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|
/**
* @file llquaternion.cpp
* @brief LLQuaternion class implementation.
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llmath.h" // for F_PI
#include "llquaternion.h"
#include "v3math.h"
#include "v3dmath.h"
#include "v4math.h"
#include "m4math.h"
#include "m3math.h"
#include "llquantize.h"
// WARNING: Don't use this for global const definitions! using this
// at the top of a *.cpp file might not give you what you think.
const LLQuaternion LLQuaternion::DEFAULT;
// Constructors
LLQuaternion::LLQuaternion(const LLMatrix4 &mat)
{
*this = mat.quaternion();
normalize();
}
LLQuaternion::LLQuaternion(const LLMatrix3 &mat)
{
*this = mat.quaternion();
normalize();
}
LLQuaternion::LLQuaternion(F32 angle, const LLVector4 &vec)
{
F32 mag = sqrtf(vec.mV[VX] * vec.mV[VX] + vec.mV[VY] * vec.mV[VY] + vec.mV[VZ] * vec.mV[VZ]);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = vec.mV[VX] * s;
mQ[VY] = vec.mV[VY] * s;
mQ[VZ] = vec.mV[VZ] * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
}
LLQuaternion::LLQuaternion(F32 angle, const LLVector3 &vec)
{
F32 mag = sqrtf(vec.mV[VX] * vec.mV[VX] + vec.mV[VY] * vec.mV[VY] + vec.mV[VZ] * vec.mV[VZ]);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = vec.mV[VX] * s;
mQ[VY] = vec.mV[VY] * s;
mQ[VZ] = vec.mV[VZ] * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
}
LLQuaternion::LLQuaternion(const LLVector3 &x_axis,
const LLVector3 &y_axis,
const LLVector3 &z_axis)
{
LLMatrix3 mat;
mat.setRows(x_axis, y_axis, z_axis);
*this = mat.quaternion();
normalize();
}
LLQuaternion::LLQuaternion(const LLSD &sd)
{
setValue(sd);
}
// Quatizations
void LLQuaternion::quantize16(F32 lower, F32 upper)
{
F32 x = mQ[VX];
F32 y = mQ[VY];
F32 z = mQ[VZ];
F32 s = mQ[VS];
x = U16_to_F32(F32_to_U16_ROUND(x, lower, upper), lower, upper);
y = U16_to_F32(F32_to_U16_ROUND(y, lower, upper), lower, upper);
z = U16_to_F32(F32_to_U16_ROUND(z, lower, upper), lower, upper);
s = U16_to_F32(F32_to_U16_ROUND(s, lower, upper), lower, upper);
mQ[VX] = x;
mQ[VY] = y;
mQ[VZ] = z;
mQ[VS] = s;
normalize();
}
void LLQuaternion::quantize8(F32 lower, F32 upper)
{
mQ[VX] = U8_to_F32(F32_to_U8_ROUND(mQ[VX], lower, upper), lower, upper);
mQ[VY] = U8_to_F32(F32_to_U8_ROUND(mQ[VY], lower, upper), lower, upper);
mQ[VZ] = U8_to_F32(F32_to_U8_ROUND(mQ[VZ], lower, upper), lower, upper);
mQ[VS] = U8_to_F32(F32_to_U8_ROUND(mQ[VS], lower, upper), lower, upper);
normalize();
}
// LLVector3 Magnitude and Normalization Functions
// Set LLQuaternion routines
const LLQuaternion& LLQuaternion::setAngleAxis(F32 angle, F32 x, F32 y, F32 z)
{
F32 mag = sqrtf(x * x + y * y + z * z);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = x * s;
mQ[VY] = y * s;
mQ[VZ] = z * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
return (*this);
}
const LLQuaternion& LLQuaternion::setAngleAxis(F32 angle, const LLVector3 &vec)
{
F32 mag = sqrtf(vec.mV[VX] * vec.mV[VX] + vec.mV[VY] * vec.mV[VY] + vec.mV[VZ] * vec.mV[VZ]);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = vec.mV[VX] * s;
