axmol/cocos/math/Quaternion.cpp

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2014-04-02 10:33:07 +08:00
#include "Base.h"
#include "Quaternion.h"
namespace gameplay
{
Quaternion::Quaternion()
: x(0.0f), y(0.0f), z(0.0f), w(1.0f)
{
}
Quaternion::Quaternion(float x, float y, float z, float w)
: x(x), y(y), z(z), w(w)
{
}
Quaternion::Quaternion(float* array)
{
set(array);
}
Quaternion::Quaternion(const Matrix& m)
{
set(m);
}
Quaternion::Quaternion(const Vector3& axis, float angle)
{
set(axis, angle);
}
Quaternion::Quaternion(const Quaternion& copy)
{
set(copy);
}
Quaternion::~Quaternion()
{
}
const Quaternion& Quaternion::identity()
{
static Quaternion value(0.0f, 0.0f, 0.0f, 1.0f);
return value;
}
const Quaternion& Quaternion::zero()
{
static Quaternion value(0.0f, 0.0f, 0.0f, 0.0f);
return value;
}
bool Quaternion::isIdentity() const
{
return x == 0.0f && y == 0.0f && z == 0.0f && w == 1.0f;
}
bool Quaternion::isZero() const
{
return x == 0.0f && y == 0.0f && z == 0.0f && w == 0.0f;
}
void Quaternion::createFromRotationMatrix(const Matrix& m, Quaternion* dst)
{
m.getRotation(dst);
}
void Quaternion::createFromAxisAngle(const Vector3& axis, float angle, Quaternion* dst)
{
GP_ASSERT(dst);
float halfAngle = angle * 0.5f;
float sinHalfAngle = sinf(halfAngle);
Vector3 normal(axis);
normal.normalize();
dst->x = normal.x * sinHalfAngle;
dst->y = normal.y * sinHalfAngle;
dst->z = normal.z * sinHalfAngle;
dst->w = cosf(halfAngle);
}
void Quaternion::conjugate()
{
conjugate(this);
}
void Quaternion::conjugate(Quaternion* dst) const
{
GP_ASSERT(dst);
dst->x = -x;
dst->y = -y;
dst->z = -z;
dst->w = w;
}
bool Quaternion::inverse()
{
return inverse(this);
}
bool Quaternion::inverse(Quaternion* dst) const
{
GP_ASSERT(dst);
float n = x * x + y * y + z * z + w * w;
if (n == 1.0f)
{
dst->x = -x;
dst->y = -y;
dst->z = -z;
dst->w = w;
return true;
}
// Too close to zero.
if (n < 0.000001f)
return false;
n = 1.0f / n;
dst->x = -x * n;
dst->y = -y * n;
dst->z = -z * n;
dst->w = w * n;
return true;
}
void Quaternion::multiply(const Quaternion& q)
{
multiply(*this, q, this);
}
void Quaternion::multiply(const Quaternion& q1, const Quaternion& q2, Quaternion* dst)
{
GP_ASSERT(dst);
float x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
float y = q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x;
float z = q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w;
float w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
dst->x = x;
dst->y = y;
dst->z = z;
dst->w = w;
}
void Quaternion::normalize()
{
normalize(this);
}
void Quaternion::normalize(Quaternion* dst) const
{
GP_ASSERT(dst);
if (this != dst)
{
dst->x = x;
dst->y = y;
dst->z = z;
dst->w = w;
}
float n = x * x + y * y + z * z + w * w;
// Already normalized.
if (n == 1.0f)
return;
n = sqrt(n);
// Too close to zero.
if (n < 0.000001f)
return;
n = 1.0f / n;
dst->x *= n;
dst->y *= n;
dst->z *= n;
dst->w *= n;
}
void Quaternion::set(float x, float y, float z, float w)
{
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
void Quaternion::set(float* array)
{
GP_ASSERT(array);
x = array[0];
y = array[1];
z = array[2];
w = array[3];
}
void Quaternion::set(const Matrix& m)
{
Quaternion::createFromRotationMatrix(m, this);
}
void Quaternion::set(const Vector3& axis, float angle)
{
Quaternion::createFromAxisAngle(axis, angle, this);
}
void Quaternion::set(const Quaternion& q)
{
this->x = q.x;
this->y = q.y;
this->z = q.z;
this->w = q.w;
}
void Quaternion::setIdentity()
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 1.0f;
}
float Quaternion::toAxisAngle(Vector3* axis) const
{
GP_ASSERT(axis);
Quaternion q(x, y, z, w);
q.normalize();
axis->x = q.x;
axis->y = q.y;
axis->z = q.z;
axis->normalize();
return (2.0f * acos(q.w));
}
void Quaternion::lerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst)
{
GP_ASSERT(dst);
GP_ASSERT(!(t < 0.0f || t > 1.0f));
if (t == 0.0f)
{
memcpy(dst, &q1, sizeof(float) * 4);
return;
}
else if (t == 1.0f)
{
memcpy(dst, &q2, sizeof(float) * 4);
return;
}
float t1 = 1.0f - t;
dst->x = t1 * q1.x + t * q2.x;
dst->y = t1 * q1.y + t * q2.y;
dst->z = t1 * q1.z + t * q2.z;
dst->w = t1 * q1.w + t * q2.w;
}
void Quaternion::slerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst)
{
GP_ASSERT(dst);
slerp(q1.x, q1.y, q1.z, q1.w, q2.x, q2.y, q2.z, q2.w, t, &dst->x, &dst->y, &dst->z, &dst->w);
}
void Quaternion::squad(const Quaternion& q1, const Quaternion& q2, const Quaternion& s1, const Quaternion& s2, float t, Quaternion* dst)
{
GP_ASSERT(!(t < 0.0f || t > 1.0f));
Quaternion dstQ(0.0f, 0.0f, 0.0f, 1.0f);
Quaternion dstS(0.0f, 0.0f, 0.0f, 1.0f);
slerpForSquad(q1, q2, t, &dstQ);
slerpForSquad(s1, s2, t, &dstS);
slerpForSquad(dstQ, dstS, 2.0f * t * (1.0f - t), dst);
}
void Quaternion::slerp(float q1x, float q1y, float q1z, float q1w, float q2x, float q2y, float q2z, float q2w, float t, float* dstx, float* dsty, float* dstz, float* dstw)
{
// Fast slerp implementation by kwhatmough:
// It contains no division operations, no trig, no inverse trig
// and no sqrt. Not only does this code tolerate small constraint
// errors in the input quaternions, it actually corrects for them.
