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+/*
+ * Copyright 1993-2013 NVIDIA Corporation. All rights reserved.
+ *
+ * Please refer to the NVIDIA end user license agreement (EULA) associated
+ * with this source code for terms and conditions that govern your use of
+ * this software. Any use, reproduction, disclosure, or distribution of
+ * this software and related documentation outside the terms of the EULA
+ * is strictly prohibited.
+ *
+ */
+
+//
+// Template math library for common 3D functionality
+//
+// nvQuaterion.h - quaternion template and utility functions
+//
+// This code is in part deriver from glh, a cross platform glut helper library.
+// The copyright for glh follows this notice.
+//
+// Copyright (c) NVIDIA Corporation. All rights reserved.
+////////////////////////////////////////////////////////////////////////////////
+
+/*
+ Copyright (c) 2000 Cass Everitt
+ Copyright (c) 2000 NVIDIA Corporation
+ All rights reserved.
+
+ Redistribution and use 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
+ copyright notice, this list of conditions and the following
+ disclaimer.
+
+ * Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the following
+ disclaimer in the documentation and/or other materials
+ provided with the distribution.
+
+ * The names of contributors to this software may not be used
+ to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ 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
+ REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
+ INCIDENTAL, 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 OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+
+ Cass Everitt - [email protected]
+*/
+#ifndef NV_QUATERNION_H
+#define NV_QUATERNION_H
+
+namespace nv
+{
+
+ template <class T> class vec2;
+ template <class T> class vec3;
+ template <class T> class vec4;
+
+ ////////////////////////////////////////////////////////////////////////////////
+ //
+ // Quaternion
+ //
+ ////////////////////////////////////////////////////////////////////////////////
+
+ template< class T>
+ class quaternion
+ {
+ public:
+
+ quaternion() : x(0.0), y(0.0), z(0.0), w(0.0)
+ {
+ }
+
+ quaternion(const T v[4])
+ {
+ set_value(v);
+ }
+
+
+ quaternion(T q0, T q1, T q2, T q3)
+ {
+ set_value(q0, q1, q2, q3);
+ }
+
+
+ quaternion(const matrix4<T> &m)
+ {
+ set_value(m);
+ }
+
+
+ quaternion(const vec3<T> &axis, T radians)
+ {
+ set_value(axis, radians);
+ }
+
+
+ quaternion(const vec3<T> &rotateFrom, const vec3<T> &rotateTo)
+ {
+ set_value(rotateFrom, rotateTo);
+ }
+
+ quaternion(const vec3<T> &from_look, const vec3<T> &from_up,
+ const vec3<T> &to_look, const vec3<T> &to_up)
+ {
+ set_value(from_look, from_up, to_look, to_up);
+ }
+
+ const T *get_value() const
+ {
+ return &_array[0];
+ }
+
+ void get_value(T &q0, T &q1, T &q2, T &q3) const
+ {
+ q0 = _array[0];
+ q1 = _array[1];
+ q2 = _array[2];
+ q3 = _array[3];
+ }
+
+ quaternion &set_value(T q0, T q1, T q2, T q3)
+ {
+ _array[0] = q0;
+ _array[1] = q1;
+ _array[2] = q2;
+ _array[3] = q3;
+ return *this;
+ }
+
+ void get_value(vec3<T> &axis, T &radians) const
+ {
+ radians = T(acos(_array[3]) * T(2.0));
+
+ if (radians == T(0.0))
+ {
+ axis = vec3<T>(0.0, 0.0, 1.0);
+ }
+ else
+ {
+ axis[0] = _array[0];
+ axis[1] = _array[1];
+ axis[2] = _array[2];