mQ[VY] = vec.mV[VY] * s;
mQ[VZ] = vec.mV[VZ] * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
return (*this);
}
const LLQuaternion& LLQuaternion::setAngleAxis(F32 angle, const LLVector4 &vec)
{
F32 mag = sqrtf(vec.mV[VX] * vec.mV[VX] + vec.mV[VY] * vec.mV[VY] + vec.mV[VZ] * vec.mV[VZ]);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = vec.mV[VX] * s;
mQ[VY] = vec.mV[VY] * s;
mQ[VZ] = vec.mV[VZ] * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
return (*this);
}
const LLQuaternion& LLQuaternion::setEulerAngles(F32 roll, F32 pitch, F32 yaw)
{
LLMatrix3 rot_mat(roll, pitch, yaw);
rot_mat.orthogonalize();
*this = rot_mat.quaternion();
normalize();
return (*this);
}
// deprecated
const LLQuaternion& LLQuaternion::set(const LLMatrix3 &mat)
{
*this = mat.quaternion();
normalize();
return (*this);
}
// deprecated
const LLQuaternion& LLQuaternion::set(const LLMatrix4 &mat)
{
*this = mat.quaternion();
normalize();
return (*this);
}
// deprecated
const LLQuaternion& LLQuaternion::setQuat(F32 angle, F32 x, F32 y, F32 z)
{
F32 mag = sqrtf(x * x + y * y + z * z);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = x * s;
mQ[VY] = y * s;
mQ[VZ] = z * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
return (*this);
}
// deprecated
const LLQuaternion& LLQuaternion::setQuat(F32 angle, const LLVector3 &vec)
{
F32 mag = sqrtf(vec.mV[VX] * vec.mV[VX] + vec.mV[VY] * vec.mV[VY] + vec.mV[VZ] * vec.mV[VZ]);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = vec.mV[VX] * s;
mQ[VY] = vec.mV[VY] * s;
mQ[VZ] = vec.mV[VZ] * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
return (*this);
}
const LLQuaternion& LLQuaternion::setQuat(F32 angle, const LLVector4 &vec)
{
F32 mag = sqrtf(vec.mV[VX] * vec.mV[VX] + vec.mV[VY] * vec.mV[VY] + vec.mV[VZ] * vec.mV[VZ]);
if (mag > FP_MAG_THRESHOLD)
{
angle *= 0.5;
F32 c = cosf(angle);
F32 s = sinf(angle) / mag;
mQ[VX] = vec.mV[VX] * s;
mQ[VY] = vec.mV[VY] * s;
mQ[VZ] = vec.mV[VZ] * s;
mQ[VW] = c;
}
else
{
loadIdentity();
}
return (*this);
}
const LLQuaternion& LLQuaternion::setQuat(F32 roll, F32 pitch, F32 yaw)
{
roll *= 0.5f;
pitch *= 0.5f;
yaw *= 0.5f;
F32 sinX = sinf(roll);
F32 cosX = cosf(roll);
F32 sinY = sinf(pitch);
F32 cosY = cosf(pitch);
F32 sinZ = sinf(yaw);
F32 cosZ = cosf(yaw);
mQ[VW] = cosX * cosY * cosZ - sinX * sinY * sinZ;
mQ[VX] = sinX * cosY * cosZ + cosX * sinY * sinZ;
mQ[VY] = cosX * sinY * cosZ - sinX * cosY * sinZ;
mQ[VZ] = cosX * cosY * sinZ + sinX * sinY * cosZ;
return (*this);
}
const LLQuaternion& LLQuaternion::setQuat(const LLMatrix3 &mat)
{
*this = mat.quaternion();
normalize();
return (*this);
}
const LLQuaternion& LLQuaternion::setQuat(const LLMatrix4 &mat)
{
*this = mat.quaternion();
normalize();
return (*this);
//#if 1
// // NOTE: LLQuaternion's are actually inverted with respect to
// // the matrices, so this code also assumes inverted quaternions
// // (-x, -y, -z, w). The result is that roll,pitch,yaw are applied
// // in reverse order (yaw,pitch,roll).
