Sophie

Sophie

distrib > Fedora > 14 > x86_64 > by-pkgid > 82b5b9ff85e9905e91f8803dc47bf339 > files > 200

cal3d-devel-0.11.0-9.fc12.i686.rpm

<html>
  <head>
    <title>Cal3D: quaternion.h Source File</title>
    <link href="doxygen.css" rel="stylesheet" type="text/css">
  </head>
<body bgcolor="#ffffff">
  <table width="100%" border="0" cellspacing="0" cellpadding="5" align="center">
    <tr>
      <td class="md" align="center">
        <small>
          <b>- Cal3D 0.11 API Reference -</b>
        </small>
      </td>
    </tr>
  </table>
  <br>

<!-- Generated by Doxygen 1.5.9 -->
<div class="navigation" id="top">
  <div class="tabs">
    <ul>
      <li><a href="index.html"><span>Main&nbsp;Page</span></a></li>
      <li><a href="pages.html"><span>Related&nbsp;Pages</span></a></li>
      <li><a href="annotated.html"><span>Classes</span></a></li>
      <li class="current"><a href="files.html"><span>Files</span></a></li>
    </ul>
  </div>
  <div class="tabs">
    <ul>
      <li><a href="files.html"><span>File&nbsp;List</span></a></li>
    </ul>
  </div>
<h1>quaternion.h</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//****************************************************************************//</span>
<a name="l00002"></a>00002 <span class="comment">// quaternion.h                                                               //</span>
<a name="l00003"></a>00003 <span class="comment">// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger                       //</span>
<a name="l00004"></a>00004 <span class="comment">//****************************************************************************//</span>
<a name="l00005"></a>00005 <span class="comment">// This library is free software; you can redistribute it and/or modify it    //</span>
<a name="l00006"></a>00006 <span class="comment">// under the terms of the GNU Lesser General Public License as published by   //</span>
<a name="l00007"></a>00007 <span class="comment">// the Free Software Foundation; either version 2.1 of the License, or (at    //</span>
<a name="l00008"></a>00008 <span class="comment">// your option) any later version.                                            //</span>
<a name="l00009"></a>00009 <span class="comment">//****************************************************************************//</span>
<a name="l00010"></a>00010 
<a name="l00011"></a>00011 <span class="preprocessor">#ifndef CAL_QUATERNION_H</span>
<a name="l00012"></a>00012 <span class="preprocessor"></span><span class="preprocessor">#define CAL_QUATERNION_H</span>
<a name="l00013"></a>00013 <span class="preprocessor"></span>
<a name="l00014"></a>00014 <span class="comment">//****************************************************************************//</span>
<a name="l00015"></a>00015 <span class="comment">// Includes                                                                   //</span>
<a name="l00016"></a>00016 <span class="comment">//****************************************************************************//</span>
<a name="l00017"></a>00017 
<a name="l00018"></a>00018 <span class="preprocessor">#include "cal3d/global.h"</span>
<a name="l00019"></a>00019 <span class="preprocessor">#include "cal3d/vector.h"</span>
<a name="l00020"></a>00020 
<a name="l00021"></a>00021 <span class="comment">//****************************************************************************//</span>
<a name="l00022"></a>00022 <span class="comment">// Forward declarations                                                       //</span>
<a name="l00023"></a>00023 <span class="comment">//****************************************************************************//</span>
<a name="l00024"></a>00024 
<a name="l00025"></a>00025 <span class="comment">//class CalVector;</span>
<a name="l00026"></a>00026 
<a name="l00027"></a>00027 <span class="comment">//****************************************************************************//</span>
<a name="l00028"></a>00028 <span class="comment">// Class declaration                                                          //</span>
<a name="l00029"></a>00029 <span class="comment">//****************************************************************************//</span>
<a name="l00030"></a>00030 
<a name="l00031"></a>00031  <span class="comment">/*****************************************************************************/</span>
<a name="l00035"></a><a class="code" href="classCalQuaternion.html">00035</a> <span class="keyword">class </span>CAL3D_API <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>
<a name="l00036"></a>00036 {
