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kquaternion.cpp from Spatial Knowledge Experiments at Krugle


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/*
    Copyright (C) 2003, 2004, 2005 by Luca Cappa
    Written by Luca Cappa groton@users.sourceforge.net
  
    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.
  
    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
    Library General Public License for more details.
  
    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "cssysdef.h"

#include "csutil/sysfunc.h"
#include "csutil/cscolor.h"
#include "csutil/cmdhelp.h"
#include "csutil/cspmeter.h"
#include "csutil/csstring.h"
#include "csutil/scfstr.h"

#include "cstool/csview.h"
#include "cstool/initapp.h"
#include "cstool/collider.h"

#include "iutil/vfs.h"
#include "iutil/eventq.h"
#include "iutil/event.h"
#include "iutil/objreg.h"
#include "iutil/csinput.h"
#include "iutil/virtclk.h"
#include "iutil/plugin.h"
#include "iutil/string.h"


#include "iengine/sector.h"
#include "iengine/engine.h"
#include "iengine/camera.h"
#include "iengine/light.h"
#include "iengine/texture.h"
#include "iengine/mesh.h"
#include "iengine/movable.h"
#include "iengine/material.h"

#include "imesh/thing.h"
#include "imesh/object.h"
#include "imesh/sprite3d.h"


#include "ivideo/graph3d.h"
#include "ivideo/graph2d.h"
#include "ivideo/natwin.h"
#include "ivideo/txtmgr.h"
#include "ivideo/texture.h"
#include "ivideo/material.h"
#include "ivideo/fontserv.h"

#include "igraphic/imageio.h"

#include "imap/loader.h"

#include "ivaria/reporter.h"
#include "ivaria/stdrep.h"
#include "ivaria/conout.h"
#include "ivaria/reporter.h"
#include "ivaria/stdrep.h"
#include "ivaria/collider.h"

#include "csgeom/quaterni.h"
#include "csgeom/transfrm.h"
#include "csgeom/math3d_d.h"
#include "csgeom/math3d.h"

#include "igeom/polymesh.h"
#include "igeom/objmodel.h"

#include "imap/loader.h"


#include "iaws/aws.h"
#include "iaws/awscnvs.h"


#include "korientation.h"
#include "kblock.h"
#include "kmap.h"
#include "kblockid.h"
#include "kflags.h"
#include "kappstate.h"
#include "ske.h"
#include "kdata.h"

#include "kquaternion.h"



void KQuaternion::SetWithEuler (const csVector3& p_angles)
{
  EulerAngles l_eA = {p_angles.y, p_angles.x, p_angles.z, 
    m_order};
  Quat q = Eul_ToQuat (l_eA);
  x = q.x; y = q.y; z = q.z; r = q.w;
}

void KQuaternion::SetWithEuler (const csVector3& p_angles, int p_order)
{
  EulerAngles l_eA = {p_angles.y, p_angles.x, p_angles.z, 
    p_order};
  Quat q = Eul_ToQuat (l_eA);
  x = q.x; y = q.y; z = q.z; r = q.w;
}

void KQuaternion::GetEulerAngles (csVector3& p_angles)
{
  Quat q;
  q.x = x; q.y = y; q.z = z; q.w = r;
  EulerAngles l_eA = Eul_FromQuat (q, m_order);
  p_angles.x = l_eA.y;
  p_angles.y = l_eA.x;
  p_angles.z = l_eA.z;
}

void KQuaternion::GetEulerAngles (csVector3& p_angles, int p_order)
{
  Quat q;
  q.x = x; q.y = y; q.z = z; q.w = r;
  EulerAngles l_eA = Eul_FromQuat (q, p_order);
  p_angles.x = l_eA.y;
  p_angles.y = l_eA.x;
  p_angles.z = l_eA.z;
}


void KQuaternion::Invert()
{
    float norm, invNorm;

    norm = x * x + y * y + z * z + r * r;

    invNorm = (float) (1.0 / norm);

    x = -x * invNorm;
    y = -y * invNorm;
    z = -z * invNorm;
    r =  r * invNorm;
}

