mirror of https://github.com/axmolengine/axmol.git
431 lines
10 KiB
C++
431 lines
10 KiB
C++
/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#include "math/Quaternion.h"
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#include <cmath>
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#include "base/ccMacros.h"
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NS_CC_MATH_BEGIN
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const Quaternion Quaternion::ZERO(0.0f, 0.0f, 0.0f, 0.0f);
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Quaternion::Quaternion()
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: x(0.0f), y(0.0f), z(0.0f), w(1.0f)
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{
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}
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Quaternion::Quaternion(float xx, float yy, float zz, float ww)
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: x(xx), y(yy), z(zz), w(ww)
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{
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}
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Quaternion::Quaternion(float* array)
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{
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set(array);
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}
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Quaternion::Quaternion(const Mat4& m)
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{
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set(m);
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}
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Quaternion::Quaternion(const Vec3& axis, float angle)
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{
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set(axis, angle);
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}
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const Quaternion& Quaternion::identity()
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{
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static Quaternion value(0.0f, 0.0f, 0.0f, 1.0f);
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return value;
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}
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const Quaternion& Quaternion::zero()
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{
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static Quaternion value(0.0f, 0.0f, 0.0f, 0.0f);
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return value;
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}
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bool Quaternion::isIdentity() const
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{
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return x == 0.0f && y == 0.0f && z == 0.0f && w == 1.0f;
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}
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bool Quaternion::isZero() const
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{
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return x == 0.0f && y == 0.0f && z == 0.0f && w == 0.0f;
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}
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void Quaternion::createFromRotationMatrix(const Mat4& m, Quaternion* dst)
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{
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m.getRotation(dst);
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}
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void Quaternion::createFromAxisAngle(const Vec3& axis, float angle, Quaternion* dst)
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{
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GP_ASSERT(dst);
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float halfAngle = angle * 0.5f;
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float sinHalfAngle = sinf(halfAngle);
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Vec3 normal(axis);
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normal.normalize();
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dst->x = normal.x * sinHalfAngle;
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dst->y = normal.y * sinHalfAngle;
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dst->z = normal.z * sinHalfAngle;
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dst->w = cosf(halfAngle);
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}
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void Quaternion::conjugate()
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{
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x = -x;
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y = -y;
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z = -z;
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//w = w;
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}
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Quaternion Quaternion::getConjugated() const
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{
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Quaternion q(*this);
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q.conjugate();
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return q;
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}
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bool Quaternion::inverse()
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{
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float n = x * x + y * y + z * z + w * w;
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if (n == 1.0f)
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{
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x = -x;
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y = -y;
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z = -z;
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//w = w;
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return true;
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}
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// Too close to zero.
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if (n < 0.000001f)
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return false;
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n = 1.0f / n;
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x = -x * n;
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y = -y * n;
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z = -z * n;
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w = w * n;
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return true;
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}
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Quaternion Quaternion::getInversed() const
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{
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Quaternion q(*this);
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q.inverse();
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return q;
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}
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void Quaternion::multiply(const Quaternion& q)
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{
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multiply(*this, q, this);
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}
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void Quaternion::multiply(const Quaternion& q1, const Quaternion& q2, Quaternion* dst)
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{
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GP_ASSERT(dst);
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float x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
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float y = q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x;
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float z = q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w;
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float w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
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dst->x = x;
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dst->y = y;
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dst->z = z;
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dst->w = w;
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}
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void Quaternion::normalize()
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{
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float n = x * x + y * y + z * z + w * w;
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// Already normalized.
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if (n == 1.0f)
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return;
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n = std::sqrt(n);
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// Too close to zero.