<a name="l00037"></a>00037     <span class="comment">// member variables</span>
<a name="l00038"></a>00038 <span class="keyword">public</span>:
<a name="l00039"></a>00039     <span class="keywordtype">float</span> x;
<a name="l00040"></a>00040     <span class="keywordtype">float</span> y;
<a name="l00041"></a>00041     <span class="keywordtype">float</span> z;
<a name="l00042"></a>00042     <span class="keywordtype">float</span> w;
<a name="l00043"></a>00043     
<a name="l00044"></a>00044     <span class="comment">// constructors/destructor</span>
<a name="l00045"></a>00045 <span class="keyword">public</span>:
<a name="l00046"></a>00046     <span class="keyword">inline</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>() : x(0.0f), y(0.0f), z(0.0f), w(1.0f){};
<a name="l00047"></a>00047     <span class="keyword">inline</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>(<span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; q): x(q.x), y(q.y), z(q.z), w(q.w) {};
<a name="l00048"></a>00048     <span class="keyword">inline</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>(<span class="keywordtype">float</span> qx, <span class="keywordtype">float</span> qy, <span class="keywordtype">float</span> qz, <span class="keywordtype">float</span> qw): x(qx), y(qy), z(qz), w(qw) {};
<a name="l00049"></a>00049     <span class="keyword">inline</span> ~<a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>() {};
<a name="l00050"></a>00050     
<a name="l00051"></a>00051     <span class="comment">// member functions </span>
<a name="l00052"></a>00052 <span class="keyword">public</span>:
<a name="l00053"></a>00053     <span class="keyword">inline</span> <span class="keywordtype">float</span>&amp; operator[](<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> index)
<a name="l00054"></a>00054     {
<a name="l00055"></a>00055         <span class="keywordflow">return</span> (&amp;x)[index];
<a name="l00056"></a>00056     }
<a name="l00057"></a>00057     
<a name="l00058"></a>00058     <span class="keyword">inline</span> <span class="keyword">const</span> <span class="keywordtype">float</span>&amp; operator[](<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> index)<span class="keyword"> const</span>
<a name="l00059"></a>00059 <span class="keyword">    </span>{
<a name="l00060"></a>00060         <span class="keywordflow">return</span> (&amp;x)[index];
<a name="l00061"></a>00061     }   
<a name="l00062"></a>00062     
<a name="l00063"></a>00063     <span class="keyword">inline</span> <span class="keywordtype">void</span> operator=(<span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; q)
<a name="l00064"></a>00064         {
<a name="l00065"></a>00065         x = q.x;
<a name="l00066"></a>00066         y = q.y;
<a name="l00067"></a>00067         z = q.z;
<a name="l00068"></a>00068         w = q.w;
<a name="l00069"></a>00069     }
<a name="l00070"></a>00070     
<a name="l00071"></a>00071     <span class="keyword">inline</span> <span class="keywordtype">void</span> operator*=(<span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; q)
<a name="l00072"></a>00072     {
<a name="l00073"></a>00073         <span class="keywordtype">float</span> qx, qy, qz, qw;
<a name="l00074"></a>00074         qx = x;
<a name="l00075"></a>00075         qy = y;
<a name="l00076"></a>00076         qz = z;
<a name="l00077"></a>00077         qw = w;
<a name="l00078"></a>00078         
<a name="l00079"></a>00079         x = qw * q.x + qx * q.w + qy * q.z - qz * q.y;
<a name="l00080"></a>00080         y = qw * q.y - qx * q.z + qy * q.w + qz * q.x;
<a name="l00081"></a>00081         z = qw * q.z + qx * q.y - qy * q.x + qz * q.w;
<a name="l00082"></a>00082         w = qw * q.w - qx * q.x - qy * q.y - qz * q.z;
<a name="l00083"></a>00083     }
<a name="l00084"></a>00084     
<a name="l00085"></a>00085     <span class="keyword">inline</span> <span class="keywordtype">void</span> operator*=(<span class="keyword">const</span> <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a>&amp; v)
<a name="l00086"></a>00086     {
<a name="l00087"></a>00087         <span class="keywordtype">float</span> qx, qy, qz, qw;
<a name="l00088"></a>00088         qx = x;
<a name="l00089"></a>00089         qy = y;
<a name="l00090"></a>00090         qz = z;
<a name="l00091"></a>00091         qw = w;
<a name="l00092"></a>00092         
<a name="l00093"></a>00093         x = qw * v.x            + qy * v.z - qz * v.y;
<a name="l00094"></a>00094         y = qw * v.y - qx * v.z            + qz * v.x;
<a name="l00095"></a>00095         z = qw * v.z + qx * v.y - qy * v.x;