// F64 cosX = cos(roll);
// F64 cosY = cos(pitch);
// F64 cosZ = cos(yaw);
//
// F64 sinX = sin(roll);
// F64 sinY = sin(pitch);
// F64 sinZ = sin(yaw);
//
// mQ[VW] = (F32)sqrt(cosY*cosZ - sinX*sinY*sinZ + cosX*cosZ + cosX*cosY + 1.0)*.5;
// if (fabs(mQ[VW]) < F_APPROXIMATELY_ZERO)
// {
// // null rotation, any axis will do
// mQ[VX] = 0.0f;
// mQ[VY] = 1.0f;
// mQ[VZ] = 0.0f;
// }
// else
// {
// F32 inv_s = 1.0f / (4.0f * mQ[VW]);
// mQ[VX] = (F32)-(-sinX*cosY - cosX*sinY*sinZ - sinX*cosZ) * inv_s;
// mQ[VY] = (F32)-(-cosX*sinY*cosZ + sinX*sinZ - sinY) * inv_s;
// mQ[VZ] = (F32)-(-cosY*sinZ - sinX*sinY*cosZ - cosX*sinZ) * inv_s;
// }
//
//#else // This only works on a certain subset of roll/pitch/yaw
//
// F64 cosX = cosf(roll/2.0);
// F64 cosY = cosf(pitch/2.0);
// F64 cosZ = cosf(yaw/2.0);
//
// F64 sinX = sinf(roll/2.0);
// F64 sinY = sinf(pitch/2.0);
// F64 sinZ = sinf(yaw/2.0);
//
// mQ[VW] = (F32)(cosX*cosY*cosZ + sinX*sinY*sinZ);
// mQ[VX] = (F32)(sinX*cosY*cosZ - cosX*sinY*sinZ);
// mQ[VY] = (F32)(cosX*sinY*cosZ + sinX*cosY*sinZ);
// mQ[VZ] = (F32)(cosX*cosY*sinZ - sinX*sinY*cosZ);
//#endif
//
// normalize();
// return (*this);
}
// SJB: This code is correct for a logicly stored (non-transposed) matrix;
// Our matrices are stored transposed, OpenGL style, so this generates the
// INVERSE matrix, or the CORRECT matrix form an INVERSE quaternion.
// Because we use similar logic in LLMatrix3::quaternion(),
// we are internally consistant so everything works OK :)
LLMatrix3 LLQuaternion::getMatrix3(void) const
{
LLMatrix3 mat;
F32 xx, xy, xz, xw, yy, yz, yw, zz, zw;
xx = mQ[VX] * mQ[VX];
xy = mQ[VX] * mQ[VY];
xz = mQ[VX] * mQ[VZ];
xw = mQ[VX] * mQ[VW];
yy = mQ[VY] * mQ[VY];
yz = mQ[VY] * mQ[VZ];
yw = mQ[VY] * mQ[VW];
zz = mQ[VZ] * mQ[VZ];
zw = mQ[VZ] * mQ[VW];
mat.mMatrix[0][0] = 1.f - 2.f * ( yy + zz );
mat.mMatrix[0][1] = 2.f * ( xy + zw );
mat.mMatrix[0][2] = 2.f * ( xz - yw );
mat.mMatrix[1][0] = 2.f * ( xy - zw );
mat.mMatrix[1][1] = 1.f - 2.f * ( xx + zz );
mat.mMatrix[1][2] = 2.f * ( yz + xw );
mat.mMatrix[2][0] = 2.f * ( xz + yw );
mat.mMatrix[2][1] = 2.f * ( yz - xw );
mat.mMatrix[2][2] = 1.f - 2.f * ( xx + yy );
return mat;
}
LLMatrix4 LLQuaternion::getMatrix4(void) const
{
LLMatrix4 mat;
F32 xx, xy, xz, xw, yy, yz, yw, zz, zw;
xx = mQ[VX] * mQ[VX];
xy = mQ[VX] * mQ[VY];
xz = mQ[VX] * mQ[VZ];
xw = mQ[VX] * mQ[VW];
yy = mQ[VY] * mQ[VY];
yz = mQ[VY] * mQ[VZ];
yw = mQ[VY] * mQ[VW];
zz = mQ[VZ] * mQ[VZ];
zw = mQ[VZ] * mQ[VW];
mat.mMatrix[0][0] = 1.f - 2.f * ( yy + zz );
mat.mMatrix[0][1] = 2.f * ( xy + zw );
mat.mMatrix[0][2] = 2.f * ( xz - yw );
mat.mMatrix[1][0] = 2.f * ( xy - zw );
mat.mMatrix[1][1] = 1.f - 2.f * ( xx + zz );
mat.mMatrix[1][2] = 2.f * ( yz + xw );
mat.mMatrix[2][0] = 2.f * ( xz + yw );
mat.mMatrix[2][1] = 2.f * ( yz - xw );
mat.mMatrix[2][2] = 1.f - 2.f * ( xx + yy );
// TODO -- should we set the translation portion to zero?
