/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// CLASS HEADER
#include <dali/public-api/math/quaternion.h>
+// EXTERNAL INCLUDES
+#include <ostream>
+
// INTERNAL INCLUDES
+#include <dali/internal/render/common/performance-monitor.h>
#include <dali/public-api/common/constants.h>
#include <dali/public-api/math/degree.h>
+#include <dali/public-api/math/math-utils.h>
#include <dali/public-api/math/matrix.h>
#include <dali/public-api/math/radian.h>
-#include <dali/public-api/math/math-utils.h>
-#include <dali/internal/render/common/performance-monitor.h>
-
-// EXTERNAL INCLUDES
-#include <iostream>
namespace Dali
{
const Quaternion Quaternion::IDENTITY;
-
/**
* Default Constructor
*/
Quaternion::Quaternion()
- : mVector(0.0f, 0.0f, 0.0f, 1.0f)
+: mVector(0.0f, 0.0f, 0.0f, 1.0f)
{
}
-Quaternion::Quaternion(float cosThetaBy2, float iBySineTheta, float jBySineTheta, float kBySineTheta) :
- mVector(iBySineTheta, jBySineTheta, kBySineTheta, cosThetaBy2)
+Quaternion::Quaternion(float cosThetaBy2, float iBySineTheta, float jBySineTheta, float kBySineTheta)
+: mVector(iBySineTheta, jBySineTheta, kBySineTheta, cosThetaBy2)
{
}
Quaternion::Quaternion(const Vector4& vector)
+: mVector(vector)
{
- mVector = vector;
}
-Quaternion::Quaternion(float angle, const Vector3 &axis)
+Quaternion::Quaternion(Radian angle, const Vector3& axis)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,4);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 4);
Vector3 tmpAxis = axis;
tmpAxis.Normalize();
- const float halfAngle = angle * 0.5f;
+ const float halfAngle = angle.radian * 0.5f;
const float sinThetaByTwo = sinf(halfAngle);
const float cosThetaByTwo = cosf(halfAngle);
- mVector.x = tmpAxis.x * sinThetaByTwo;
- mVector.y = tmpAxis.y * sinThetaByTwo;
- mVector.z = tmpAxis.z * sinThetaByTwo;
- mVector.w = cosThetaByTwo;
-}
-
-Quaternion::Quaternion(float theta, const Vector4 &axis)
-{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,4);
-
- Vector4 tmpAxis = axis;
- tmpAxis.Normalize();
- const float halfTheta = theta * 0.5f;
- const float sinThetaByTwo = sinf(halfTheta);
- const float cosThetaByTwo = cosf(halfTheta);
- mVector.x = tmpAxis.x * sinThetaByTwo;
- mVector.y = tmpAxis.y * sinThetaByTwo;
- mVector.z = tmpAxis.z * sinThetaByTwo;
- mVector.w = cosThetaByTwo;
+ mVector.x = tmpAxis.x * sinThetaByTwo;
+ mVector.y = tmpAxis.y * sinThetaByTwo;
+ mVector.z = tmpAxis.z * sinThetaByTwo;
+ mVector.w = cosThetaByTwo;
}
-Quaternion::Quaternion(float x, float y, float z)
+Quaternion::Quaternion(Radian pitch, Radian yaw, Radian roll)
{
- SetEuler(x,y,z);
+ SetEuler(pitch, yaw, roll);
}
Quaternion::Quaternion(const Matrix& matrix)
{
- Vector3 xAxis( matrix.GetXAxis() );
- Vector3 yAxis( matrix.GetYAxis() );
- Vector3 zAxis( matrix.GetZAxis() );
+ Vector3 xAxis(matrix.GetXAxis());
+ Vector3 yAxis(matrix.GetYAxis());
+ Vector3 zAxis(matrix.GetZAxis());
- SetFromAxes( xAxis, yAxis, zAxis );
+ SetFromAxes(xAxis, yAxis, zAxis);
}
-Quaternion::Quaternion( const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis )
+Quaternion::Quaternion(const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis)