GP_ASSERT(dstx && dsty && dstz && dstw);
GP_ASSERT(!(t < 0.0f || t > 1.0f));
if (t == 0.0f)
{
*dstx = q1x;
*dsty = q1y;
*dstz = q1z;
*dstw = q1w;
return;
}
else if (t == 1.0f)
{
*dstx = q2x;
*dsty = q2y;
*dstz = q2z;
*dstw = q2w;
return;
}
if (q1x == q2x && q1y == q2y && q1z == q2z && q1w == q2w)
{
*dstx = q1x;
*dsty = q1y;
*dstz = q1z;
*dstw = q1w;
return;
}
float halfY, alpha, beta;
float u, f1, f2a, f2b;
float ratio1, ratio2;
float halfSecHalfTheta, versHalfTheta;
float sqNotU, sqU;
float cosTheta = q1w * q2w + q1x * q2x + q1y * q2y + q1z * q2z;
// As usual in all slerp implementations, we fold theta.
alpha = cosTheta >= 0 ? 1.0f : -1.0f;
halfY = 1.0f + alpha * cosTheta;
// Here we bisect the interval, so we need to fold t as well.
f2b = t - 0.5f;
u = f2b >= 0 ? f2b : -f2b;
f2a = u - f2b;
f2b += u;
u += u;
f1 = 1.0f - u;
// One iteration of Newton to get 1-cos(theta / 2) to good accuracy.
halfSecHalfTheta = 1.09f - (0.476537f - 0.0903321f * halfY) * halfY;
halfSecHalfTheta *= 1.5f - halfY * halfSecHalfTheta * halfSecHalfTheta;
versHalfTheta = 1.0f - halfY * halfSecHalfTheta;
// Evaluate series expansions of the coefficients.
sqNotU = f1 * f1;
ratio2 = 0.0000440917108f * versHalfTheta;
ratio1 = -0.00158730159f + (sqNotU - 16.0f) * ratio2;
ratio1 = 0.0333333333f + ratio1 * (sqNotU - 9.0f) * versHalfTheta;
ratio1 = -0.333333333f + ratio1 * (sqNotU - 4.0f) * versHalfTheta;
ratio1 = 1.0f + ratio1 * (sqNotU - 1.0f) * versHalfTheta;
sqU = u * u;
ratio2 = -0.00158730159f + (sqU - 16.0f) * ratio2;
ratio2 = 0.0333333333f + ratio2 * (sqU - 9.0f) * versHalfTheta;
ratio2 = -0.333333333f + ratio2 * (sqU - 4.0f) * versHalfTheta;
ratio2 = 1.0f + ratio2 * (sqU - 1.0f) * versHalfTheta;
// Perform the bisection and resolve the folding done earlier.
f1 *= ratio1 * halfSecHalfTheta;
f2a *= ratio2;
f2b *= ratio2;
alpha *= f1 + f2a;
beta = f1 + f2b;
// Apply final coefficients to a and b as usual.
float w = alpha * q1w + beta * q2w;
float x = alpha * q1x + beta * q2x;
float y = alpha * q1y + beta * q2y;
float z = alpha * q1z + beta * q2z;
// This final adjustment to the quaternion's length corrects for
// any small constraint error in the inputs q1 and q2 But as you
// can see, it comes at the cost of 9 additional multiplication
// operations. If this error-correcting feature is not required,
// the following code may be removed.
f1 = 1.5f - 0.5f * (w * w + x * x + y * y + z * z);
*dstw = w * f1;
*dstx = x * f1;
*dsty = y * f1;
*dstz = z * f1;
}
void Quaternion::slerpForSquad(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst)
{
GP_ASSERT(dst);
// cos(omega) = q1 * q2;
// slerp(q1, q2, t) = (q1*sin((1-t)*omega) + q2*sin(t*omega))/sin(omega);
// q1 = +- q2, slerp(q1,q2,t) = q1.
// This is a straight-forward implementation of the formula of slerp. It does not do any sign switching.
float c = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
if (fabs(c) >= 1.0f)
{
dst->x = q1.x;
dst->y = q1.y;
dst->z = q1.z;
dst->w = q1.w;
return;
}
float omega = acos(c);
float s = sqrt(1.0f - c * c);
if (fabs(s) <= 0.00001f)
{
dst->x = q1.x;
dst->y = q1.y;
dst->z = q1.z;
dst->w = q1.w;
return;
}
float r1 = sin((1 - t) * omega) / s;
float r2 = sin(t * omega) / s;
dst->x = (q1.x * r1 + q2.x * r2);
dst->y = (q1.y * r1 + q2.y * r2);
dst->z = (q1.z * r1 + q2.z * r2);
dst->w = (q1.w * r1 + q2.w * r2);
}
}