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if (n < 0.000001f)
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return;
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n = 1.0f / n;
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x *= n;
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y *= n;
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z *= n;
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w *= n;
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}
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Quaternion Quaternion::getNormalized() const
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{
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Quaternion q(*this);
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q.normalize();
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return q;
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}
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void Quaternion::set(float xx, float yy, float zz, float ww)
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{
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this->x = xx;
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this->y = yy;
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this->z = zz;
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this->w = ww;
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}
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void Quaternion::set(float* array)
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{
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GP_ASSERT(array);
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x = array[0];
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y = array[1];
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z = array[2];
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w = array[3];
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}
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void Quaternion::set(const Mat4& m)
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{
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Quaternion::createFromRotationMatrix(m, this);
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}
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void Quaternion::set(const Vec3& axis, float angle)
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{
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Quaternion::createFromAxisAngle(axis, angle, this);
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}
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void Quaternion::set(const Quaternion& q)
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{
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this->x = q.x;
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this->y = q.y;
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this->z = q.z;
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this->w = q.w;
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}
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void Quaternion::setIdentity()
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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w = 1.0f;
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}
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float Quaternion::toAxisAngle(Vec3* axis) const
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{
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GP_ASSERT(axis);
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Quaternion q(x, y, z, w);
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q.normalize();
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axis->x = q.x;
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axis->y = q.y;
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axis->z = q.z;
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axis->normalize();
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return (2.0f * std::acos(q.w));
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}
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void Quaternion::lerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst)
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{
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GP_ASSERT(dst);
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GP_ASSERT(!(t < 0.0f || t > 1.0f));
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if (t == 0.0f)
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{
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memcpy(dst, &q1, sizeof(float) * 4);
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return;
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}
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else if (t == 1.0f)
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{
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memcpy(dst, &q2, sizeof(float) * 4);
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return;
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}
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float t1 = 1.0f - t;
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dst->x = t1 * q1.x + t * q2.x;
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dst->y = t1 * q1.y + t * q2.y;
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dst->z = t1 * q1.z + t * q2.z;
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dst->w = t1 * q1.w + t * q2.w;
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}
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void Quaternion::slerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst)
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{
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GP_ASSERT(dst);
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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);
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}
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void Quaternion::squad(const Quaternion& q1, const Quaternion& q2, const Quaternion& s1, const Quaternion& s2, float t, Quaternion* dst)
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{
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GP_ASSERT(!(t < 0.0f || t > 1.0f));
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Quaternion dstQ(0.0f, 0.0f, 0.0f, 1.0f);
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Quaternion dstS(0.0f, 0.0f, 0.0f, 1.0f);
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slerpForSquad(q1, q2, t, &dstQ);
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slerpForSquad(s1, s2, t, &dstS);
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slerpForSquad(dstQ, dstS, 2.0f * t * (1.0f - t), dst);
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}
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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)
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{
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// Fast slerp implementation by kwhatmough:
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// It contains no division operations, no trig, no inverse trig
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// and no sqrt. Not only does this code tolerate small constraint
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// errors in the input quaternions, it actually corrects for them.
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GP_ASSERT(dstx && dsty && dstz && dstw);
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GP_ASSERT(!(t < 0.0f || t > 1.0f));
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if (t == 0.0f)
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{
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*dstx = q1x;
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*dsty = q1y;
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*dstz = q1z;
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*dstw = q1w;
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return;
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}
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else if (t == 1.0f)
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{
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*dstx = q2x;
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*dsty = q2y;
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*dstz = q2z;
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*dstw = q2w;
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return;
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}
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if (q1x == q2x && q1y == q2y && q1z == q2z && q1w == q2w)
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{
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*dstx = q1x;
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*dsty = q1y;
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*dstz = q1z;
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*dstw = q1w;
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return;
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}
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float halfY, alpha, beta;
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float u, f1, f2a, f2b;
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float ratio1, ratio2;
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float halfSecHalfTheta, versHalfTheta;
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float sqNotU, sqU;
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float cosTheta = q1w * q2w + q1x * q2x + q1y * q2y + q1z * q2z;
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// As usual in all slerp implementations, we fold theta.
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alpha = cosTheta >= 0 ? 1.0f : -1.0f;
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halfY = 1.0f + alpha * cosTheta;
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// Here we bisect the interval, so we need to fold t as well.