{
- SetFromAxes( xAxis, yAxis, zAxis );
+ SetFromAxes(xAxis, yAxis, zAxis);
}
-Quaternion::Quaternion( const Vector3& v0, const Vector3& v1 )
+Quaternion::Quaternion(const Vector3& v0, const Vector3& v1)
{
float dot = v0.Dot(v1);
- if( dot > 1.0f - Math::MACHINE_EPSILON_1 )
+ if(dot > 1.0f - Math::MACHINE_EPSILON_1)
{
//Identity quaternion
mVector.x = mVector.y = mVector.z = 0.0f;
- mVector.w = 1.0f;
+ mVector.w = 1.0f;
}
- else if( dot < -1.0f + Math::MACHINE_EPSILON_1)
+ else if(dot < -1.0f + Math::MACHINE_EPSILON_1)
{
//180 degree rotation across the Z axis
mVector.x = mVector.y = mVector.w = 0.0f;
- mVector.z = 1.0f;
+ mVector.z = 1.0f;
}
else
{
}
}
-Quaternion Quaternion::FromAxisAngle(const Vector4 &axis, float angle)
-{
- return Quaternion(angle, axis);
-}
-
-Quaternion::~Quaternion()
-{
-}
+Quaternion::~Quaternion() = default;
bool Quaternion::IsIdentity() const
{
// start from w as its unlikely that any real rotation has w == 1
// Uses a relaxed epsilon, as composition of rotation introduces error
- return ( ( fabsf( mVector.w - 1.0f ) < Math::MACHINE_EPSILON_10 )&&
- ( fabsf( mVector.x ) < Math::MACHINE_EPSILON_10 )&&
- ( fabsf( mVector.y ) < Math::MACHINE_EPSILON_10 )&&
- ( fabsf( mVector.z ) < Math::MACHINE_EPSILON_10 ) );
+ return ((fabsf(mVector.w - 1.0f) < Math::MACHINE_EPSILON_10) &&
+ (fabsf(mVector.x) < Math::MACHINE_EPSILON_10) &&
+ (fabsf(mVector.y) < Math::MACHINE_EPSILON_10) &&
+ (fabsf(mVector.z) < Math::MACHINE_EPSILON_10));
}
-bool Quaternion::ToAxisAngle(Vector3 &axis, float &angle) const
+bool Quaternion::ToAxisAngle(Vector3& axis, Radian& angle) const
{
- angle = acosf(mVector.w);
+ angle = acosf(mVector.w);
bool converted = false;
// pre-compute to save time
- const float sine = sinf( angle );
+ const float sine = sinf(angle.radian);
// If sine(angle) is zero, conversion is not possible
- if ( ! EqualsZero( sine ) )
+ if(!EqualsZero(sine))
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,3);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 3);
float sinf_theta_inv = 1.0f / sine;
- axis.x = mVector.x*sinf_theta_inv;
- axis.y = mVector.y*sinf_theta_inv;
- axis.z = mVector.z*sinf_theta_inv;
- angle*=2.0f;
+ axis.x = mVector.x * sinf_theta_inv;
+ axis.y = mVector.y * sinf_theta_inv;
+ axis.z = mVector.z * sinf_theta_inv;
+ angle.radian *= 2.0f;
converted = true;
}
return converted;
}
-bool Quaternion::ToAxisAngle(Vector4 &axis, float &angle) const
-{
- Vector3 axis3;
- bool converted = ToAxisAngle(axis3, angle);
- if(converted)
- {
- axis.x = axis3.x;
- axis.y = axis3.y;
- axis.z = axis3.z;
- axis.w = 0;
- }
- return converted;
-}
-
const Vector4& Quaternion::AsVector() const
{
return mVector;
}
-void Quaternion::SetEuler(float x, float y, float z)
+void Quaternion::SetEuler(Radian pitch, Radian yaw, Radian roll)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,19);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 19);
- const float halfX = 0.5f * x;
- const float halfY = 0.5f * y;
- const float halfZ = 0.5f * z;
+ const float halfX = 0.5f * pitch.radian;
+ const float halfY = 0.5f * yaw.radian;
+ const float halfZ = 0.5f * roll.radian;