return mat;
}
// Other useful methods
// calculate the shortest rotation from a to b
void LLQuaternion::shortestArc(const LLVector3 &a, const LLVector3 &b)
{
F32 ab = a * b; // dotproduct
LLVector3 c = a % b; // crossproduct
F32 cc = c * c; // squared length of the crossproduct
if (ab * ab + cc) // test if the arguments have sufficient magnitude
{
if (cc > 0.0f) // test if the arguments are (anti)parallel
{
F32 s = sqrtf(ab * ab + cc) + ab; // note: don't try to optimize this line
F32 m = 1.0f / sqrtf(cc + s * s); // the inverted magnitude of the quaternion
mQ[VX] = c.mV[VX] * m;
mQ[VY] = c.mV[VY] * m;
mQ[VZ] = c.mV[VZ] * m;
mQ[VW] = s * m;
return;
}
if (ab < 0.0f) // test if the angle is bigger than PI/2 (anti parallel)
{
c = a - b; // the arguments are anti-parallel, we have to choose an axis
F32 m = sqrtf(c.mV[VX] * c.mV[VX] + c.mV[VY] * c.mV[VY]); // the length projected on the XY-plane
if (m > FP_MAG_THRESHOLD)
{
mQ[VX] = -c.mV[VY] / m; // return the quaternion with the axis in the XY-plane
mQ[VY] = c.mV[VX] / m;
mQ[VZ] = 0.0f;
mQ[VW] = 0.0f;
return;
}
else // the vectors are parallel to the Z-axis
{
mQ[VX] = 1.0f; // rotate around the X-axis
mQ[VY] = 0.0f;
mQ[VZ] = 0.0f;
mQ[VW] = 0.0f;
return;
}
}
}
loadIdentity();
}
// constrains rotation to a cone angle specified in radians
const LLQuaternion &LLQuaternion::constrain(F32 radians)
{
const F32 cos_angle_lim = cosf( radians/2 ); // mQ[VW] limit
const F32 sin_angle_lim = sinf( radians/2 ); // rotation axis length limit
if (mQ[VW] < 0.f)
{
mQ[VX] *= -1.f;
mQ[VY] *= -1.f;
mQ[VZ] *= -1.f;
mQ[VW] *= -1.f;
}
// if rotation angle is greater than limit (cos is less than limit)
if( mQ[VW] < cos_angle_lim )
{
mQ[VW] = cos_angle_lim;
F32 axis_len = sqrtf( mQ[VX]*mQ[VX] + mQ[VY]*mQ[VY] + mQ[VZ]*mQ[VZ] ); // sin(theta/2)
F32 axis_mult_fact = sin_angle_lim / axis_len;
mQ[VX] *= axis_mult_fact;
mQ[VY] *= axis_mult_fact;
mQ[VZ] *= axis_mult_fact;
}
return *this;
}
// Operators
std::ostream& operator<<(std::ostream &s, const LLQuaternion &a)
{
s << "{ "
<< a.mQ[VX] << ", " << a.mQ[VY] << ", " << a.mQ[VZ] << ", " << a.mQ[VW]
<< " }";
return s;
}
// Does NOT renormalize the result
LLQuaternion operator*(const LLQuaternion &a, const LLQuaternion &b)
{
// LLQuaternion::mMultCount++;
LLQuaternion q(
b.mQ[3] * a.mQ[0] + b.mQ[0] * a.mQ[3] + b.mQ[1] * a.mQ[2] - b.mQ[2] * a.mQ[1],
b.mQ[3] * a.mQ[1] + b.mQ[1] * a.mQ[3] + b.mQ[2] * a.mQ[0] - b.mQ[0] * a.mQ[2],
b.mQ[3] * a.mQ[2] + b.mQ[2] * a.mQ[3] + b.mQ[0] * a.mQ[1] - b.mQ[1] * a.mQ[0],
