00001 #include <windows.h>
00002 #include "quat.h"
00003 #include "mmgr.h"
00004
00005
00006 QUAT::QUAT(float sx, float sy, float sz, float sw)
00007 :
00008 x(sx),
00009 y(sy),
00010 z(sz),
00011 w(sw)
00012 {
00013 }
00014
00015 QUAT::~QUAT()
00016 {
00017 }
00018
00019 void QUAT::Reset()
00020 {
00021 x = 0.0;
00022 y = 0.0;
00023 z = 0.0;
00024 w = 1.0;
00025 }
00026
00027 void QUAT::CopyQuat(QUAT q)
00028 {
00029 x = q.x;
00030 y = q.y;
00031 z = q.z;
00032 w = q.w;
00033 }
00034
00035 void QUAT::AxisAngleToQuat(VECTOR axis, float theta)
00036 {
00037 float halfTheta = theta * 0.5;
00038 float cosHalfTheta = cos(halfTheta);
00039 float sinHalfTheta = sin(halfTheta);
00040 x = axis.x * sinHalfTheta;
00041 y = axis.y * sinHalfTheta;
00042 z = axis.z * sinHalfTheta;
00043 w = cosHalfTheta;
00044 }
00045
00046 void QUAT::EulerToQuat(float roll, float pitch, float yaw)
00047 {
00048 float cr, cp, cy, sr, sp, sy, cpcy, spsy;
00049 cr = cos(roll/2);
00050 cp = cos(pitch/2);
00051 cy = cos(yaw/2);
00052 sr = sin(roll/2);
00053 sp = sin(pitch/2);
00054 sy = sin(yaw/2);
00055 cpcy = cp * cy;
00056 spsy = sp * sy;
00057 w = cr * cpcy + sr * spsy;
00058 x = sr * cpcy - cr * spsy;
00059 y = cr * sp * cy + sr * cp * sy;
00060 z = cr * cp * sy - sr * sp * cy;
00061 }
00062
00063 float QUAT::MagnitudeQuat()
00064 {
00065 return( sqrt(w*w+x*x+y*y+z*z));
00066 }
00067
00068 void QUAT::NormaliseQuat()
00069 {
00070 float Mag;
00071 Mag = MagnitudeQuat();
00072 w = w/Mag;
00073 x = x/Mag;
00074 y = y/Mag;
00075 z = z/Mag;
00076 }
00077
00078 void QUAT::MultQuat(QUAT q)
00079 {
00080 QUAT q3;
00081 VECTOR vectorq1;
00082 VECTOR vectorq2;
00083 vectorq1.x = x;
00084 vectorq1.y = y;
00085 vectorq1.z = z;
00086 vectorq2.x = q.x;
00087 vectorq2.y = q.y;
00088 vectorq2.z = q.z;
00089
00090 VECTOR tempvec1;
00091 VECTOR tempvec2;
00092 VECTOR tempvec3;
00093 tempvec1 = vectorq1;
00094 q3.w = (w*q.w) - tempvec1.DotProduct(vectorq2);
00095 tempvec1.CrossVector(vectorq2);
00096 tempvec2.x = w * q.x;
00097 tempvec2.y = w * q.y;
00098 tempvec2.z = w * q.z;
00099 tempvec3.x = q.w * x;
00100 tempvec3.y = q.w * y;
00101 tempvec3.z = q.w * z;
00102 q3.x = tempvec1.x + tempvec2.x + tempvec3.x;
00103 q3.y = tempvec1.y + tempvec2.y + tempvec3.y;
00104 q3.z = tempvec1.z + tempvec2.z + tempvec3.z;
00105 CopyQuat(q3);
00106 }
00107
00108 void QUAT::MatrixToQuat(float m[4][4])
00109 {
00110 float tr, s, q[4];
00111 int i, j, k;
00112
00113 int nxt[3] = {1, 2, 0};
00114
00115 tr = m[0][0] + m[1][1] + m[2][2];
00116
00117
00118 if (tr > 0.0) {
00119 s = sqrt (tr + 1.0);
00120 w = s / 2.0;
00121 s = 0.5 / s;
00122 x = (m[1][2] - m[2][1]) * s;
00123 y = (m[2][0] - m[0][2]) * s;
00124 z = (m[0][1] - m[1][0]) * s;
00125 }
00126 else
00127 {
00128
00129 i = 0;
00130 if (m[1][1] > m[0][0]) i = 1;
00131 if (m[2][2] > m[i][i]) i = 2;
00132 j = nxt[i];
00133 k = nxt[j];
00134
00135 s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0);
00136
00137 q[i] = s * 0.5;
00138
00139 if (s != 0.0) s = 0.5 / s;
00140
00141 q[3] = (m[j][k] - m[k][j]) * s;
00142 q[j] = (m[i][j] + m[j][i]) * s;
00143 q[k] = (m[i][k] + m[k][i]) * s;
00144
00145 x = q[0];
00146 y = q[1];
00147 z = q[2];
00148 w = q[3];
00149 }
00150 }