float cosX2 = cosf(halfX);
float cosY2 = cosf(halfY);
Vector4 Quaternion::EulerAngles() const
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,13);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 13);
- float sqw = mVector.w*mVector.w;
- float sqx = mVector.x*mVector.x;
- float sqy = mVector.y*mVector.y;
- float sqz = mVector.z*mVector.z;
+ float sqw = mVector.w * mVector.w;
+ float sqx = mVector.x * mVector.x;
+ float sqy = mVector.y * mVector.y;
+ float sqz = mVector.z * mVector.z;
Vector4 euler;
- euler.x = atan2f(2.0f * (mVector.y*mVector.z + mVector.x*mVector.w), -sqx - sqy + sqz + sqw);
- euler.y = asinf(-2.0f * (mVector.x*mVector.z - mVector.y*mVector.w));
- euler.z = atan2f(2.0f * (mVector.x*mVector.y + mVector.z*mVector.w), sqx - sqy - sqz + sqw);
+ euler.x = atan2f(2.0f * (mVector.y * mVector.z + mVector.x * mVector.w), -sqx - sqy + sqz + sqw);
+ euler.y = asinf(-2.0f * (mVector.x * mVector.z - mVector.y * mVector.w));
+ euler.z = atan2f(2.0f * (mVector.x * mVector.y + mVector.z * mVector.w), sqx - sqy - sqz + sqw);
return euler;
}
-const Quaternion Quaternion::operator +(const Quaternion &other) const
+const Quaternion Quaternion::operator+(const Quaternion& other) const
{
return Quaternion(mVector + other.mVector);
}
-const Quaternion Quaternion::operator -(const Quaternion &other) const
+const Quaternion Quaternion::operator-(const Quaternion& other) const
{
return Quaternion(mVector - other.mVector);
}
-const Quaternion Quaternion::operator *(const Quaternion &other) const
+const Quaternion Quaternion::operator*(const Quaternion& other) const
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,12);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 12);
return Quaternion(mVector.w * other.mVector.w - mVector.Dot(other.mVector),
mVector.y * other.mVector.z - mVector.z * other.mVector.y + mVector.w * other.mVector.x + mVector.x * other.mVector.w,
mVector.x * other.mVector.y - mVector.y * other.mVector.x + mVector.w * other.mVector.z + mVector.z * other.mVector.w);
}
-Vector3 Quaternion::operator *(const Vector3& v) const
+Vector3 Quaternion::operator*(const Vector3& other) const
{
- // nVidia SDK implementation
- Vector3 uv, uuv;
Vector3 qvec(mVector.x, mVector.y, mVector.z);
- uv = qvec.Cross(v);
- uuv = qvec.Cross(uv);
+ Vector3 uv = qvec.Cross(other);
+ Vector3 uuv = qvec.Cross(uv);
uv *= (2.0f * mVector.w);
uuv *= 2.0f;
- return v + uv + uuv;
+ return other + uv + uuv;
}
-const Quaternion Quaternion::operator /(const Quaternion &q) const
+const Quaternion Quaternion::operator/(const Quaternion& q) const
{
Quaternion p(q);
p.Invert();
return *this * p;
}
-const Quaternion Quaternion::operator *(float scale) const
+const Quaternion Quaternion::operator*(float scale) const
{
- return Quaternion(mVector*scale);
+ return Quaternion(mVector * scale);
}
-const Quaternion Quaternion::operator /(float scale) const
+const Quaternion Quaternion::operator/(float scale) const
{
- return Quaternion(mVector/scale);
+ return Quaternion(mVector / scale);
}
-Quaternion Quaternion::operator -() const
+Quaternion Quaternion::operator-() const
{