KQuaternion::KQuaternion(const csMatrix3& mat, int p_order)
{
    m_order = p_order;

    float  tr, s;
    int    i;

    tr = mat.m11 + mat.m22 + mat.m33 + 1.0;

    // check the diagonal
    if (tr > 0.0) {
        s = 0.5 / sqrt (tr);
        r = 0.25 / s;
        x = (mat.m32 - mat.m23) * s;
        y = (mat.m13 - mat.m31) * s;
        z = (mat.m21 - mat.m12) * s;
    } else {
        // diagonal is negative
        i = 1;
        if (mat.m22 > mat.m11) i = 2;
        if ((i == 1 && mat.m33 > mat.m11)
            || (i == 2 && mat.m33 > mat.m22)) i = 3;

            /*
            m11 = 0
            m12 = 1
            m13 = 2
            m21 = 4
            m22 = 5
            m23 = 6
            m31 = 8
            m32 = 9
            m33 = 10
            */

        switch(i) {
        case 1:
            s = sqrt ((mat.m11 - (mat.m22 + mat.m33)) + 1.0);

            x = s * 0.5;

            if (s != 0.0) s = 0.5 / s;

            y = (mat.m12 + mat.m21) * s;
            z = (mat.m13 + mat.m31) * s;
            r = (mat.m23 - mat.m32) * s;
            break;
        case 2:
            s = sqrt ((mat.m22 - (mat.m33 + mat.m11)) + 1.0);

            y = 0.5 * s;

            if (s != 0.0) s = 0.5 / s;

            x = (mat.m12 + mat.m21) * s;
            z = (mat.m23 + mat.m32) * s;
            r = (mat.m13 - mat.m31) * s;

            break;
        case 3:
            s = sqrt ((mat.m33 - (mat.m11 + mat.m22)) + 1.0);

            z = 0.5 * s;

            if (s != 0.0) s = 0.5 / s;

            x = (mat.m13 + mat.m31) * s;
            y = (mat.m23 + mat.m32) * s;
            r = (mat.m12 - mat.m21) * s;
            break;
        }
    }
}

#define SLERPDELTA  0.0001f \
 \
  // Difference at which to lerp instead of slerp
KQuaternion KQuaternion::Slerp (const KQuaternion &quat2, float slerp) const
{
  double omega, cosom, invsinom, scale0, scale1;
  
  KQuaternion quato(quat2);
  
  // decide if one of the quaternions is backwards
  double a = (x-quat2.x)*(x-quat2.x) + (y-quat2.y)*(y-quat2.y) + (z-quat2.z)*(z-quat2.z) + (r-quat2.r)*(r-quat2.r);
  double b = (x+quat2.x)*(x+quat2.x) + (y+quat2.y)*(y+quat2.y) + (z+quat2.z)*(z+quat2.z) + (r+quat2.r)*(r+quat2.r);
  if (a > b) 
  {
      quato.Negate();
  }
  
  // Calculate dot between quats
  cosom = x * quato.x + y * quato.y + z * quato.z + r * quato.r;

  // Make sure the two quaternions are not exactly opposite? (within a little
  // slop).
  if ((1.0f + cosom) > SLERPDELTA)
  {
    // Are they more than a little bit different?  Avoid a divided by zero
    // and lerp if not.
    if ((1.0f - cosom) > SLERPDELTA)
    {
      // Yes, do a slerp
      omega = acos (cosom);
      invsinom = 1.0f / sin (omega);
      scale0 = sin ((1.0f - slerp) * omega) * invsinom;
      scale1 = sin (slerp * omega) * invsinom;
    }
    else
    {
      // Not a very big difference, do a lerp
      scale0 = 1.0f - slerp;
      scale1 = slerp;
    }

    return KQuaternion (
        scale0 * r + scale1 * quato.r,
        scale0 * x + scale1 * quato.x,
        scale0 * y + scale1 * quato.y,
        scale0 * z + scale1 * quato.z);
  }

