programmer: Patrick Boenzli : Vector::scale() | 
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| 14 | Vector::abs() | 
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| 15 |  | 
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| 16 | Quaternion code borrowed from an Gamasutra article by Nick Bobick and Ken Shoemake | 
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| 17 |  | 
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| 18 | 2005-06-02: Benjamin Grauer: speed up, and new Functionality to Vector (mostly inline now) | 
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| 19 | */ | 
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| 20 |  | 
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| 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH | 
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| 22 |  | 
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| 23 | #include "quaternion.h" | 
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| 24 | #ifdef DEBUG | 
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| 25 | #include "debug.h" | 
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| 26 | #else | 
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| 27 | #include <stdio.h> | 
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| 28 | #define PRINT(x) printf | 
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| 29 | #endif | 
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| 30 |  | 
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| 31 | using namespace std; | 
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| 32 |  | 
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| 33 | ///////////////// | 
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| 34 | /* QUATERNIONS */ | 
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| 35 | ///////////////// | 
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| 36 | /** | 
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| 37 | *  calculates a lookAt rotation | 
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| 38 | * @param dir: the direction you want to look | 
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| 39 | * @param up: specify what direction up should be | 
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| 40 |  | 
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| 41 | Mathematically this determines the rotation a (0,0,1)-Vector has to undergo to point | 
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| 42 | the same way as dir. If you want to use this with cameras, you'll have to reverse the | 
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| 43 | dir Vector (Vector(0,0,0) - your viewing direction) or you'll point the wrong way. You | 
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| 44 | can use this for meshes as well (then you do not have to reverse the vector), but keep | 
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| 45 | in mind that if you do that, the model's front has to point in +z direction, and left | 
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| 46 | and right should be -x or +x respectively or the mesh wont rotate correctly. | 
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| 47 | * | 
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| 48 | * @TODO !!! OPTIMIZE THIS !!! | 
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| 49 | */ | 
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| 50 | Quaternion::Quaternion (const Vector& dir, const Vector& up) | 
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| 51 | { | 
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| 52 | Vector z = dir.getNormalized(); | 
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| 53 | Vector x = up.cross(z).getNormalized(); | 
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| 54 | Vector y = z.cross(x); | 
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| 55 |  | 
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| 56 | float m[4][4]; | 
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| 57 | m[0][0] = x.x; | 
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| 58 | m[0][1] = x.y; | 
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| 59 | m[0][2] = x.z; | 
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| 60 | m[0][3] = 0; | 
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| 61 | m[1][0] = y.x; | 
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| 62 | m[1][1] = y.y; | 
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| 63 | m[1][2] = y.z; | 
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| 64 | m[1][3] = 0; | 
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| 65 | m[2][0] = z.x; | 
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| 66 | m[2][1] = z.y; | 
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| 67 | m[2][2] = z.z; | 
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| 68 | m[2][3] = 0; | 
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| 69 | m[3][0] = 0; | 
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| 70 | m[3][1] = 0; | 
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| 71 | m[3][2] = 0; | 
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| 72 | m[3][3] = 1; | 
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| 73 |  | 
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| 74 | *this = Quaternion (m); | 
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| 75 | } | 
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| 76 |  | 
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| 77 | /** | 
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| 78 | *  calculates a rotation from euler angles | 
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| 79 | * @param roll: the roll in radians | 
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| 80 | * @param pitch: the pitch in radians | 
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| 81 | * @param yaw: the yaw in radians | 
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| 82 | */ | 
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| 83 | Quaternion::Quaternion (float roll, float pitch, float yaw) | 
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| 84 | { | 
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| 85 | float cr, cp, cy, sr, sp, sy, cpcy, spsy; | 
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| 86 |  | 
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| 87 | // calculate trig identities | 
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| 88 | cr = cos(roll/2); | 
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| 89 | cp = cos(pitch/2); | 
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| 90 | cy = cos(yaw/2); | 
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| 91 |  | 
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| 92 | sr = sin(roll/2); | 
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| 93 | sp = sin(pitch/2); | 
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| 94 | sy = sin(yaw/2); | 
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| 95 |  | 
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| 96 | cpcy = cp * cy; | 
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| 97 | spsy = sp * sy; | 
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| 98 |  | 
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| 99 | w = cr * cpcy + sr * spsy; | 
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| 100 | v.x = sr * cpcy - cr * spsy; | 