return Quaternion(-mVector.w, -mVector.x, -mVector.y, -mVector.z);
}
-const Quaternion& Quaternion::operator +=(const Quaternion &q)
+const Quaternion& Quaternion::operator+=(const Quaternion& q)
{
- mVector += q.mVector; return *this;
+ mVector += q.mVector;
+ return *this;
}
-const Quaternion& Quaternion::operator -=(const Quaternion &q)
+const Quaternion& Quaternion::operator-=(const Quaternion& q)
{
- mVector -= q.mVector; return *this;
+ mVector -= q.mVector;
+ return *this;
}
-const Quaternion& Quaternion::operator *=(const Quaternion &q)
+const Quaternion& Quaternion::operator*=(const Quaternion& q)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,12);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 12);
float x = mVector.x, y = mVector.y, z = mVector.z, w = mVector.w;
mVector.w = mVector.w * q.mVector.w - mVector.Dot(q.mVector);
- mVector.x = y*q.mVector.z - z*q.mVector.y + w*q.mVector.x + x*q.mVector.w;
- mVector.y = z*q.mVector.x - x*q.mVector.z + w*q.mVector.y + y*q.mVector.w;
- mVector.z = x*q.mVector.y - y*q.mVector.x + w*q.mVector.z + z*q.mVector.w;
+ mVector.x = y * q.mVector.z - z * q.mVector.y + w * q.mVector.x + x * q.mVector.w;
+ mVector.y = z * q.mVector.x - x * q.mVector.z + w * q.mVector.y + y * q.mVector.w;
+ mVector.z = x * q.mVector.y - y * q.mVector.x + w * q.mVector.z + z * q.mVector.w;
return *this;
}
-const Quaternion& Quaternion::operator *= (float scale)
+const Quaternion& Quaternion::operator*=(float scale)
{
- mVector*=scale; return *this;
+ mVector *= scale;
+ return *this;
}
-const Quaternion& Quaternion::operator /= (float scale)
+const Quaternion& Quaternion::operator/=(float scale)
{
- mVector/=scale; return *this;
+ mVector /= scale;
+ return *this;
}
-bool Quaternion::operator== (const Quaternion& rhs) const
+bool Quaternion::operator==(const Quaternion& rhs) const
{
- return ( ( fabsf(mVector.x - rhs.mVector.x) < Math::MACHINE_EPSILON_1 &&
- fabsf(mVector.y - rhs.mVector.y) < Math::MACHINE_EPSILON_1 &&
- fabsf(mVector.z - rhs.mVector.z) < Math::MACHINE_EPSILON_1 &&
- fabsf(mVector.w - rhs.mVector.w) < Math::MACHINE_EPSILON_1 ) ||
- // Or equal to negation of rhs
- ( fabsf(mVector.x + rhs.mVector.x) < Math::MACHINE_EPSILON_1 &&
- fabsf(mVector.y + rhs.mVector.y) < Math::MACHINE_EPSILON_1 &&
- fabsf(mVector.z + rhs.mVector.z) < Math::MACHINE_EPSILON_1 &&
- fabsf(mVector.w + rhs.mVector.w) < Math::MACHINE_EPSILON_1 )
- );
+ return ((fabsf(mVector.x - rhs.mVector.x) < Math::MACHINE_EPSILON_1 &&
+ fabsf(mVector.y - rhs.mVector.y) < Math::MACHINE_EPSILON_1 &&
+ fabsf(mVector.z - rhs.mVector.z) < Math::MACHINE_EPSILON_1 &&
+ fabsf(mVector.w - rhs.mVector.w) < Math::MACHINE_EPSILON_1) ||
+ // Or equal to negation of rhs
+ (fabsf(mVector.x + rhs.mVector.x) < Math::MACHINE_EPSILON_1 &&
+ fabsf(mVector.y + rhs.mVector.y) < Math::MACHINE_EPSILON_1 &&
+ fabsf(mVector.z + rhs.mVector.z) < Math::MACHINE_EPSILON_1 &&
+ fabsf(mVector.w + rhs.mVector.w) < Math::MACHINE_EPSILON_1));
}
-bool Quaternion::operator!= (const Quaternion& rhs) const
+bool Quaternion::operator!=(const Quaternion& rhs) const
{
return !operator==(rhs);
}
float Quaternion::Length() const