+ axis = normalize(axis);
+ }
+ }
+
+ void get_value(matrix4<T> &m) const
+ {
+ T s, xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
+
+ T norm = _array[0] * _array[0] + _array[1] * _array[1] + _array[2] * _array[2] + _array[3] * _array[3];
+
+ s = (norm == T(0.0)) ? T(0.0) : (T(2.0) / norm);
+
+ xs = _array[0] * s;
+ ys = _array[1] * s;
+ zs = _array[2] * s;
+
+ wx = _array[3] * xs;
+ wy = _array[3] * ys;
+ wz = _array[3] * zs;
+
+ xx = _array[0] * xs;
+ xy = _array[0] * ys;
+ xz = _array[0] * zs;
+
+ yy = _array[1] * ys;
+ yz = _array[1] * zs;
+ zz = _array[2] * zs;
+
+ m(0,0) = T(T(1.0) - (yy + zz));
+ m(1,0) = T(xy + wz);
+ m(2,0) = T(xz - wy);
+
+ m(0,1) = T(xy - wz);
+ m(1,1) = T(T(1.0) - (xx + zz));
+ m(2,1) = T(yz + wx);
+
+ m(0,2) = T(xz + wy);
+ m(1,2) = T(yz - wx);
+ m(2,2) = T(T(1.0) - (xx + yy));
+
+ m(3,0) = m(3,1) = m(3,2) = m(0,3) = m(1,3) = m(2,3) = T(0.0);
+ m(3,3) = T(1.0);
+ }
+
+ quaternion &set_value(const T *qp)
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ _array[i] = qp[i];
+ }
+
+ return *this;
+ }
+
+ quaternion &set_value(const matrix4<T> &m)
+ {
+ T tr, s;
+ int i, j, k;
+ const int nxt[3] = { 1, 2, 0 };
+
+ tr = m(0,0) + m(1,1) + m(2,2);
+
+ if (tr > T(0))
+ {
+ s = T(sqrt(tr + m(3,3)));
+ _array[3] = T(s * 0.5);
+ s = T(0.5) / s;
+
+ _array[0] = T((m(1,2) - m(2,1)) * s);
+ _array[1] = T((m(2,0) - m(0,2)) * s);
+ _array[2] = T((m(0,1) - m(1,0)) * s);
+ }
+ else
+ {
+ i = 0;
+
+ if (m(1,1) > m(0,0))
+ {
+ i = 1;
+ }
+
+ if (m(2,2) > m(i,i))
+ {
+ i = 2;
+ }
+
+ j = nxt[i];
+ k = nxt[j];
+
+ s = T(sqrt((m(i,j) - (m(j,j) + m(k,k))) + T(1.0)));
+
+ _array[i] = T(s * 0.5);
+ s = T(0.5 / s);
+
+ _array[3] = T((m(j,k) - m(k,j)) * s);
+ _array[j] = T((m(i,j) + m(j,i)) * s);
+ _array[k] = T((m(i,k) + m(k,i)) * s);
+ }
+
+ return *this;
+ }
+
+ quaternion &set_value(const vec3<T> &axis, T theta)
+ {
+ T sqnorm = square_norm(axis);
+
+ if (sqnorm == T(0.0))
+ {
+ // axis too small.
+ x = y = z = T(0.0);
+ w = T(1.0);
+ }
+ else
+ {
+ theta *= T(0.5);
+ T sin_theta = T(sin(theta));
+
+ if (sqnorm != T(1))
+ {
+ sin_theta /= T(sqrt(sqnorm));
+ }
+
+ x = sin_theta * axis[0];
+ y = sin_theta * axis[1];
+ z = sin_theta * axis[2];
+ w = T(cos(theta));
+ }
+
+ return *this;
+ }
+
+ quaternion &set_value(const vec3<T> &rotateFrom, const vec3<T> &rotateTo)
+ {
+ vec3<T> p1, p2;
+ T alpha;
+
+ p1 = normalize(rotateFrom);
+ p2 = normalize(rotateTo);
+
+ alpha = dot(p1, p2);
+
+ if (alpha == T(1.0))
+ {
+ *this = quaternion();
+ return *this;
+ }
+
+ // ensures that the anti-parallel case leads to a positive dot
+ if (alpha == T(-1.0))
+ {
+ vec3<T> v;
+
+ if (p1[0] != p1[1] || p1[0] != p1[2])
+ {
+ v = vec3<T>(p1[1], p1[2], p1[0]);
+ }
+ else
+ {
+ v = vec3<T>(-p1[0], p1[1], p1[2]);
+ }
+
+ v -= p1 * dot(p1, v);
+ v = normalize(v);
+
+ set_value(v, T(3.1415926));
+ return *this;
+ }
+
+ p1 = normalize(cross(p1, p2));
+
+ set_value(p1,T(acos(alpha)));
+
+ return *this;
+ }
+
+ quaternion &set_value(const vec3<T> &from_look, const vec3<T> &from_up,
+ const vec3<T> &to_look, const vec3<T> &to_up)
+ {
+ quaternion r_look = quaternion(from_look, to_look);
+
+ vec3<T> rotated_from_up(from_up);
+ r_look.mult_vec(rotated_from_up);
+
+ quaternion r_twist = quaternion(rotated_from_up, to_up);
+
+ *this = r_twist;
+ *this *= r_look;
