forked from 0ad/0ad
Ykkrosh
ede71ea791
Remove some redundant vector methods. Compute skinning for positions and normals simultaneously. (These changes reduce skinning cost by >50%.) This was SVN commit r8170.
315 lines
7.2 KiB
C++
315 lines
7.2 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Quaternion.h"
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#include "MathUtil.h"
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const float EPSILON=0.0001f;
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CQuaternion::CQuaternion() :
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m_W(1)
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{
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}
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CQuaternion::CQuaternion(float x, float y, float z, float w) :
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m_V(x, y, z), m_W(w)
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{
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}
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CQuaternion CQuaternion::operator + (const CQuaternion &quat) const
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{
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CQuaternion Temp;
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Temp.m_W = m_W + quat.m_W;
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Temp.m_V = m_V + quat.m_V;
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return Temp;
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}
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CQuaternion &CQuaternion::operator += (const CQuaternion &quat)
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{
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*this = *this + quat;
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return *this;
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}
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CQuaternion CQuaternion::operator - (const CQuaternion &quat) const
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{
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CQuaternion Temp;
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Temp.m_W = m_W - quat.m_W;
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Temp.m_V = m_V - quat.m_V;
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return Temp;
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}
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CQuaternion &CQuaternion::operator -= (const CQuaternion &quat)
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{
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*this = *this - quat;
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return *this;
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}
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CQuaternion CQuaternion::operator * (const CQuaternion &quat) const
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{
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CQuaternion Temp;
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Temp.m_W = (m_W * quat.m_W) - (m_V.Dot(quat.m_V));
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Temp.m_V = (m_V.Cross(quat.m_V)) + (quat.m_V * m_W) + (m_V * quat.m_W);
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return Temp;
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}
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CQuaternion &CQuaternion::operator *= (const CQuaternion &quat)
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{
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*this = *this * quat;
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return *this;
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}
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CQuaternion CQuaternion::operator * (float factor) const
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{
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CQuaternion Temp;
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Temp.m_W = m_W * factor;
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Temp.m_V = m_V * factor;
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return Temp;
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}
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float CQuaternion::Dot(const CQuaternion& quat) const
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{
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return
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m_V.X * quat.m_V.X +
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m_V.Y * quat.m_V.Y +
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m_V.Z * quat.m_V.Z +
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m_W * quat.m_W;
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}
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void CQuaternion::FromEulerAngles (float x, float y, float z)
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{
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float cr, cp, cy;
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float sr, sp, sy;
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CQuaternion QRoll, QPitch, QYaw;
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cr = cosf(x * 0.5f);
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cp = cosf(y * 0.5f);
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cy = cosf(z * 0.5f);
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sr = sinf(x * 0.5f);
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sp = sinf(y * 0.5f);
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sy = sinf(z * 0.5f);
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QRoll.m_V = CVector3D(sr, 0, 0);
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QRoll.m_W = cr;
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QPitch.m_V = CVector3D(0, sp, 0);
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QPitch.m_W = cp;
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QYaw.m_V = CVector3D(0, 0, sy);
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QYaw.m_W = cy;
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(*this) = QYaw * QPitch * QRoll;
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}
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CVector3D CQuaternion::ToEulerAngles()
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{
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float heading, attitude, bank;
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float sqw = m_W * m_W;
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float sqx = m_V.X*m_V.X;
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float sqy = m_V.Y*m_V.Y;
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float sqz = m_V.Z*m_V.Z;
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float unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
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float test = m_V.X*m_V.Y + m_V.Z*m_W;
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if (test > (.5f-EPSILON)*unit)
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{ // singularity at north pole
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heading = 2 * atan2( m_V.X, m_W);
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attitude = (float)M_PI/2;
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bank = 0;
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}
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else if (test < (-.5f+EPSILON)*unit)
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{ // singularity at south pole
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heading = -2 * atan2(m_V.X, m_W);
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attitude = -(float)M_PI/2;
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bank = 0;
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}
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else
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{
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heading = atan2(2.f * (m_V.X*m_V.Y + m_V.Z*m_W),(sqx - sqy - sqz + sqw));
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bank = atan2(2.f * (m_V.Y*m_V.Z + m_V.X*m_W),(-sqx - sqy + sqz + sqw));
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attitude = asin(-2.f * (m_V.X*m_V.Z - m_V.Y*m_W));
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}
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return CVector3D(bank, attitude, heading);
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}
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CMatrix3D CQuaternion::ToMatrix () const
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{
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CMatrix3D result;
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ToMatrix(result);
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return result;
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}
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void CQuaternion::ToMatrix(CMatrix3D& result) const
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{
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float wx, wy, wz, xx, xy, xz, yy, yz, zz;
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// calculate coefficients
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xx = m_V.X * m_V.X * 2.f;