b.mQ[3] * a.mQ[3] - b.mQ[0] * a.mQ[0] - b.mQ[1] * a.mQ[1] - b.mQ[2] * a.mQ[2]
);
return q;
}
/*
LLMatrix4 operator*(const LLMatrix4 &m, const LLQuaternion &q)
{
LLMatrix4 qmat(q);
return (m*qmat);
}
*/
LLVector4 operator*(const LLVector4 &a, const LLQuaternion &rot)
{
F32 rw = - rot.mQ[VX] * a.mV[VX] - rot.mQ[VY] * a.mV[VY] - rot.mQ[VZ] * a.mV[VZ];
F32 rx = rot.mQ[VW] * a.mV[VX] + rot.mQ[VY] * a.mV[VZ] - rot.mQ[VZ] * a.mV[VY];
F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ];
F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX];
F32 nx = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY];
F32 ny = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ];
F32 nz = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX];
return LLVector4(nx, ny, nz, a.mV[VW]);
}
LLVector3 operator*(const LLVector3 &a, const LLQuaternion &rot)
{
F32 rw = - rot.mQ[VX] * a.mV[VX] - rot.mQ[VY] * a.mV[VY] - rot.mQ[VZ] * a.mV[VZ];
F32 rx = rot.mQ[VW] * a.mV[VX] + rot.mQ[VY] * a.mV[VZ] - rot.mQ[VZ] * a.mV[VY];
F32 ry = rot.mQ[VW] * a.mV[VY] + rot.mQ[VZ] * a.mV[VX] - rot.mQ[VX] * a.mV[VZ];
F32 rz = rot.mQ[VW] * a.mV[VZ] + rot.mQ[VX] * a.mV[VY] - rot.mQ[VY] * a.mV[VX];
F32 nx = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY];
F32 ny = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ];
F32 nz = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX];
return LLVector3(nx, ny, nz);
}
LLVector3d operator*(const LLVector3d &a, const LLQuaternion &rot)
{
F64 rw = - rot.mQ[VX] * a.mdV[VX] - rot.mQ[VY] * a.mdV[VY] - rot.mQ[VZ] * a.mdV[VZ];
F64 rx = rot.mQ[VW] * a.mdV[VX] + rot.mQ[VY] * a.mdV[VZ] - rot.mQ[VZ] * a.mdV[VY];
F64 ry = rot.mQ[VW] * a.mdV[VY] + rot.mQ[VZ] * a.mdV[VX] - rot.mQ[VX] * a.mdV[VZ];
F64 rz = rot.mQ[VW] * a.mdV[VZ] + rot.mQ[VX] * a.mdV[VY] - rot.mQ[VY] * a.mdV[VX];
F64 nx = - rw * rot.mQ[VX] + rx * rot.mQ[VW] - ry * rot.mQ[VZ] + rz * rot.mQ[VY];
F64 ny = - rw * rot.mQ[VY] + ry * rot.mQ[VW] - rz * rot.mQ[VX] + rx * rot.mQ[VZ];
F64 nz = - rw * rot.mQ[VZ] + rz * rot.mQ[VW] - rx * rot.mQ[VY] + ry * rot.mQ[VX];
return LLVector3d(nx, ny, nz);
}
F32 dot(const LLQuaternion &a, const LLQuaternion &b)
{
return a.mQ[VX] * b.mQ[VX] +
a.mQ[VY] * b.mQ[VY] +
a.mQ[VZ] * b.mQ[VZ] +
a.mQ[VW] * b.mQ[VW];
}
// DEMO HACK: This lerp is probably inocrrect now due intermediate normalization
// it should look more like the lerp below
#if 0
// linear interpolation
LLQuaternion lerp(F32 t, const LLQuaternion &p, const LLQuaternion &q)
{
LLQuaternion r;
r = t * (q - p) + p;
r.normalize();
return r;
}
#endif
// lerp from identity to q
