| [4578] | 1 | /* | 
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| [2043] | 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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| [4578] | 12 | main-programmer: Christian Meyer | 
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| [2551] | 13 | co-programmer: Patrick Boenzli : Vector::scale() | 
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|  | 14 | Vector::abs() | 
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| [4578] | 15 |  | 
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| [2190] | 16 | Quaternion code borrowed from an Gamasutra article by Nick Bobick and Ken Shoemake | 
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| [5420] | 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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| [2043] | 19 | */ | 
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|  | 20 |  | 
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| [3590] | 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH | 
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| [2043] | 22 |  | 
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| [6616] | 23 | #include "quaternion.h" | 
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| [5662] | 24 | #ifdef DEBUG | 
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| [5672] | 25 | #include "debug.h" | 
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| [5662] | 26 | #else | 
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| [5672] | 27 | #include <stdio.h> | 
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|  | 28 | #define PRINT(x) printf | 
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| [5662] | 29 | #endif | 
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| [2043] | 30 |  | 
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|  | 31 | using namespace std; | 
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|  | 32 |  | 
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| [4477] | 33 | ///////////////// | 
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|  | 34 | /* QUATERNIONS */ | 
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|  | 35 | ///////////////// | 
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| [3541] | 36 | /** | 
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| [7348] | 37 | * @brief calculates a lookAt rotation | 
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| [4836] | 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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| [5004] | 40 | * | 
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| [7348] | 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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| [5005] | 48 | * @TODO !!! OPTIMIZE THIS !!! | 
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| [5420] | 49 | */ | 
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| [2190] | 50 | Quaternion::Quaternion (const Vector& dir, const Vector& up) | 
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| [2551] | 51 | { | 
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| [5004] | 52 | Vector z = dir.getNormalized(); | 
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|  | 53 | Vector x = up.cross(z).getNormalized(); | 
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| [2190] | 54 | Vector y = z.cross(x); | 
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| [4578] | 55 |  | 
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| [2190] | 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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| [4578] | 73 |  | 
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| [2190] | 74 | *this = Quaternion (m); | 
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|  | 75 | } | 
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|  | 76 |  | 
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|  | 77 | /** | 
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| [7348] | 78 | * @brief calculates a rotation from euler angles | 
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| [4836] | 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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| [5420] | 82 | */ | 
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| [2190] | 83 | Quaternion::Quaternion (float roll, float pitch, float yaw) | 
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|  | 84 | { | 
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| [4477] | 85 | float cr, cp, cy, sr, sp, sy, cpcy, spsy; | 
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| [4578] | 86 |  | 
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| [4477] | 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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| [4578] | 91 |  | 
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| [4477] | 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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| [4578] | 95 |  | 
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| [4477] | 96 | cpcy = cp * cy; | 
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|  | 97 | spsy = sp * sy; | 
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| [4578] | 98 |  | 
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| [4477] | 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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| [2190] | 103 | } | 
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|  | 104 |  | 
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|  | 105 | /** | 
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| [7348] | 106 | * @brief convert the Quaternion to a 4x4 rotational glMatrix | 
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| [4836] | 107 | * @param m: a buffer to store the Matrix in | 
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| [5420] | 108 | */ | 
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| [2190] | 109 | void Quaternion::matrix (float m[4][4]) const | 
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|  | 110 | { | 
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| [4578] | 111 | float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2; | 
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|  | 112 |  | 
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| [2551] | 113 | // calculate coefficients | 
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|  | 114 | x2 = v.x + v.x; | 
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| [4578] | 115 | y2 = v.y + v.y; | 
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| [2551] | 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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| [4578] | 120 |  | 
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| [2551] | 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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| [4578] | 123 |  | 
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| [2551] | 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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| [4578] | 126 |  | 
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| [2551] | 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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| [4578] | 129 |  | 
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| [2551] | 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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| [2190] | 132 | } | 
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|  | 133 |  | 
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| [7191] | 134 |  | 
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| [3449] | 135 | /** | 
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| [7348] | 136 | * @brief Slerps this QUaternion performs a smooth move. | 
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| [7191] | 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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| [7348] | 169 | scale0 * this->v.y + scale1 * tol[1], | 
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|  | 170 | scale0 * this->v.z + scale1 * tol[2]); | 
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| [7191] | 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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| [7348] | 176 | * @brief performs a smooth move. | 
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| [4836] | 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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| [5420] | 181 | */ | 
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| [4998] | 182 | Quaternion Quaternion::quatSlerp(const Quaternion& from, const Quaternion& to, float t) | 
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| [2551] | 183 | { | 
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|  | 184 | float tol[4]; | 
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|  | 185 | double omega, cosom, sinom, scale0, scale1; | 
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| [3971] | 186 | //  float DELTA = 0.2; | 
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| [2551] | 187 |  | 
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| [3966] | 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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| [2551] | 189 |  | 
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| [4578] | 190 | if( cosom < 0.0 ) | 
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| [7348] | 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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| [2551] | 198 | else | 
