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/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2005-12-21 // Updated : 2008-11-27 // Licence : This source is under MIT License // File : glm/gtx/quaternion.inl ///////////////////////////////////////////////////////////////////////////////////////////////////
#include <limits>
namespace glm { template <typename valType> GLM_FUNC_QUALIFIER detail::tvec3<valType> cross ( detail::tvec3<valType> const & v, detail::tquat<valType> const & q ) { return inverse(q) * v; }
template <typename valType> GLM_FUNC_QUALIFIER detail::tvec3<valType> cross ( detail::tquat<valType> const & q, detail::tvec3<valType> const & v ) { return q * v; }
template <typename T> GLM_FUNC_QUALIFIER detail::tquat<T> squad ( detail::tquat<T> const & q1, detail::tquat<T> const & q2, detail::tquat<T> const & s1, detail::tquat<T> const & s2, T const & h) { return mix(mix(q1, q2, h), mix(s1, s2, h), T(2) * (T(1) - h) * h); }
template <typename T> GLM_FUNC_QUALIFIER detail::tquat<T> intermediate ( detail::tquat<T> const & prev, detail::tquat<T> const & curr, detail::tquat<T> const & next ) { detail::tquat<T> invQuat = inverse(curr); return exp((log(next + invQuat) + log(prev + invQuat)) / T(-4)) * curr; }
template <typename T> GLM_FUNC_QUALIFIER detail::tquat<T> exp ( detail::tquat<T> const & q ) { detail::tvec3<T> u(q.x, q.y, q.z); float Angle = glm::length(u); detail::tvec3<T> v(u / Angle); return detail::tquat<T>(cos(Angle), sin(Angle) * v); }
template <typename T> GLM_FUNC_QUALIFIER detail::tquat<T> log ( detail::tquat<T> const & q ) { if((q.x == T(0)) && (q.y == T(0)) && (q.z == T(0))) { if(q.w > T(0)) return detail::tquat<T>(log(q.w), T(0), T(0), T(0)); else if(q.w < T(0)) return detail::tquat<T>(log(-q.w), T(3.1415926535897932384626433832795), T(0),T(0)); else return detail::tquat<T>(std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity()); } else { T Vec3Len = sqrt(q.x * q.x + q.y * q.y + q.z * q.z); T QuatLen = sqrt(Vec3Len * Vec3Len + q.w * q.w); T t = atan(Vec3Len, T(q.w)) / Vec3Len; return detail::tquat<T>(t * q.x, t * q.y, t * q.z, log(QuatLen)); } }
template <typename T> GLM_FUNC_QUALIFIER detail::tquat<T> pow ( detail::tquat<T> const & x, T const & y ) { if(abs(x.w) > T(0.9999)) return x; float Angle = acos(y); float NewAngle = Angle * y; float Div = sin(NewAngle) / sin(Angle); return detail::tquat<T>( cos(NewAngle), x.x * Div, x.y * Div, x.z * Div); }
//template <typename T> //GLM_FUNC_QUALIFIER detail::tquat<T> sqrt //( // detail::tquat<T> const & q //) //{ // T q0 = T(1) - dot(q, q); // return T(2) * (T(1) + q0) * q; //}
template <typename T> GLM_FUNC_QUALIFIER detail::tvec3<T> rotate ( detail::tquat<T> const & q, detail::tvec3<T> const & v ) { return q * v; }
template <typename T> GLM_FUNC_QUALIFIER detail::tvec4<T> rotate ( detail::tquat<T> const & q, detail::tvec4<T> const & v ) { return q * v; }
template <typename T> GLM_FUNC_QUALIFIER T extractRealComponent ( detail::tquat<T> const & q ) { T w = T(1.0) - q.x * q.x - q.y * q.y - q.z * q.z; if(w < T(0)) return T(0); else return -sqrt(w); }
template <typename T> GLM_FUNC_QUALIFIER detail::tquat<T> shortMix ( detail::tquat<T> const & x, detail::tquat<T> const & y, T const & a ) { if(a <= typename detail::tquat<T>::value_type(0)) return x; if(a >= typename detail::tquat<T>::value_type(1)) return y;
T fCos = dot(x, y); detail::tquat<T> y2(y); //BUG!!! tquat<T> y2; if(fCos < T(0)) { y2 = -y; fCos = -fCos; }
//if(fCos > 1.0f) // problem T k0, k1; if(fCos > T(0.9999)) { k0 = T(1) - a; k1 = T(0) + a; //BUG!!! 1.0f + a; } else { T fSin = sqrt(T(1) - fCos * fCos); T fAngle = atan(fSin, fCos); T fOneOverSin = T(1) / fSin; k0 = sin((T(1) - a) * fAngle) * fOneOverSin; k1 = sin((T(0) + a) * fAngle) * fOneOverSin; }
return detail::tquat<T>( k0 * x.w + k1 * y2.w, k0 * x.x + k1 * y2.x, k0 * x.y + k1 * y2.y, k0 * x.z + k1 * y2.z); }
template <typename T> GLM_FUNC_QUALIFIER detail::tquat<T> fastMix ( detail::tquat<T> const & x, detail::tquat<T> const & y, T const & a ) { return glm::normalize(x * (T(1) - a) + (y * a)); } }//namespace glm
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