diff options
author | Konstantin Ritt <ritt.ks@gmail.com> | 2015-02-20 03:38:32 +0400 |
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committer | Konstantin Ritt <ritt.ks@gmail.com> | 2015-02-26 11:02:59 +0000 |
commit | b7d4e4ffebf91ff539e705abef9941073667f373 (patch) | |
tree | f8882212752ebdb7794bfb0aa1612505a0425b99 /src/gui/math3d/qmatrix4x4.cpp | |
parent | e628c80dc38f00efd5a7821a8be61eadcf838b62 (diff) |
Optimize quaternion to rotation matrix convertion
Rearrange operands to get rid of 50% of multiplications
(i.e. `2 * (x * x + z * z)` -> `(x + x) * x + (z + z) * z`).
Change-Id: Ib5279425ead999fc571b4964ac1681b6e22f9a7e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/gui/math3d/qmatrix4x4.cpp')
-rw-r--r-- | src/gui/math3d/qmatrix4x4.cpp | 44 |
1 files changed, 25 insertions, 19 deletions
diff --git a/src/gui/math3d/qmatrix4x4.cpp b/src/gui/math3d/qmatrix4x4.cpp index c196f7cff8..a54ca451d4 100644 --- a/src/gui/math3d/qmatrix4x4.cpp +++ b/src/gui/math3d/qmatrix4x4.cpp @@ -1322,27 +1322,33 @@ void QMatrix4x4::rotate(const QQuaternion& quaternion) { // Algorithm from: // http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q54 - QMatrix4x4 m(1); - float xx = quaternion.x() * quaternion.x(); - float xy = quaternion.x() * quaternion.y(); - float xz = quaternion.x() * quaternion.z(); - float xw = quaternion.x() * quaternion.scalar(); - float yy = quaternion.y() * quaternion.y(); - float yz = quaternion.y() * quaternion.z(); - float yw = quaternion.y() * quaternion.scalar(); - float zz = quaternion.z() * quaternion.z(); - float zw = quaternion.z() * quaternion.scalar(); - m.m[0][0] = 1.0f - 2 * (yy + zz); - m.m[1][0] = 2 * (xy - zw); - m.m[2][0] = 2 * (xz + yw); + + QMatrix4x4 m(Qt::Uninitialized); + + const float f2x = quaternion.x() + quaternion.x(); + const float f2y = quaternion.y() + quaternion.y(); + const float f2z = quaternion.z() + quaternion.z(); + const float f2xw = f2x * quaternion.scalar(); + const float f2yw = f2y * quaternion.scalar(); + const float f2zw = f2z * quaternion.scalar(); + const float f2xx = f2x * quaternion.x(); + const float f2xy = f2x * quaternion.y(); + const float f2xz = f2x * quaternion.z(); + const float f2yy = f2y * quaternion.y(); + const float f2yz = f2y * quaternion.z(); + const float f2zz = f2z * quaternion.z(); + + m.m[0][0] = 1.0f - (f2yy + f2zz); + m.m[1][0] = f2xy - f2zw; + m.m[2][0] = f2xz + f2yw; m.m[3][0] = 0.0f; - m.m[0][1] = 2 * (xy + zw); - m.m[1][1] = 1.0f - 2 * (xx + zz); - m.m[2][1] = 2 * (yz - xw); + m.m[0][1] = f2xy + f2zw; + m.m[1][1] = 1.0f - (f2xx + f2zz); + m.m[2][1] = f2yz - f2xw; m.m[3][1] = 0.0f; - m.m[0][2] = 2 * (xz - yw); - m.m[1][2] = 2 * (yz + xw); - m.m[2][2] = 1.0f - 2 * (xx + yy); + m.m[0][2] = f2xz - f2yw; + m.m[1][2] = f2yz + f2xw; + m.m[2][2] = 1.0f - (f2xx + f2yy); m.m[3][2] = 0.0f; m.m[0][3] = 0.0f; m.m[1][3] = 0.0f; |