LLQuaternion lerp(F32 t, const LLQuaternion &q)
{
LLQuaternion r;
r.mQ[VX] = t * q.mQ[VX];
r.mQ[VY] = t * q.mQ[VY];
r.mQ[VZ] = t * q.mQ[VZ];
r.mQ[VW] = t * (q.mQ[VZ] - 1.f) + 1.f;
r.normalize();
return r;
}
LLQuaternion lerp(F32 t, const LLQuaternion &p, const LLQuaternion &q)
{
LLQuaternion r;
F32 inv_t;
inv_t = 1.f - t;
r.mQ[VX] = t * q.mQ[VX] + (inv_t * p.mQ[VX]);
r.mQ[VY] = t * q.mQ[VY] + (inv_t * p.mQ[VY]);
r.mQ[VZ] = t * q.mQ[VZ] + (inv_t * p.mQ[VZ]);
r.mQ[VW] = t * q.mQ[VW] + (inv_t * p.mQ[VW]);
r.normalize();
return r;
}
// spherical linear interpolation
LLQuaternion slerp( F32 u, const LLQuaternion &a, const LLQuaternion &b )
{
// cosine theta = dot product of a and b
F32 cos_t = a.mQ[0]*b.mQ[0] + a.mQ[1]*b.mQ[1] + a.mQ[2]*b.mQ[2] + a.mQ[3]*b.mQ[3];
// if b is on opposite hemisphere from a, use -a instead
bool bflip;
if (cos_t < 0.0f)
{
cos_t = -cos_t;
bflip = true;
}
else
bflip = false;
// if B is (within precision limits) the same as A,
// just linear interpolate between A and B.
F32 alpha; // interpolant
F32 beta; // 1 - interpolant
if (1.0f - cos_t < 0.00001f)
{
beta = 1.0f - u;
alpha = u;
}
else
{
F32 theta = acosf(cos_t);
F32 sin_t = sinf(theta);
beta = sinf(theta - u*theta) / sin_t;
alpha = sinf(u*theta) / sin_t;
}
if (bflip)
beta = -beta;
// interpolate
LLQuaternion ret;
ret.mQ[0] = beta*a.mQ[0] + alpha*b.mQ[0];
ret.mQ[1] = beta*a.mQ[1] + alpha*b.mQ[1];
ret.mQ[2] = beta*a.mQ[2] + alpha*b.mQ[2];
ret.mQ[3] = beta*a.mQ[3] + alpha*b.mQ[3];
return ret;
}
// lerp whenever possible
LLQuaternion nlerp(F32 t, const LLQuaternion &a, const LLQuaternion &b)
{
if (dot(a, b) < 0.f)
{
return slerp(t, a, b);
}
else
{
return lerp(t, a, b);
}
}
LLQuaternion nlerp(F32 t, const LLQuaternion &q)
{
if (q.mQ[VW] < 0.f)
{
return slerp(t, q);
}
else
{
return lerp(t, q);
}
}
// slerp from identity quaternion to another quaternion
LLQuaternion slerp(F32 t, const LLQuaternion &q)
{
F32 c = q.mQ[VW];
if (1.0f == t || 1.0f == c)
{
// the trivial cases
return q;
}
LLQuaternion r;
F32 s, angle, stq, stp;
s = (F32) sqrt(1.f - c*c);
if (c < 0.0f)
{
// when c < 0.0 then theta > PI/2
// since quat and -quat are the same rotation we invert one of
// p or q to reduce unecessary spins
// A equivalent way to do it is to convert acos(c) as if it had
// been negative, and to negate stp
angle = (F32) acos(-c);
stp = -(F32) sin(angle * (1.f - t));
stq = (F32) sin(angle * t);
}
else
{
angle = (F32) acos(c);
stp = (F32) sin(angle * (1.f - t));
stq = (F32) sin(angle * t);
}
r.mQ[VX] = (q.mQ[VX] * stq) / s;
r.mQ[VY] = (q.mQ[VY] * stq) / s;
