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util-quat.cpp
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#include "util-math.h"
namespace util
{
// Quaternion implementations
quat quatFromAxisAngle(float3 axis, float radians)
{
// Note: assumes axis is normalized
float sinHalfTheta = sinf(0.5f * radians);
float cosHalfTheta = cosf(0.5f * radians);
return quat(cosHalfTheta, axis * sinHalfTheta);
}
quat quatFromEuler(float3 euler)
{
float sinHalfX = sinf(0.5f * euler.x);
float cosHalfX = cosf(0.5f * euler.x);
float sinHalfY = sinf(0.5f * euler.y);
float cosHalfY = cosf(0.5f * euler.y);
float sinHalfZ = sinf(0.5f * euler.z);
float cosHalfZ = cosf(0.5f * euler.z);
quat quatX = { cosHalfX, sinHalfX, 0, 0 };
quat quatY = { cosHalfY, 0, sinHalfY, 0 };
quat quatZ = { cosHalfZ, 0, 0, sinHalfZ };
// Note: multiplication order for quats is like column-vector convention
return quatZ * quatY * quatX;
}
quat quatFromRotationMatrix(float3x3 const & a)
{
// Implementation from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/christian.htm
// !!!UNDONE: haven't tested that this actually works and matches rotationMatrixFromQuat
quat result =
{
0.5f * sqrtf(max(0.0f, 1.0f + a[0][0] + a[1][1] + a[2][2])),
0.5f * sqrtf(max(0.0f, 1.0f + a[0][0] - a[1][1] - a[2][2])),
0.5f * sqrtf(max(0.0f, 1.0f - a[0][0] + a[1][1] - a[2][2])),
0.5f * sqrtf(max(0.0f, 1.0f - a[0][0] - a[1][1] + a[2][2])),
};
result.x = copysignf(result.x, a[1][2] - a[2][1]);
result.y = copysignf(result.y, a[2][0] - a[0][2]);
result.z = copysignf(result.z, a[0][1] - a[1][0]);
return result;
}
}