summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/assimp/include/assimp/quaternion.inl
diff options
context:
space:
mode:
authorSean Harmer <sean.harmer@kdab.com>2017-05-24 12:09:44 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-05-24 12:10:02 +0100
commit77d294db076dac19e8b549b445ffede9f7260c84 (patch)
tree828ee7a6862ec5c0bd24f97cb540625a2c647376 /src/3rdparty/assimp/include/assimp/quaternion.inl
parent59f8fec8a41606b3185fe3a4e276978e3e1ed5ef (diff)
parent939b9b4b7591e8a421cf048a0a84ed3e75d81d21 (diff)
Merge branch 'dev' into wip/animationwip/animation
Diffstat (limited to 'src/3rdparty/assimp/include/assimp/quaternion.inl')
-rw-r--r--src/3rdparty/assimp/include/assimp/quaternion.inl271
1 files changed, 135 insertions, 136 deletions
diff --git a/src/3rdparty/assimp/include/assimp/quaternion.inl b/src/3rdparty/assimp/include/assimp/quaternion.inl
index b966433d1..db27c25ff 100644
--- a/src/3rdparty/assimp/include/assimp/quaternion.inl
+++ b/src/3rdparty/assimp/include/assimp/quaternion.inl
@@ -3,12 +3,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -25,21 +25,21 @@ conditions are met:
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file aiQuaterniont.inl
+/** @file quaternion.inl
* @brief Inline implementation of aiQuaterniont<TReal> operators
*/
#ifndef AI_QUATERNION_INL_INC
@@ -54,24 +54,24 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
template<typename TReal>
bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
{
- return x == o.x && y == o.y && z == o.z && w == o.w;
+ return x == o.x && y == o.y && z == o.z && w == o.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
{
- return !(*this == o);
+ return !(*this == o);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) const {
- return
- std::abs(x - o.x) <= epsilon &&
- std::abs(y - o.y) <= epsilon &&
- std::abs(z - o.z) <= epsilon &&
- std::abs(w - o.w) <= epsilon;
+ return
+ std::abs(x - o.x) <= epsilon &&
+ std::abs(y - o.y) <= epsilon &&
+ std::abs(z - o.z) <= epsilon &&
+ std::abs(w - o.w) <= epsilon;
}
// ---------------------------------------------------------------------------
@@ -79,43 +79,43 @@ inline bool aiQuaterniont<TReal>::Equal(const aiQuaterniont& o, TReal epsilon) c
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
{
- TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
+ TReal t = pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
- // large enough
- if( t > static_cast<TReal>(0))
- {
+ // large enough
+ if( t > static_cast<TReal>(0))
+ {
TReal s = std::sqrt(1 + t) * static_cast<TReal>(2.0);
- x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
- y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
- z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
- w = static_cast<TReal>(0.25) * s;
- } // else we have to check several cases
- else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
- {
- // Column 0:
+ x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
+ y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
+ z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
+ w = static_cast<TReal>(0.25) * s;
+ } // else we have to check several cases
+ else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
+ {
+ // Column 0:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
- x = static_cast<TReal>(0.25) * s;
- y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
- z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
- w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
- }
- else if( pRotMatrix.b2 > pRotMatrix.c3)
- {
- // Column 1:
+ x = static_cast<TReal>(0.25) * s;
+ y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
+ z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
+ w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
+ }
+ else if( pRotMatrix.b2 > pRotMatrix.c3)
+ {
+ // Column 1:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
- x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
- y = static_cast<TReal>(0.25) * s;
- z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
- w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
- } else
- {
- // Column 2:
+ x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
+ y = static_cast<TReal>(0.25) * s;
+ z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
+ w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
+ } else
+ {
+ // Column 2:
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
- x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
- y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
- z = static_cast<TReal>(0.25) * s;
- w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
- }
+ x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
+ y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
+ z = static_cast<TReal>(0.25) * s;
+ w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
+ }
}
// ---------------------------------------------------------------------------
@@ -129,12 +129,12 @@ inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRol
const TReal fCosYaw(std::cos(fYaw*static_cast<TReal>(0.5)));
const TReal fSinRoll(std::sin(fRoll*static_cast<TReal>(0.5)));
const TReal fCosRoll(std::cos(fRoll*static_cast<TReal>(0.5)));
- const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
- const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
- x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
- y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
- z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
- w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
+ const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
+ const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
+ x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
+ y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
+ z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
+ w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
}
// ---------------------------------------------------------------------------
@@ -142,18 +142,18 @@ inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRol
template<typename TReal>
inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
{
- aiMatrix3x3t<TReal> resMatrix;
- resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
- resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
- resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
- resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
- resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
- resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
- resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
- resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
- resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
-
- return resMatrix;
+ aiMatrix3x3t<TReal> resMatrix;
+ resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
+ resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
+ resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
+ resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
+ resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
+ resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
+ resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
+ resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
+ resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
+
+ return resMatrix;
}
// ---------------------------------------------------------------------------
@@ -161,123 +161,122 @@ inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
{
- axis.Normalize();
+ axis.Normalize();
const TReal sin_a = std::sin( angle / 2 );
const TReal cos_a = std::cos( angle / 2 );
- x = axis.x * sin_a;
- y = axis.y * sin_a;
- z = axis.z * sin_a;
- w = cos_a;
+ x = axis.x * sin_a;
+ y = axis.y * sin_a;
+ z = axis.z * sin_a;
+ w = cos_a;
}
// ---------------------------------------------------------------------------
// Construction from am existing, normalized quaternion
template<typename TReal>
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
{
- x = normalized.x;
- y = normalized.y;
- z = normalized.z;
+ x = normalized.x;
+ y = normalized.y;
+ z = normalized.z;
- const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
+ const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
- if (t < static_cast<TReal>(0.0)) {
- w = static_cast<TReal>(0.0);
- }
+ if (t < static_cast<TReal>(0.0)) {
+ w = static_cast<TReal>(0.0);
+ }
else w = std::sqrt (t);
}
// ---------------------------------------------------------------------------
-// Performs a spherical interpolation between two quaternions
+// Performs a spherical interpolation between two quaternions
// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
// Congrats, gmtl!