  // The quaternions are nearly opposite so to avoid a divided by zero error
  // Calculate a perpendicular quaternion and slerp that direction
  scale0 = sin ((1.0f - slerp) * PI);
  scale1 = sin (slerp * PI);
  return KQuaternion (
      scale0 * r + scale1 * quato.z,
      scale0 * x + scale1 * -quato.y,
      scale0 * y + scale1 * quato.x,
      scale0 * z + scale1 * -quato.r);
}


const csMatrix3 KQuaternion::GetMatrix () const
{
  float rx, ry, rz, xx, yy, yz, xy, xz, zz, x2, y2, z2;

  csMatrix3 m;

  // calculate coefficients
  x2 = x + x;
  y2 = y + y;
  z2 = z + z;
  xx = x * x2;   xy = x * y2;   xz = x * z2;
  yy = y * y2;   yz = y * z2;   zz = z * z2;
  rx = r * x2;   ry = r * y2;   rz = r * z2;

  m.m11 = 1.0 - (yy + zz);
  m.m12 = xy - rz;
  m.m13 = xz + ry;

  m.m21 = xy + rz;
  m.m22 = 1.0 - (xx + zz);
  m.m23 = yz - rx;

  m.m31 = xz - ry;
  m.m32 = yz + rx;
  m.m33 = 1.0 - (xx + yy);
  
  return m;
}




See more files for this project here

Spatial Knowledge Experiments

A simulation of 3D virtual worlds for psychological experiments

Project homepage: http://sourceforge.net/projects/ske
Programming language(s): C,C++,Perl
License: other

  isense/
  joystick/
  Jamfile
  KImageCardinalDirection.h
  SKE.cpp
  SKE.h
  eulerangles.c
  eulerangles.h
  ikdraggable.cpp
  ikdraggable.h
  ikdraghandler.h
  ikmission.h
  ikxmlreader.h
  ikxmlwriter.h
  kappstate.cpp
  kappstate.h
  kbasedraggable.cpp
  kbasedraggable.h
  kbasedraghandler.cpp
  kbasedraghandler.h
  kblock.cpp
  kblock.h
  kblockId.h
  kblockid.cpp
  kcamera.cpp
  kcamera.h
  kcollision.cpp
  kcommandprocessor.cpp
  kcommandprocessor.h
  kconstant.cpp
  kconstant.h
  kcursor3d.cpp
  kcursor3d.h
  kdata.cpp
  kdata.h
  kdatalist.cpp
  kdatalist.h
  kdragmanager.cpp
  kdragmanager.h
  keventhandlermanager.cpp
  keventhandlermanager.h
  kflags.cpp
  kflags.h
  kimagecardinaldirection.cpp
  kkeys.cpp
  kkeys.h
  kkeystate.cpp
  kkeystate.h
  klandmark.cpp
  klandmark.h
  klandmarklist.cpp
  klandmarklist.h
  klight.cpp
  klight.h
  klightlist.cpp
  klightlist.h
  kmap.cpp
  kmap.h
  kmission.cpp
  kmission.h
  kmissiontype.cpp
  kmissiontype.h
  kmode.cpp
  kmode.h
  kmousemanager.cpp
  kmousemanager.h
  kobject3d.cpp
  kobject3d.h
  korientation.cpp
  korientation.h
  kpath.cpp
  kpath.h
  kpathfollower.cpp
  kpathfollower.h
  kplayer.cpp
  kplayer.h
  kposition.cpp
  kposition.h
  kquaternion.cpp
  kquaternion.h
  ksaveddatamanager.cpp
  ksaveddatamanager.h
  ksegment3.h
  ksign.cpp
  ksign.h
  ksprite3d.cpp
  ksprite3d.h
  ksprite3dlist.cpp
  ksprite3dlist.h
  kterrain.cpp
  kterrain.h
  kthing.cpp
  kthing.h
  kutil.cpp
  kutil.h
  kwireframe.cpp
  kwireframe.h
  kxmlhelper.h
  movement1d.h
  movement3d.h
  quattypes.h