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f2b = t - 0.5f;
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u = f2b >= 0 ? f2b : -f2b;
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f2a = u - f2b;
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f2b += u;
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u += u;
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f1 = 1.0f - u;
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// One iteration of Newton to get 1-cos(theta / 2) to good accuracy.
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halfSecHalfTheta = 1.09f - (0.476537f - 0.0903321f * halfY) * halfY;
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halfSecHalfTheta *= 1.5f - halfY * halfSecHalfTheta * halfSecHalfTheta;
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versHalfTheta = 1.0f - halfY * halfSecHalfTheta;
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// Evaluate series expansions of the coefficients.
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sqNotU = f1 * f1;
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ratio2 = 0.0000440917108f * versHalfTheta;
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ratio1 = -0.00158730159f + (sqNotU - 16.0f) * ratio2;
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ratio1 = 0.0333333333f + ratio1 * (sqNotU - 9.0f) * versHalfTheta;
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ratio1 = -0.333333333f + ratio1 * (sqNotU - 4.0f) * versHalfTheta;
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ratio1 = 1.0f + ratio1 * (sqNotU - 1.0f) * versHalfTheta;
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sqU = u * u;
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ratio2 = -0.00158730159f + (sqU - 16.0f) * ratio2;
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ratio2 = 0.0333333333f + ratio2 * (sqU - 9.0f) * versHalfTheta;
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ratio2 = -0.333333333f + ratio2 * (sqU - 4.0f) * versHalfTheta;
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ratio2 = 1.0f + ratio2 * (sqU - 1.0f) * versHalfTheta;
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// Perform the bisection and resolve the folding done earlier.
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f1 *= ratio1 * halfSecHalfTheta;
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f2a *= ratio2;
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f2b *= ratio2;
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alpha *= f1 + f2a;
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beta = f1 + f2b;
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// Apply final coefficients to a and b as usual.
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float w = alpha * q1w + beta * q2w;
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float x = alpha * q1x + beta * q2x;
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float y = alpha * q1y + beta * q2y;
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float z = alpha * q1z + beta * q2z;
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// This final adjustment to the quaternion's length corrects for
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// any small constraint error in the inputs q1 and q2 But as you
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// can see, it comes at the cost of 9 additional multiplication
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// operations. If this error-correcting feature is not required,
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// the following code may be removed.
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f1 = 1.5f - 0.5f * (w * w + x * x + y * y + z * z);
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*dstw = w * f1;
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*dstx = x * f1;
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*dsty = y * f1;
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*dstz = z * f1;
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}
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void Quaternion::slerpForSquad(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst)
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{
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GP_ASSERT(dst);
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// cos(omega) = q1 * q2;
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// slerp(q1, q2, t) = (q1*sin((1-t)*omega) + q2*sin(t*omega))/sin(omega);
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// q1 = +- q2, slerp(q1,q2,t) = q1.
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// This is a straight-forward implementation of the formula of slerp. It does not do any sign switching.
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float c = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w;
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if (std::abs(c) >= 1.0f)
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{
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dst->x = q1.x;
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dst->y = q1.y;
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dst->z = q1.z;
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dst->w = q1.w;
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return;
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}
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float omega = std::acos(c);
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float s = std::sqrt(1.0f - c * c);
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if (std::abs(s) <= 0.00001f)
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{
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dst->x = q1.x;
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dst->y = q1.y;
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dst->z = q1.z;
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dst->w = q1.w;
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return;
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}
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float r1 = std::sin((1 - t) * omega) / s;
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float r2 = std::sin(t * omega) / s;
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dst->x = (q1.x * r1 + q2.x * r2);
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dst->y = (q1.y * r1 + q2.y * r2);
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dst->z = (q1.z * r1 + q2.z * r2);
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dst->w = (q1.w * r1 + q2.w * r2);
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}
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NS_CC_MATH_END
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