template<typename TReal>
inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
{
- // calc cosine theta
- TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
-
- // adjust signs (if necessary)
- aiQuaterniont end = pEnd;
- if( cosom < static_cast<TReal>(0.0))
- {
- cosom = -cosom;
- end.x = -end.x; // Reverse all signs
- end.y = -end.y;
- end.z = -end.z;
- end.w = -end.w;
- }
-
- // Calculate coefficients
- TReal sclp, sclq;
- if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
- {
- // Standard case (slerp)
- TReal omega, sinom;
- omega = std::acos( cosom); // extract theta from dot product's cos theta
+ // calc cosine theta
+ TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
+
+ // adjust signs (if necessary)
+ aiQuaterniont end = pEnd;
+ if( cosom < static_cast<TReal>(0.0))
+ {
+ cosom = -cosom;
+ end.x = -end.x; // Reverse all signs
+ end.y = -end.y;
+ end.z = -end.z;
+ end.w = -end.w;
+ }
+
+ // Calculate coefficients
+ TReal sclp, sclq;
+ if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
+ {
+ // Standard case (slerp)
+ TReal omega, sinom;
+ omega = std::acos( cosom); // extract theta from dot product's cos theta
sinom = std::sin( omega);
sclp = std::sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
sclq = std::sin( pFactor * omega) / sinom;
- } else
- {
- // Very close, do linear interp (because it's faster)
- sclp = static_cast<TReal>(1.0) - pFactor;
- sclq = pFactor;
- }
-
- pOut.x = sclp * pStart.x + sclq * end.x;
- pOut.y = sclp * pStart.y + sclq * end.y;
- pOut.z = sclp * pStart.z + sclq * end.z;
- pOut.w = sclp * pStart.w + sclq * end.w;
+ } else
+ {
+ // Very close, do linear interp (because it's faster)
+ sclp = static_cast<TReal>(1.0) - pFactor;
+ sclq = pFactor;
+ }
+
+ pOut.x = sclp * pStart.x + sclq * end.x;
+ pOut.y = sclp * pStart.y + sclq * end.y;
+ pOut.z = sclp * pStart.z + sclq * end.z;
+ pOut.w = sclp * pStart.w + sclq * end.w;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
{
- // compute the magnitude and divide through it
+ // compute the magnitude and divide through it
const TReal mag = std::sqrt(x*x + y*y + z*z + w*w);
- if (mag)
- {
- const TReal invMag = static_cast<TReal>(1.0)/mag;
- x *= invMag;
- y *= invMag;
- z *= invMag;
- w *= invMag;
- }
- return *this;
+ if (mag)
+ {
+ const TReal invMag = static_cast<TReal>(1.0)/mag;
+ x *= invMag;
+ y *= invMag;
+ z *= invMag;
+ w *= invMag;
+ }
+ return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
{
- return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
- w*t.x + x*t.w + y*t.z - z*t.y,
- w*t.y + y*t.w + z*t.x - x*t.z,
- w*t.z + z*t.w + x*t.y - y*t.x);
+ return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
+ w*t.x + x*t.w + y*t.z - z*t.y,
+ w*t.y + y*t.w + z*t.x - x*t.z,
+ w*t.z + z*t.w + x*t.y - y*t.x);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
{
- x = -x;
- y = -y;
- z = -z;
- return *this;
+ x = -x;
+ y = -y;
+ z = -z;
+ return *this;
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
{
- aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
- q.Conjugate();
-
- q = q*q2*qinv;
- return aiVector3t<TReal>(q.x,q.y,q.z);
+ aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
+ qinv.Conjugate();
+ q = q*q2*qinv;
+ return aiVector3t<TReal>(q.x,q.y,q.z);
}
#endif