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| [7348] | 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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| [4578] | 205 |  | 
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| [3966] | 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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| [3971] | 210 | return Quaternion(Vector(scale0 * from.v.x + scale1 * tol[0], | 
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| [7348] | 211 | scale0 * from.v.y + scale1 * tol[1], | 
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|  | 212 | scale0 * from.v.z + scale1 * tol[2]), | 
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| [4578] | 213 | scale0 * from.w + scale1 * tol[3]); | 
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| [2551] | 214 | } | 
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|  | 215 |  | 
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| [7348] | 216 | /** | 
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|  | 217 | * @returns the heading | 
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|  | 218 | */ | 
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|  | 219 | float Quaternion::getHeading() const | 
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|  | 220 | { | 
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|  | 221 | float pole = this->v.x*this->v.y + this->v.z*this->w; | 
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|  | 222 | if (fabsf(pole) != 0.5) | 
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|  | 223 | return atan2(2.0* (v.y*w - v.x*v.z), 1 - 2.0*(v.y*v.y - v.z*v.z)); | 
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|  | 224 | else if (pole == .5) // North Pole | 
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|  | 225 | return 2.0 * atan2(v.x, w); | 
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|  | 226 | else // South Pole | 
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|  | 227 | return -2.0 * atan2(v.x, w); | 
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|  | 228 | } | 
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| [2551] | 229 |  | 
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| [2190] | 230 | /** | 
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| [7348] | 231 | * @returns the Attitude | 
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|  | 232 | */ | 
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|  | 233 | float Quaternion::getAttitude() const | 
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|  | 234 | { | 
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|  | 235 | return asin(2.0 * (v.x*v.y + v.z*w)); | 
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|  | 236 | } | 
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|  | 237 |  | 
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|  | 238 | /** | 
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|  | 239 | * @returns the Bank | 
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|  | 240 | */ | 
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|  | 241 | float Quaternion::getBank() const | 
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|  | 242 | { | 
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|  | 243 | if (fabsf(this->v.x*this->v.y + this->v.z*this->w) != 0.5) | 
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|  | 244 | return atan2(2.0*(v.x*w-v.y*v.z) , 1 - 2.0*(v.x*v.x - v.z*v.z)); | 
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|  | 245 | else | 
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|  | 246 | return 0.0f; | 
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|  | 247 | } | 
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|  | 248 |  | 
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|  | 249 |  | 
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|  | 250 | /** | 
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|  | 251 | * @brief convert a rotational 4x4 glMatrix into a Quaternion | 
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| [4836] | 252 | * @param m: a 4x4 matrix in glMatrix order | 
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| [5420] | 253 | */ | 
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| [2190] | 254 | Quaternion::Quaternion (float m[4][4]) | 
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|  | 255 | { | 
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| [4578] | 256 |  | 
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| [2551] | 257 | float  tr, s, q[4]; | 
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|  | 258 | int    i, j, k; | 
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|  | 259 |  | 
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|  | 260 | int nxt[3] = {1, 2, 0}; | 
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|  | 261 |  | 
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|  | 262 | tr = m[0][0] + m[1][1] + m[2][2]; | 
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|  | 263 |  | 
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| [7348] | 264 | // check the diagonal | 
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| [4578] | 265 | if (tr > 0.0) | 
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| [2551] | 266 | { | 
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|  | 267 | s = sqrt (tr + 1.0); | 
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|  | 268 | w = s / 2.0; | 
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|  | 269 | s = 0.5 / s; | 
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|  | 270 | v.x = (m[1][2] - m[2][1]) * s; | 
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|  | 271 | v.y = (m[2][0] - m[0][2]) * s; | 
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|  | 272 | v.z = (m[0][1] - m[1][0]) * s; | 
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| [7348] | 273 | } | 
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|  | 274 | else | 
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|  | 275 | { | 
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|  | 276 | // diagonal is negative | 
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|  | 277 | i = 0; | 
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|  | 278 | if (m[1][1] > m[0][0]) i = 1; | 
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| [2551] | 279 | if (m[2][2] > m[i][i]) i = 2; | 
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|  | 280 | j = nxt[i]; | 
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|  | 281 | k = nxt[j]; | 
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|  | 282 |  | 
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|  | 283 | s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0); | 
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| [4578] | 284 |  | 
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| [2551] | 285 | q[i] = s * 0.5; | 
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| [4578] | 286 |  | 
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| [2551] | 287 | if (s != 0.0) s = 0.5 / s; | 
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| [4578] | 288 |  | 
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| [7348] | 289 | q[3] = (m[j][k] - m[k][j]) * s; | 
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| [2551] | 290 | q[j] = (m[i][j] + m[j][i]) * s; | 
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|  | 291 | q[k] = (m[i][k] + m[k][i]) * s; | 
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|  | 292 |  | 
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| [7348] | 293 | v.x = q[0]; | 
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|  | 294 | v.y = q[1]; | 
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|  | 295 | v.z = q[2]; | 
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|  | 296 | w = q[3]; | 
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| [2190] | 297 | } | 
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|  | 298 | } | 
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|  | 299 |  | 
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|  | 300 | /** | 
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| [7348] | 301 | * @brief outputs some nice formated debug information about this quaternion | 
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| [3541] | 302 | */ | 
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| [7003] | 303 | void Quaternion::debug() const | 
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| [3541] | 304 | { | 
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|  | 305 | PRINT(0)("real a=%f; imag: x=%f y=%f z=%f\n", w, v.x, v.y, v.z); | 
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|  | 306 | } | 
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|  | 307 |  | 
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| [7348] | 308 | /** | 
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|  | 309 | * @brief another better Quaternion Debug Function. | 
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|  | 310 | */ | 
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| [7003] | 311 | void Quaternion::debug2() const | 
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| [5000] | 312 | { | 
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|  | 313 | Vector axis = this->getSpacialAxis(); | 
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|  | 314 | PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z ); | 
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|  | 315 | } | 
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