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- /* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
- * This Source Code Form is subject to the terms of the Mozilla Public
- * License, v. 2.0. If a copy of the MPL was not distributed with this
- * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
- #ifndef GFX_QUATERNION_H
- #define GFX_QUATERNION_H
- #include "mozilla/gfx/BasePoint4D.h"
- #include "mozilla/gfx/Matrix.h"
- #include "nsAlgorithm.h"
- #include <algorithm>
- struct gfxQuaternion : public mozilla::gfx::BasePoint4D<gfxFloat, gfxQuaternion> {
- typedef mozilla::gfx::BasePoint4D<gfxFloat, gfxQuaternion> Super;
- gfxQuaternion() : Super() {}
- gfxQuaternion(gfxFloat aX, gfxFloat aY, gfxFloat aZ, gfxFloat aW) : Super(aX, aY, aZ, aW) {}
- explicit gfxQuaternion(const mozilla::gfx::Matrix4x4& aMatrix) {
- w = 0.5 * sqrt(std::max(1 + aMatrix[0][0] + aMatrix[1][1] + aMatrix[2][2], 0.0f));
- x = 0.5 * sqrt(std::max(1 + aMatrix[0][0] - aMatrix[1][1] - aMatrix[2][2], 0.0f));
- y = 0.5 * sqrt(std::max(1 - aMatrix[0][0] + aMatrix[1][1] - aMatrix[2][2], 0.0f));
- z = 0.5 * sqrt(std::max(1 - aMatrix[0][0] - aMatrix[1][1] + aMatrix[2][2], 0.0f));
- if(aMatrix[2][1] > aMatrix[1][2])
- x = -x;
- if(aMatrix[0][2] > aMatrix[2][0])
- y = -y;
- if(aMatrix[1][0] > aMatrix[0][1])
- z = -z;
- }
- // Convert from |direction axis, angle| pair to gfxQuaternion.
- //
- // Reference:
- // https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
- //
- // if the direction axis is (x, y, z) = xi + yj + zk,
- // and the angle is |theta|, this formula can be done using
- // an extension of Euler's formula:
- // q = cos(theta/2) + (xi + yj + zk)(sin(theta/2))
- // = cos(theta/2) +
- // x*sin(theta/2)i + y*sin(theta/2)j + z*sin(theta/2)k
- // Note: aDirection should be an unit vector and
- // the unit of aAngle should be Radian.
- gfxQuaternion(const mozilla::gfx::Point3D &aDirection, gfxFloat aAngle) {
- MOZ_ASSERT(mozilla::gfx::FuzzyEqual(aDirection.Length(), 1.0f),
- "aDirection should be an unit vector");
- x = aDirection.x * sin(aAngle/2.0);
- y = aDirection.y * sin(aAngle/2.0);
- z = aDirection.z * sin(aAngle/2.0);
- w = cos(aAngle/2.0);
- }
- gfxQuaternion Slerp(const gfxQuaternion &aOther, gfxFloat aCoeff) {
- gfxFloat dot = mozilla::clamped(DotProduct(aOther), -1.0, 1.0);
- if (dot == 1.0) {
- return *this;
- }
- gfxFloat theta = acos(dot);
- gfxFloat rsintheta = 1/sqrt(1 - dot*dot);
- gfxFloat rightWeight = sin(aCoeff*theta)*rsintheta;
- gfxQuaternion left = *this;
- gfxQuaternion right = aOther;
- left *= cos(aCoeff*theta) - dot*rightWeight;
- right *= rightWeight;
- return left + right;
- }
- mozilla::gfx::Matrix4x4 ToMatrix() {
- mozilla::gfx::Matrix4x4 temp;
- temp[0][0] = 1 - 2 * (y * y + z * z);
- temp[0][1] = 2 * (x * y + w * z);
- temp[0][2] = 2 * (x * z - w * y);
- temp[1][0] = 2 * (x * y - w * z);
- temp[1][1] = 1 - 2 * (x * x + z * z);
- temp[1][2] = 2 * (y * z + w * x);
- temp[2][0] = 2 * (x * z + w * y);
- temp[2][1] = 2 * (y * z - w * x);
- temp[2][2] = 1 - 2 * (x * x + y * y);
- return temp;
- }
- };
- #endif /* GFX_QUATERNION_H */
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