r.mQ[VZ] = (q.mQ[VZ] * stq) / s;
r.mQ[VW] = (stp + q.mQ[VW] * stq) / s;
return r;
}
LLQuaternion mayaQ(F32 xRot, F32 yRot, F32 zRot, LLQuaternion::Order order)
{
LLQuaternion xQ( xRot*DEG_TO_RAD, LLVector3(1.0f, 0.0f, 0.0f) );
LLQuaternion yQ( yRot*DEG_TO_RAD, LLVector3(0.0f, 1.0f, 0.0f) );
LLQuaternion zQ( zRot*DEG_TO_RAD, LLVector3(0.0f, 0.0f, 1.0f) );
LLQuaternion ret;
switch( order )
{
case LLQuaternion::XYZ:
ret = xQ * yQ * zQ;
break;
case LLQuaternion::YZX:
ret = yQ * zQ * xQ;
break;
case LLQuaternion::ZXY:
ret = zQ * xQ * yQ;
break;
case LLQuaternion::XZY:
ret = xQ * zQ * yQ;
break;
case LLQuaternion::YXZ:
ret = yQ * xQ * zQ;
break;
case LLQuaternion::ZYX:
ret = zQ * yQ * xQ;
break;
}
return ret;
}
const char *OrderToString( const LLQuaternion::Order order )
{
const char *p = NULL;
switch( order )
{
default:
case LLQuaternion::XYZ:
p = "XYZ";
break;
case LLQuaternion::YZX:
p = "YZX";
break;
case LLQuaternion::ZXY:
p = "ZXY";
break;
case LLQuaternion::XZY:
p = "XZY";
break;
case LLQuaternion::YXZ:
p = "YXZ";
break;
case LLQuaternion::ZYX:
p = "ZYX";
break;
}
return p;
}
LLQuaternion::Order StringToOrder( const char *str )
{
if (strncmp(str, "XYZ", 3)==0 || strncmp(str, "xyz", 3)==0)
return LLQuaternion::XYZ;
if (strncmp(str, "YZX", 3)==0 || strncmp(str, "yzx", 3)==0)
return LLQuaternion::YZX;
if (strncmp(str, "ZXY", 3)==0 || strncmp(str, "zxy", 3)==0)
return LLQuaternion::ZXY;
if (strncmp(str, "XZY", 3)==0 || strncmp(str, "xzy", 3)==0)
return LLQuaternion::XZY;
if (strncmp(str, "YXZ", 3)==0 || strncmp(str, "yxz", 3)==0)
return LLQuaternion::YXZ;
if (strncmp(str, "ZYX", 3)==0 || strncmp(str, "zyx", 3)==0)
return LLQuaternion::ZYX;
return LLQuaternion::XYZ;
}
void LLQuaternion::getAngleAxis(F32* angle, LLVector3 &vec) const
{
F32 v = sqrtf(mQ[VX] * mQ[VX] + mQ[VY] * mQ[VY] + mQ[VZ] * mQ[VZ]); // length of the vector-component
if (v > FP_MAG_THRESHOLD)
{
F32 oomag = 1.0f / v;
F32 w = mQ[VW];
if (mQ[VW] < 0.0f)
{
w = -w; // make VW positive
oomag = -oomag; // invert the axis
}
vec.mV[VX] = mQ[VX] * oomag; // normalize the axis
vec.mV[VY] = mQ[VY] * oomag;
vec.mV[VZ] = mQ[VZ] * oomag;
*angle = 2.0f * atan2f(v, w); // get the angle
}
else
{
*angle = 0.0f; // no rotation
vec.mV[VX] = 0.0f; // around some dummy axis
vec.mV[VY] = 0.0f;
vec.mV[VZ] = 1.0f;
}
}
const LLQuaternion& LLQuaternion::setFromAzimuthAndAltitude(F32 azimuthRadians, F32 altitudeRadians)
{
// euler angle inputs are complements of azimuth/altitude which are measured from zenith
F32 pitch = llclamp(F_PI_BY_TWO - altitudeRadians, 0.0f, F_PI_BY_TWO);