{
- return (float)sqrt(mVector.w * mVector.w + mVector.Dot(mVector));
+ return static_cast<float>(sqrt(mVector.w * mVector.w + mVector.Dot(mVector)));
}
float Quaternion::LengthSquared() const
{
- return (float)(mVector.w * mVector.w + mVector.Dot(mVector));
+ return static_cast<float>(mVector.w * mVector.w + mVector.Dot(mVector));
}
void Quaternion::Normalize()
{
- *this/=Length();
+ *this /= Length();
}
Quaternion Quaternion::Normalized() const
{
- return *this/Length();
+ return *this / Length();
}
void Quaternion::Conjugate()
void Quaternion::Invert()
{
Conjugate();
- *this/=LengthSquared();
+ *this /= LengthSquared();
}
Quaternion Quaternion::Log() const
{
- float a = acosf(mVector.w);
- float sina = sinf(a);
+ float a = acosf(mVector.w);
+ float sina = sinf(a);
Quaternion ret;
ret.mVector.w = 0;
- if (fabsf(sina) >= Math::MACHINE_EPSILON_1)
+ if(fabsf(sina) >= Math::MACHINE_EPSILON_1)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,4);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 4);
float angleBySinAngle = a * (1.0f / sina);
- ret.mVector.x = mVector.x * angleBySinAngle;
- ret.mVector.y = mVector.y * angleBySinAngle;
- ret.mVector.z = mVector.z * angleBySinAngle;
+ ret.mVector.x = mVector.x * angleBySinAngle;
+ ret.mVector.y = mVector.y * angleBySinAngle;
+ ret.mVector.z = mVector.z * angleBySinAngle;
}
else
{
- ret.mVector.x= ret.mVector.y= ret.mVector.z= 0;
+ ret.mVector.x = ret.mVector.y = ret.mVector.z = 0;
}
return ret;
}
Quaternion Quaternion::Exp() const
{
- DALI_ASSERT_ALWAYS( EqualsZero( mVector.w ) && "Cannot perform Exponent" );
+ DALI_ASSERT_ALWAYS(EqualsZero(mVector.w) && "Cannot perform Exponent");
- float a = mVector.Length();
- float sina = sinf(a);
+ float a = mVector.Length();
+ float sina = sinf(a);
Quaternion ret;
ret.mVector.w = cosf(a);
- if (a >= Math::MACHINE_EPSILON_1)
+ if(a >= Math::MACHINE_EPSILON_1)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,4);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 4);
float sinAOverA = sina * (1.0f / a);
- ret.mVector.x = mVector.x * sinAOverA;
- ret.mVector.y = mVector.y * sinAOverA;
- ret.mVector.z = mVector.z * sinAOverA;
+ ret.mVector.x = mVector.x * sinAOverA;
+ ret.mVector.y = mVector.y * sinAOverA;
+ ret.mVector.z = mVector.z * sinAOverA;
}
else
{
return ret;
}
-float Quaternion::Dot(const Quaternion &q1, const Quaternion &q2)
+float Quaternion::Dot(const Quaternion& q1, const Quaternion& q2)
{
return q1.mVector.Dot4(q2.mVector);
}
-Quaternion Quaternion::Lerp(const Quaternion &q1, const Quaternion &q2, float t)
+Quaternion Quaternion::Lerp(const Quaternion& q1, const Quaternion& q2, float t)
{
- return (q1*(1.0f-t) + q2*t).Normalized();
+ return (q1 * (1.0f - t) + q2 * t).Normalized();
}
-Quaternion Quaternion::Slerp(const Quaternion &q1, const Quaternion &q2, float progress)
+Quaternion Quaternion::Slerp(const Quaternion& q1, const Quaternion& q2, float progress)
{
Quaternion q3;
- float cosTheta = Quaternion::Dot(q1, q2);
+ float cosTheta = Quaternion::Dot(q1, q2);
/**
* If cos(theta) < 0, q1 and q2 are more than 90 degrees apart,
* so invert one to reduce spinning.