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xy = m_V.X * m_V.Y * 2.f;
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xz = m_V.X * m_V.Z * 2.f;
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yy = m_V.Y * m_V.Y * 2.f;
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yz = m_V.Y * m_V.Z * 2.f;
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zz = m_V.Z * m_V.Z * 2.f;
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wx = m_W * m_V.X * 2.f;
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wy = m_W * m_V.Y * 2.f;
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wz = m_W * m_V.Z * 2.f;
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result._11 = 1.0f - (yy + zz);
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result._12 = xy - wz;
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result._13 = xz + wy;
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result._14 = 0;
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result._21 = xy + wz;
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result._22 = 1.0f - (xx + zz);
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result._23 = yz - wx;
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result._24 = 0;
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result._31 = xz - wy;
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result._32 = yz + wx;
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result._33 = 1.0f - (xx + yy);
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result._34 = 0;
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result._41 = 0;
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result._42 = 0;
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result._43 = 0;
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result._44 = 1;
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}
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void CQuaternion::Slerp(const CQuaternion& from, const CQuaternion& to, float ratio)
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{
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float to1[4];
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float omega, cosom, sinom, scale0, scale1;
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// calc cosine
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cosom = from.Dot(to);
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// adjust signs (if necessary)
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if (cosom < 0.0)
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{
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cosom = -cosom;
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to1[0] = -to.m_V.X;
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to1[1] = -to.m_V.Y;
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to1[2] = -to.m_V.Z;
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to1[3] = -to.m_W;
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}
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else
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{
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to1[0] = to.m_V.X;
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to1[1] = to.m_V.Y;
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to1[2] = to.m_V.Z;
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to1[3] = to.m_W;
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}
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// calculate coefficients
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if ((1.0f - cosom) > EPSILON)
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{
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// standard case (slerp)
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omega = acosf(cosom);
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sinom = sinf(omega);
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scale0 = sinf((1.0f - ratio) * omega) / sinom;
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scale1 = sinf(ratio * omega) / sinom;
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}
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else
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{
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// "from" and "to" quaternions are very close
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// ... so we can do a linear interpolation
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scale0 = 1.0f - ratio;
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scale1 = ratio;
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}
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// calculate final values
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m_V.X = scale0 * from.m_V.X + scale1 * to1[0];
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m_V.Y = scale0 * from.m_V.Y + scale1 * to1[1];
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m_V.Z = scale0 * from.m_V.Z + scale1 * to1[2];
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m_W = scale0 * from.m_W + scale1 * to1[3];
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}
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void CQuaternion::Nlerp(const CQuaternion& from, const CQuaternion& to, float ratio)
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{
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float c = from.Dot(to);
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if (c < 0.f)
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*this = from - (to + from) * ratio;
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else
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*this = from + (to - from) * ratio;
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Normalize();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// FromAxisAngle: create a quaternion from axis/angle representation of a rotation
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void CQuaternion::FromAxisAngle(const CVector3D& axis, float angle)
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{
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float sinHalfTheta=(float) sin(angle/2);
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float cosHalfTheta=(float) cos(angle/2);
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m_V.X=axis.X*sinHalfTheta;
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m_V.Y=axis.Y*sinHalfTheta;
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m_V.Z=axis.Z*sinHalfTheta;
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m_W=cosHalfTheta;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// ToAxisAngle: convert the quaternion to axis/angle representation of a rotation
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void CQuaternion::ToAxisAngle(CVector3D& axis, float& angle)
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{
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CQuaternion q = *this;
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q.Normalize();
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angle = acosf(q.m_W) * 2.f;
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float sin_a = sqrtf(1.f - q.m_W * q.m_W);
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if (fabsf(sin_a) < 0.0005f) sin_a = 1.f;
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axis.X = q.m_V.X / sin_a;
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axis.Y = q.m_V.Y / sin_a;
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axis.Z = q.m_V.Z / sin_a;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// Normalize: normalize this quaternion
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void CQuaternion::Normalize()
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{
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float lensqrd=SQR(m_V.X)+SQR(m_V.Y)+SQR(m_V.Z)+SQR(m_W);
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if (lensqrd>0) {
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float invlen=1.0f/sqrtf(lensqrd);
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m_V*=invlen;
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m_W*=invlen;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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CVector3D CQuaternion::Rotate(const CVector3D& vec) const
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{
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// v' = q * v * q^-1
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// (where v is the quat. with w=0, xyz=vec)
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return (*this * CQuaternion(vec.X, vec.Y, vec.Z, 0.f) * GetInverse()).m_V;
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}
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CQuaternion CQuaternion::GetInverse() const
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{
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// (x,y,z,w)^-1 = (-x/l^2, -y/l^2, -z/l^2, w/l^2) where l^2=x^2+y^2+z^2+w^2
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// Since we're only using quaternions for rotation, they should always have unit
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// length, so assume l=1
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return CQuaternion(-m_V.X, -m_V.Y, -m_V.Z, m_W);
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}
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