F32 yaw = llclamp(F_PI_BY_TWO - azimuthRadians, 0.0f, F_PI_BY_TWO);
setEulerAngles(0.0f, pitch, yaw);
return *this;
}
void LLQuaternion::getAzimuthAndAltitude(F32 &azimuthRadians, F32 &altitudeRadians)
{
F32 rick_roll;
F32 pitch;
F32 yaw;
getEulerAngles(&rick_roll, &pitch, &yaw);
// make these measured from zenith
altitudeRadians = llclamp(F_PI_BY_TWO - pitch, 0.0f, F_PI_BY_TWO);
azimuthRadians = llclamp(F_PI_BY_TWO - yaw, 0.0f, F_PI_BY_TWO);
}
// quaternion does not need to be normalized
void LLQuaternion::getEulerAngles(F32 *roll, F32 *pitch, F32 *yaw) const
{
F32 sx = 2 * (mQ[VX] * mQ[VW] - mQ[VY] * mQ[VZ]); // sine of the roll
F32 sy = 2 * (mQ[VY] * mQ[VW] + mQ[VX] * mQ[VZ]); // sine of the pitch
F32 ys = mQ[VW] * mQ[VW] - mQ[VY] * mQ[VY]; // intermediate cosine 1
F32 xz = mQ[VX] * mQ[VX] - mQ[VZ] * mQ[VZ]; // intermediate cosine 2
F32 cx = ys - xz; // cosine of the roll
F32 cy = sqrtf(sx * sx + cx * cx); // cosine of the pitch
if (cy > GIMBAL_THRESHOLD) // no gimbal lock
{
*roll = atan2f(sx, cx);
*pitch = atan2f(sy, cy);
*yaw = atan2f(2 * (mQ[VZ] * mQ[VW] - mQ[VX] * mQ[VY]), ys + xz);
}
else // gimbal lock
{
if (sy > 0)
{
*pitch = F_PI_BY_TWO;
*yaw = 2 * atan2f(mQ[VZ] + mQ[VX], mQ[VW] + mQ[VY]);
}
else
{
*pitch = -F_PI_BY_TWO;
*yaw = 2 * atan2f(mQ[VZ] - mQ[VX], mQ[VW] - mQ[VY]);
}
*roll = 0;
}
}
// Saves space by using the fact that our quaternions are normalized
LLVector3 LLQuaternion::packToVector3() const
{
F32 x = mQ[VX];
F32 y = mQ[VY];
F32 z = mQ[VZ];
F32 w = mQ[VW];
F32 mag = sqrtf(x * x + y * y + z * z + w * w);
if (mag > FP_MAG_THRESHOLD)
{
x /= mag;
y /= mag;
z /= mag; // no need to normalize w, it's not used
}
if( mQ[VW] >= 0 )
{
return LLVector3( x, y , z );
}
else
{
return LLVector3( -x, -y, -z );
}
}
// Saves space by using the fact that our quaternions are normalized
void LLQuaternion::unpackFromVector3( const LLVector3& vec )
{
mQ[VX] = vec.mV[VX];
mQ[VY] = vec.mV[VY];
mQ[VZ] = vec.mV[VZ];
F32 t = 1.f - vec.magVecSquared();
if( t > 0 )
{
mQ[VW] = sqrt( t );
}
else
{
// Need this to avoid trying to find the square root of a negative number due
// to floating point error.
mQ[VW] = 0;
}
}
bool LLQuaternion::parseQuat(const std::string& buf, LLQuaternion* value)
{
if( buf.empty() || value == NULL)
{
return false;
}
LLQuaternion quat;
S32 count = sscanf( buf.c_str(), "%f %f %f %f", quat.mQ + 0, quat.mQ + 1, quat.mQ + 2, quat.mQ + 3 );
if( 4 == count )
{
value->set( quat );
return true;
}
return false;
}
// End
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