*/
- if (cosTheta < 0.0f)
+ if(cosTheta < 0.0f)
{
cosTheta = -cosTheta;
- q3 = -q2;
+ q3 = -q2;
}
else
{
q3 = q2;
}
- if (fabsf(cosTheta) < 0.95f)
+ if(fabsf(cosTheta) < 0.95f)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,5);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 5);
// Normal SLERP
- float sine = sqrtf(1.0f - cosTheta*cosTheta);
- float angle = atan2f(sine, cosTheta);
+ float sine = sqrtf(1.0f - cosTheta * cosTheta);
+ float angle = atan2f(sine, cosTheta);
float invSine = 1.0f / sine;
- float coeff0 = sinf((1.0f - progress) * angle) * invSine;
- float coeff1 = sinf(progress * angle) * invSine;
+ float coeff0 = sinf((1.0f - progress) * angle) * invSine;
+ float coeff1 = sinf(progress * angle) * invSine;
- return q1*coeff0 + q3*coeff1;
+ return q1 * coeff0 + q3 * coeff1;
}
else
{
// If the angle is small, use linear interpolation
- Quaternion result = q1*(1.0f - progress) + q3*progress;
+ Quaternion result = q1 * (1.0f - progress) + q3 * progress;
return result.Normalized();
}
}
-Quaternion Quaternion::SlerpNoInvert(const Quaternion &q1, const Quaternion &q2, float t)
+Quaternion Quaternion::SlerpNoInvert(const Quaternion& q1, const Quaternion& q2, float t)
{
float cosTheta = Quaternion::Dot(q1, q2);
- if (cosTheta > -0.95f && cosTheta < 0.95f)
+ if(cosTheta > -0.95f && cosTheta < 0.95f)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,2);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 2);
float theta = acosf(cosTheta);
- return (q1*sinf(theta*(1.0f-t)) + q2*sinf(theta*t))/sinf(theta);
+ return (q1 * sinf(theta * (1.0f - t)) + q2 * sinf(theta * t)) / sinf(theta);
}
else
{
}
}
-Quaternion Quaternion::Squad(
- const Quaternion &q1, // start
- const Quaternion &q2, // end
- const Quaternion &a, // ctrl pt for q1
- const Quaternion &b, // ctrl pt for q2
- float t)
+Quaternion Quaternion::Squad(const Quaternion& start, const Quaternion& end, const Quaternion& ctrl1, const Quaternion& ctrl2, float t)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,2);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 2);
- Quaternion c = SlerpNoInvert(q1, q2, t);
- Quaternion d = SlerpNoInvert(a, b, t);
- return SlerpNoInvert(c, d, 2*t*(1-t));
+ Quaternion c = SlerpNoInvert(start, end, t);
+ Quaternion d = SlerpNoInvert(ctrl1, ctrl2, t);
+ return SlerpNoInvert(c, d, 2 * t * (1 - t));
}
-float Quaternion::AngleBetween(const Quaternion &q1, const Quaternion &q2)
+float Quaternion::AngleBetween(const Quaternion& q1, const Quaternion& q2)
{
Quaternion from(q1);
Quaternion to(q2);
//Formula for angle θ between two quaternion is:
//θ = cos^−1 (2⟨q1,q2⟩^2 − 1), Where (q1,q2) is inner product of the quaternions.
- float X = from.mVector.Dot4(to.mVector);
- float theta = acos( (2 * X * X) - 1);
+ float X = from.mVector.Dot4(to.mVector);
+ float theta = acosf((2 * X * X) - 1); // float arc cosine
return theta;
}
-Vector4 Quaternion::Rotate(const Vector4 &v) const
+Vector4 Quaternion::Rotate(const Vector4& vector) const
{
- Quaternion V(0.0f, v.x, v.y, v.z);
+ Quaternion V(0.0f, vector.x, vector.y, vector.z);
Quaternion conjugate(*this);
conjugate.Conjugate();
return (*this * V * conjugate).mVector;
}
-Vector3 Quaternion::Rotate(const Vector3 &v) const
+Vector3 Quaternion::Rotate(const Vector3& vector) const
{
- Quaternion V(0.0f, v.x, v.y, v.z);
+ Quaternion V(0.0f, vector.x, vector.y, vector.z);
Quaternion conjugate(*this);