+ return *this;
+ }
+
+ quaternion &operator *= (const quaternion<T> &qr)
+ {
+ quaternion ql(*this);
+
+ w = ql.w * qr.w - ql.x * qr.x - ql.y * qr.y - ql.z * qr.z;
+ x = ql.w * qr.x + ql.x * qr.w + ql.y * qr.z - ql.z * qr.y;
+ y = ql.w * qr.y + ql.y * qr.w + ql.z * qr.x - ql.x * qr.z;
+ z = ql.w * qr.z + ql.z * qr.w + ql.x * qr.y - ql.y * qr.x;
+
+ return *this;
+ }
+
+ friend quaternion normalize(const quaternion<T> &q)
+ {
+ quaternion r(q);
+ T rnorm = T(1.0) / T(sqrt(q.w * q.w + q.x * q.x + q.y * q.y + q.z * q.z));
+
+ r.x *= rnorm;
+ r.y *= rnorm;
+ r.z *= rnorm;
+ r.w *= rnorm;
+ }
+
+ friend quaternion<T> conjugate(const quaternion<T> &q)
+ {
+ quaternion<T> r(q);
+ r._array[0] *= T(-1.0);
+ r._array[1] *= T(-1.0);
+ r._array[2] *= T(-1.0);
+ return r;
+ }
+
+ friend quaternion<T> inverse(const quaternion<T> &q)
+ {
+ return conjugate(q);
+ }
+
+ //
+ // Quaternion multiplication with cartesian vector
+ // v' = q*v*q(star)
+ //
+ void mult_vec(const vec3<T> &src, vec3<T> &dst) const
+ {
+ T v_coef = w * w - x * x - y * y - z * z;
+ T u_coef = T(2.0) * (src[0] * x + src[1] * y + src[2] * z);
+ T c_coef = T(2.0) * w;
+
+ dst.v[0] = v_coef * src.v[0] + u_coef * x + c_coef * (y * src.v[2] - z * src.v[1]);
+ dst.v[1] = v_coef * src.v[1] + u_coef * y + c_coef * (z * src.v[0] - x * src.v[2]);
+ dst.v[2] = v_coef * src.v[2] + u_coef * z + c_coef * (x * src.v[1] - y * src.v[0]);
+ }
+
+ void mult_vec(vec3<T> &src_and_dst) const
+ {
+ mult_vec(vec3<T>(src_and_dst), src_and_dst);
+ }
+
+ void scale_angle(T scaleFactor)
+ {
+ vec3<T> axis;
+ T radians;
+
+ get_value(axis, radians);
+ radians *= scaleFactor;
+ set_value(axis, radians);
+ }
+
+ friend quaternion<T> slerp(const quaternion<T> &p, const quaternion<T> &q, T alpha)
+ {
+ quaternion r;
+
+ T cos_omega = p.x * q.x + p.y * q.y + p.z * q.z + p.w * q.w;
+ // if B is on opposite hemisphere from A, use -B instead
+
+ int bflip;
+
+ if ((bflip = (cos_omega < T(0))))
+ {
+ cos_omega = -cos_omega;
+ }
+
+ // complementary interpolation parameter
+ T beta = T(1) - alpha;
+
+ if (cos_omega >= T(1))
+ {
+ return p;
+ }
+
+ T omega = T(acos(cos_omega));
+ T one_over_sin_omega = T(1.0) / T(sin(omega));
+
+ beta = T(sin(omega*beta) * one_over_sin_omega);
+ alpha = T(sin(omega*alpha) * one_over_sin_omega);
+
+ if (bflip)
+ {
+ alpha = -alpha;
+ }
+
+ r.x = beta * p._array[0]+ alpha * q._array[0];
+ r.y = beta * p._array[1]+ alpha * q._array[1];
+ r.z = beta * p._array[2]+ alpha * q._array[2];
+ r.w = beta * p._array[3]+ alpha * q._array[3];
+ return r;
+ }
+
+ T &operator [](int i)
+ {
+ return _array[i];
+ }
+
+ const T &operator [](int i) const
+ {
+ return _array[i];
+ }
+
+
+ friend bool operator == (const quaternion<T> &lhs, const quaternion<T> &rhs)
+ {
+ bool r = true;
+
+ for (int i = 0; i < 4; i++)
+ {
+ r &= lhs._array[i] == rhs._array[i];
+ }
+
+ return r;
+ }
+
+ friend bool operator != (const quaternion<T> &lhs, const quaternion<T> &rhs)
+ {
+ bool r = true;
+
+ for (int i = 0; i < 4; i++)
+ {
+ r &= lhs._array[i] == rhs._array[i];
+ }
+
+ return r;
+ }
+
+ friend quaternion<T> operator * (const quaternion<T> &lhs, const quaternion<T> &rhs)
+ {
+ quaternion r(lhs);
+ r *= rhs;
+ return r;
+ }
+
+
+ union
+ {
+ struct
+ {
+ T x;
+ T y;
+ T z;
+ T w;
+ };
+ T _array[4];
+ };
+
+ };
+
+
+
+};
+
+#endif