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| 101 | v.y = cr * sp * cy + sr * cp * sy; | 
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| 102 | v.z = cr * cp * sy - sr * sp * cy; | 
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| 103 | } | 
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| 104 |  | 
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| 105 | /** | 
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| 106 | *  convert the Quaternion to a 4x4 rotational glMatrix | 
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| 107 | * @param m: a buffer to store the Matrix in | 
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| 108 | */ | 
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| 109 | void Quaternion::matrix (float m[4][4]) const | 
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| 110 | { | 
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| 111 | float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2; | 
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| 112 |  | 
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| 113 | // calculate coefficients | 
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| 114 | x2 = v.x + v.x; | 
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| 115 | y2 = v.y + v.y; | 
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| 116 | z2 = v.z + v.z; | 
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| 117 | xx = v.x * x2; xy = v.x * y2; xz = v.x * z2; | 
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| 118 | yy = v.y * y2; yz = v.y * z2; zz = v.z * z2; | 
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| 119 | wx = w * x2; wy = w * y2; wz = w * z2; | 
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| 120 |  | 
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| 121 | m[0][0] = 1.0 - (yy + zz); m[1][0] = xy - wz; | 
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| 122 | m[2][0] = xz + wy; m[3][0] = 0.0; | 
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| 123 |  | 
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| 124 | m[0][1] = xy + wz; m[1][1] = 1.0 - (xx + zz); | 
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| 125 | m[2][1] = yz - wx; m[3][1] = 0.0; | 
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| 126 |  | 
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| 127 | m[0][2] = xz - wy; m[1][2] = yz + wx; | 
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| 128 | m[2][2] = 1.0 - (xx + yy); m[3][2] = 0.0; | 
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| 129 |  | 
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| 130 | m[0][3] = 0; m[1][3] = 0; | 
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| 131 | m[2][3] = 0; m[3][3] = 1; | 
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| 132 | } | 
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| 133 |  | 
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| 134 |  | 
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| 135 | /** | 
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| 136 | * Slerps this QUaternion performs a smooth move. | 
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| 137 | * @param toQuat to this Quaternion | 
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| 138 | * @param t \% inth the the direction[0..1] | 
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| 139 | */ | 
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| 140 | void Quaternion::slerpTo(const Quaternion& toQuat, float t) | 
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| 141 | { | 
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| 142 | float tol[4]; | 
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| 143 | double omega, cosom, sinom, scale0, scale1; | 
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| 144 | //  float DELTA = 0.2; | 
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| 145 |  | 
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| 146 | cosom = this->v.x * toQuat.v.x + this->v.y * toQuat.v.y + this->v.z * toQuat.v.z + this->w * toQuat.w; | 
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| 147 |  | 
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| 148 | if( cosom < 0.0 ) | 
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| 149 | { | 
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| 150 | cosom = -cosom; | 
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| 151 | tol[0] = -toQuat.v.x; | 
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| 152 | tol[1] = -toQuat.v.y; | 
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| 153 | tol[2] = -toQuat.v.z; | 
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| 154 | tol[3] = -toQuat.w; | 
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| 155 | } | 
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| 156 | else | 
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| 157 | { | 
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| 158 | tol[0] = toQuat.v.x; | 
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| 159 | tol[1] = toQuat.v.y; | 
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| 160 | tol[2] = toQuat.v.z; | 
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| 161 | tol[3] = toQuat.w; | 
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| 162 | } | 
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| 163 |  | 
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| 164 | omega = acos(cosom); | 
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| 165 | sinom = sin(omega); | 
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| 166 | scale0 = sin((1.0 - t) * omega) / sinom; | 
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| 167 | scale1 = sin(t * omega) / sinom; | 
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| 168 | this->v = Vector(scale0 * this->v.x + scale1 * tol[0], | 
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| 169 | scale0 * this->v.y + scale1 * tol[1], | 
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| 170 | scale0 * this->v.z + scale1 * tol[2]); | 
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| 171 | this->w = scale0 * this->w + scale1 * tol[3]; | 
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| 172 | } | 
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| 173 |  | 
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| 174 |  | 
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| 175 | /** | 
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| 176 | *  performs a smooth move. | 
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| 177 | * @param from  where | 
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| 178 | * @param to where | 
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| 179 | * @param t the time this transformation should take value [0..1] | 
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| 180 | * @returns the Result of the smooth move | 
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| 181 | */ | 
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| 182 | Quaternion Quaternion::quatSlerp(const Quaternion& from, const Quaternion& to, float t) | 
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| 183 | { | 
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| 184 | float tol[4]; | 
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| 185 | double omega, cosom, sinom, scale0, scale1; | 
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| 186 | //  float DELTA = 0.2; | 
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| 187 |  | 