conjugate.Conjugate();
return Vector3((*this * V * conjugate).mVector);
}
-void Quaternion::SetFromAxes( const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis )
+void Quaternion::SetFromAxes(const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis)
{
- MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY,4);
+ MATH_INCREASE_BY(PerformanceMonitor::FLOAT_POINT_MULTIPLY, 4);
float t = xAxis.x + yAxis.y + zAxis.z;
- if ( t > 0.0f ) // w is largest
+ if(t > 0.0f) // w is largest
{
- float root = sqrtf( t + 1.0f );
+ float root = sqrtf(t + 1.0f);
float one_over_4w = 0.5f / root;
- mVector.x = ( yAxis.z - zAxis.y ) * one_over_4w;
- mVector.y = ( zAxis.x - xAxis.z ) * one_over_4w;
- mVector.z = ( xAxis.y - yAxis.x ) * one_over_4w;
- mVector.w = root * 0.5f;
+ mVector.x = (yAxis.z - zAxis.y) * one_over_4w;
+ mVector.y = (zAxis.x - xAxis.z) * one_over_4w;
+ mVector.z = (xAxis.y - yAxis.x) * one_over_4w;
+ mVector.w = root * 0.5f;
}
- else if( zAxis.z > xAxis.x && zAxis.z > yAxis.y ) // z is largest
+ else if(zAxis.z > xAxis.x && zAxis.z > yAxis.y) // z is largest
{
- float root = sqrtf( zAxis.z - xAxis.x - yAxis.y + 1.0f );
+ float root = sqrtf(zAxis.z - xAxis.x - yAxis.y + 1.0f);
float one_over_4w = 0.5f / root;
- mVector.x = ( xAxis.z + zAxis.x ) * one_over_4w;
- mVector.y = ( yAxis.z + zAxis.y ) * one_over_4w;
- mVector.z = root * 0.5f;
- mVector.w = ( xAxis.y - yAxis.x ) * one_over_4w;
+ mVector.x = (xAxis.z + zAxis.x) * one_over_4w;
+ mVector.y = (yAxis.z + zAxis.y) * one_over_4w;
+ mVector.z = root * 0.5f;
+ mVector.w = (xAxis.y - yAxis.x) * one_over_4w;
}
- else if( yAxis.y > xAxis.x ) // y is largest
+ else if(yAxis.y > xAxis.x) // y is largest
{
- float root = sqrtf(yAxis.y - zAxis.z - xAxis.x + 1.0f );
+ float root = sqrtf(yAxis.y - zAxis.z - xAxis.x + 1.0f);
float one_over_4w = 0.5f / root;
- mVector.x = ( xAxis.y + yAxis.x ) * one_over_4w;
+ mVector.x = (xAxis.y + yAxis.x) * one_over_4w;
mVector.y = root * 0.5f;
- mVector.z = ( zAxis.y + yAxis.z ) * one_over_4w;
- mVector.w = ( zAxis.x - xAxis.z ) * one_over_4w;
+ mVector.z = (zAxis.y + yAxis.z) * one_over_4w;
+ mVector.w = (zAxis.x - xAxis.z) * one_over_4w;
}
- else // x is largest
+ else // x is largest
{
- float root = sqrtf( xAxis.x - yAxis.y - zAxis.z + 1.0f );
+ float root = sqrtf(xAxis.x - yAxis.y - zAxis.z + 1.0f);
float one_over_4w = 0.5f / root;
- mVector.x = root * 0.5f;
- mVector.y = ( yAxis.x + xAxis.y ) * one_over_4w;
- mVector.z = ( zAxis.x + xAxis.z ) * one_over_4w;
- mVector.w = ( yAxis.z - zAxis.y ) * one_over_4w;
+ mVector.x = root * 0.5f;
+ mVector.y = (yAxis.x + xAxis.y) * one_over_4w;
+ mVector.z = (zAxis.x + xAxis.z) * one_over_4w;
+ mVector.w = (yAxis.z - zAxis.y) * one_over_4w;
}
Normalize();
}
-std::ostream& operator<< (std::ostream& o, const Quaternion& quaternion)
+std::ostream& operator<<(std::ostream& o, const Quaternion& quaternion)
{
Vector3 axis;
- float angleRadians;
+ Radian angleRadians;
- quaternion.ToAxisAngle( axis, angleRadians );
- Degree degrees = Radian(angleRadians);
+ quaternion.ToAxisAngle(axis, angleRadians);
+ Degree degrees(angleRadians);
- return o << "[ Axis: [" << axis.x << ", " << axis.y << ", " << axis.z << "], Angle: " << degrees << " degrees ]";
+ return o << "[ Axis: [" << axis.x << ", " << axis.y << ", " << axis.z << "], Angle: " << degrees.degree << " degrees ]";
}
} // namespace Dali
-