--- /dev/null
+/*
+This file is part of the n3dmath2 library.
+
+Copyright (c) 2003 - 2005 John Tsiombikas <nuclear@siggraph.org>
+
+The n3dmath2 library is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+The n3dmath2 library is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with the n3dmath2 library; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+/* quaterinion math
+ *
+ * Author: John Tsiombikas 2003
+ * Modified: John Tsiombikas 2004, 2005
+ */
+
+#include "n3dmath2.hpp"
+
+Quaternion::Quaternion() {
+ s = 1.0;
+ v.x = v.y = v.z = 0.0;
+}
+
+Quaternion::Quaternion(scalar_t s, scalar_t x, scalar_t y, scalar_t z) {
+ v.x = x;
+ v.y = y;
+ v.z = z;
+ this->s = s;
+}
+
+Quaternion::Quaternion(scalar_t s, const Vector3 &v) {
+ this->s = s;
+ this->v = v;
+}
+
+Quaternion::Quaternion(const Vector3 &axis, scalar_t angle) {
+ set_rotation(axis, angle);
+}
+
+Quaternion Quaternion::operator +(const Quaternion &quat) const {
+ return Quaternion(s + quat.s, v + quat.v);
+}
+
+Quaternion Quaternion::operator -(const Quaternion &quat) const {
+ return Quaternion(s - quat.s, v - quat.v);
+}
+
+Quaternion Quaternion::operator -() const {
+ return Quaternion(-s, -v);
+}
+
+// Quaternion Multiplication:
+// Q1*Q2 = [s1*s2 - v1.v2, s1*v2 + s2*v1 + v1(x)v2]
+Quaternion Quaternion::operator *(const Quaternion &quat) const {
+ Quaternion newq;
+ newq.s = s * quat.s - dot_product(v, quat.v);
+ newq.v = quat.v * s + v * quat.s + cross_product(v, quat.v);
+ return newq;
+}
+
+void Quaternion::operator +=(const Quaternion &quat) {
+ *this = Quaternion(s + quat.s, v + quat.v);
+}
+
+void Quaternion::operator -=(const Quaternion &quat) {
+ *this = Quaternion(s - quat.s, v - quat.v);
+}
+
+void Quaternion::operator *=(const Quaternion &quat) {
+ *this = *this * quat;
+}
+
+void Quaternion::reset_identity() {
+ s = 1.0;
+ v.x = v.y = v.z = 0.0;
+}
+
+Quaternion Quaternion::conjugate() const {
+ return Quaternion(s, -v);
+}
+
+scalar_t Quaternion::length() const {
+ return (scalar_t)sqrt(v.x*v.x + v.y*v.y + v.z*v.z + s*s);
+}
+
+// Q * ~Q = ||Q||^2
+scalar_t Quaternion::length_sq() const {
+ return v.x*v.x + v.y*v.y + v.z*v.z + s*s;
+}
+
+void Quaternion::normalize() {
+ scalar_t len = (scalar_t)sqrt(v.x*v.x + v.y*v.y + v.z*v.z + s*s);
+ v.x /= len;
+ v.y /= len;
+ v.z /= len;
+ s /= len;
+}
+
+Quaternion Quaternion::normalized() const {
+ Quaternion nq = *this;
+ scalar_t len = (scalar_t)sqrt(v.x*v.x + v.y*v.y + v.z*v.z + s*s);
+ nq.v.x /= len;
+ nq.v.y /= len;
+ nq.v.z /= len;
+ nq.s /= len;
+ return nq;
+}
+
+// Quaternion Inversion: Q^-1 = ~Q / ||Q||^2
+Quaternion Quaternion::inverse() const {
+ Quaternion inv = conjugate();
+ scalar_t lensq = length_sq();
+ inv.v /= lensq;
+ inv.s /= lensq;
+
+ return inv;
+}
+
+
+void Quaternion::set_rotation(const Vector3 &axis, scalar_t angle) {
+ scalar_t HalfAngle = angle / 2.0;
+ s = cos(HalfAngle);
+ v = axis * sin(HalfAngle);
+}
+
+void Quaternion::rotate(const Vector3 &axis, scalar_t angle) {
+ Quaternion q;
+ scalar_t HalfAngle = angle / 2.0;
+ q.s = cos(HalfAngle);
+ q.v = axis * sin(HalfAngle);
+
+ *this *= q;
+}
+
+void Quaternion::rotate(const Quaternion &q) {
+ *this = q * *this * q.conjugate();
+}
+
+Matrix3x3 Quaternion::get_rotation_matrix() const {
+ return Matrix3x3( 1.0 - 2.0 * v.y*v.y - 2.0 * v.z*v.z, 2.0 * v.x * v.y + 2.0 * s * v.z, 2.0 * v.z * v.x - 2.0 * s * v.y,
+ 2.0 * v.x * v.y - 2.0 * s * v.z, 1.0 - 2.0 * v.x*v.x - 2.0 * v.z*v.z, 2.0 * v.y * v.z + 2.0 * s * v.x,
+ 2.0 * v.z * v.x + 2.0 * s * v.y, 2.0 * v.y * v.z - 2.0 * s * v.x, 1.0 - 2.0 * v.x*v.x - 2.0 * v.y*v.y);
+}
+
+
+Quaternion slerp(const Quaternion &q1, const Quaternion &q2, scalar_t t) {
+ scalar_t dot = dot_product(Vector4(q1.s, q1.v.x, q1.v.y, q1.v.z), Vector4(q2.s, q2.v.x, q2.v.y, q2.v.z));
+
+ if(fabs(1.0 - dot) < xsmall_number) return q1; // avoids divisions by zero later on if q1 == q2
+
+ if(dot >= 0.0f) {
+ scalar_t angle = acos(dot);
+ scalar_t coef1 = (angle * sin(1.0 - t)) / sin(angle);
+ scalar_t coef2 = sin(angle * t) / sin(angle);
+ return Quaternion(q1.s * coef1 + q2.s * coef2, q1.v * coef1 + q2.v * coef2).normalized();
+ } else {
+ scalar_t angle = acos(-dot);
+ scalar_t coef1 = (angle * sin(1.0 - t)) / sin(angle);
+ scalar_t coef2 = sin(angle * t) / sin(angle);
+ return Quaternion(q2.s * coef1 + q1.s * coef2, q2.v * coef1 + q1.v * coef2).normalized();
+ }
+}
+
+
+
+std::ostream &operator <<(std::ostream &out, const Quaternion &q) {
+ out << "(" << q.s << ", " << q.v << ")";
+ return out;
+}