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| 188 | cosom = from.v.x * to.v.x + from.v.y * to.v.y + from.v.z * to.v.z + from.w * to.w; | 
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| 189 |  | 
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| 190 | if( cosom < 0.0 ) | 
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| 191 | { | 
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| 192 | cosom = -cosom; | 
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| 193 | tol[0] = -to.v.x; | 
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| 194 | tol[1] = -to.v.y; | 
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| 195 | tol[2] = -to.v.z; | 
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| 196 | tol[3] = -to.w; | 
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| 197 | } | 
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| 198 | else | 
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| 199 | { | 
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| 200 | tol[0] = to.v.x; | 
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| 201 | tol[1] = to.v.y; | 
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| 202 | tol[2] = to.v.z; | 
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| 203 | tol[3] = to.w; | 
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| 204 | } | 
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| 205 |  | 
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| 206 | omega = acos(cosom); | 
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| 207 | sinom = sin(omega); | 
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| 208 | scale0 = sin((1.0 - t) * omega) / sinom; | 
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| 209 | scale1 = sin(t * omega) / sinom; | 
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| 210 | return Quaternion(Vector(scale0 * from.v.x + scale1 * tol[0], | 
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| 211 | scale0 * from.v.y + scale1 * tol[1], | 
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| 212 | scale0 * from.v.z + scale1 * tol[2]), | 
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| 213 | scale0 * from.w + scale1 * tol[3]); | 
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| 214 | } | 
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| 215 |  | 
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| 216 |  | 
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| 217 | /** | 
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| 218 | *  convert a rotational 4x4 glMatrix into a Quaternion | 
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| 219 | * @param m: a 4x4 matrix in glMatrix order | 
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| 220 | */ | 
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| 221 | Quaternion::Quaternion (float m[4][4]) | 
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| 222 | { | 
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| 223 |  | 
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| 224 | float  tr, s, q[4]; | 
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| 225 | int    i, j, k; | 
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| 226 |  | 
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| 227 | int nxt[3] = {1, 2, 0}; | 
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| 228 |  | 
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| 229 | tr = m[0][0] + m[1][1] + m[2][2]; | 
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| 230 |  | 
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| 231 | // check the diagonal | 
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| 232 | if (tr > 0.0) | 
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| 233 | { | 
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| 234 | s = sqrt (tr + 1.0); | 
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| 235 | w = s / 2.0; | 
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| 236 | s = 0.5 / s; | 
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| 237 | v.x = (m[1][2] - m[2][1]) * s; | 
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| 238 | v.y = (m[2][0] - m[0][2]) * s; | 
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| 239 | v.z = (m[0][1] - m[1][0]) * s; | 
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| 240 | } | 
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| 241 | else | 
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| 242 | { | 
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| 243 | // diagonal is negative | 
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| 244 | i = 0; | 
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| 245 | if (m[1][1] > m[0][0]) i = 1; | 
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| 246 | if (m[2][2] > m[i][i]) i = 2; | 
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| 247 | j = nxt[i]; | 
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| 248 | k = nxt[j]; | 
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| 249 |  | 
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| 250 | s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0); | 
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| 251 |  | 
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| 252 | q[i] = s * 0.5; | 
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| 253 |  | 
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| 254 | if (s != 0.0) s = 0.5 / s; | 
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| 255 |  | 
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| 256 | q[3] = (m[j][k] - m[k][j]) * s; | 
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| 257 | q[j] = (m[i][j] + m[j][i]) * s; | 
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| 258 | q[k] = (m[i][k] + m[k][i]) * s; | 
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| 259 |  | 
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| 260 | v.x = q[0]; | 
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| 261 | v.y = q[1]; | 
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| 262 | v.z = q[2]; | 
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| 263 | w = q[3]; | 
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| 264 | } | 
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| 265 | } | 
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| 266 |  | 
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| 267 | /** | 
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| 268 | *  outputs some nice formated debug information about this quaternion | 
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| 269 | */ | 
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| 270 | void Quaternion::debug() const | 
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| 271 | { | 
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| 272 | PRINT(0)("real a=%f; imag: x=%f y=%f z=%f\n", w, v.x, v.y, v.z); | 
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| 273 | } | 
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| 274 |  | 
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| 275 | void Quaternion::debug2() const | 
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| 276 | { | 
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| 277 | Vector axis = this->getSpacialAxis(); | 
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| 278 | PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z ); | 
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| 279 | } | 
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