<a name="l00096"></a>00096         w =          - qx * v.x - qy * v.y - qz * v.z;
<a name="l00097"></a>00097     }
<a name="l00098"></a>00098 
<a name="l00099"></a>00099   <span class="keyword">inline</span> <span class="keywordtype">bool</span> operator==(<span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; rhs)<span class="keyword"> const</span>
<a name="l00100"></a>00100 <span class="keyword">  </span>{
<a name="l00101"></a>00101     <span class="keywordflow">return</span> x == rhs.x &amp;&amp;
<a name="l00102"></a>00102            y == rhs.y &amp;&amp;
<a name="l00103"></a>00103            z == rhs.z &amp;&amp;
<a name="l00104"></a>00104            w == rhs.w;
<a name="l00105"></a>00105   }
<a name="l00106"></a>00106 
<a name="l00107"></a>00107   <span class="keyword">inline</span> <span class="keywordtype">bool</span> operator!=(<span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; rhs)<span class="keyword"> const</span>
<a name="l00108"></a>00108 <span class="keyword">  </span>{
<a name="l00109"></a>00109     <span class="keywordflow">return</span> !operator==(rhs);
<a name="l00110"></a>00110   }
<a name="l00111"></a>00111 <span class="comment">/*  </span>
<a name="l00112"></a>00112 <span class="comment">    static inline CalQuaternion operator*(const CalQuaternion&amp; q, const CalQuaternion&amp; r)</span>
<a name="l00113"></a>00113 <span class="comment">    {</span>
<a name="l00114"></a>00114 <span class="comment">        return CalQuaternion(</span>
<a name="l00115"></a>00115 <span class="comment">            r.w * q.x + r.x * q.w + r.y * q.z - r.z * q.y,</span>
<a name="l00116"></a>00116 <span class="comment">            r.w * q.y - r.x * q.z + r.y * q.w + r.z * q.x,</span>
<a name="l00117"></a>00117 <span class="comment">            r.w * q.z + r.x * q.y - r.y * q.x + r.z * q.w,</span>
<a name="l00118"></a>00118 <span class="comment">            r.w * q.w - r.x * q.x - r.y * q.y - r.z * q.z</span>
<a name="l00119"></a>00119 <span class="comment">            );</span>
<a name="l00120"></a>00120 <span class="comment">    }</span>
<a name="l00121"></a>00121 <span class="comment">*/</span>  
<a name="l00122"></a>00122     <span class="keyword">inline</span> <span class="keywordtype">void</span> blend(<span class="keywordtype">float</span> d, <span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; q)
<a name="l00123"></a>00123     {
<a name="l00124"></a>00124         <span class="keywordtype">float</span> norm;
<a name="l00125"></a>00125         norm = x * q.x + y * q.y + z * q.z + w * q.w;
<a name="l00126"></a>00126         
<a name="l00127"></a>00127         <span class="keywordtype">bool</span> bFlip;
<a name="l00128"></a>00128         bFlip = <span class="keyword">false</span>;
<a name="l00129"></a>00129         
<a name="l00130"></a>00130         <span class="keywordflow">if</span>(norm &lt; 0.0f)
<a name="l00131"></a>00131         {
<a name="l00132"></a>00132             norm = -norm;
<a name="l00133"></a>00133             bFlip = <span class="keyword">true</span>;
<a name="l00134"></a>00134         }
<a name="l00135"></a>00135         
<a name="l00136"></a>00136         <span class="keywordtype">float</span> inv_d;
<a name="l00137"></a>00137         <span class="keywordflow">if</span>(1.0f - norm &lt; 0.000001f)
<a name="l00138"></a>00138         {
<a name="l00139"></a>00139             inv_d = 1.0f - d;
<a name="l00140"></a>00140         }
<a name="l00141"></a>00141         <span class="keywordflow">else</span>
<a name="l00142"></a>00142         {
<a name="l00143"></a>00143             <span class="keywordtype">float</span> theta;
<a name="l00144"></a>00144             theta = (float) acos(norm);
<a name="l00145"></a>00145             
<a name="l00146"></a>00146             <span class="keywordtype">float</span> s;
<a name="l00147"></a>00147             s = (float) (1.0f / sin(theta));
<a name="l00148"></a>00148             
<a name="l00149"></a>00149             inv_d = (float) sin((1.0f - d) * theta) * s;
<a name="l00150"></a>00150             d = (float) sin(d * theta) * s;
<a name="l00151"></a>00151         }
<a name="l00152"></a>00152         
<a name="l00153"></a>00153         <span class="keywordflow">if</span>(bFlip)
<a name="l00154"></a>00154         {
<a name="l00155"></a>00155             d = -d;
<a name="l00156"></a>00156         }
<a name="l00157"></a>00157         
<a name="l00158"></a>00158         x = inv_d * x + d * q.x;
<a name="l00159"></a>00159         y = inv_d * y + d * q.y;
<a name="l00160"></a>00160         z = inv_d * z + d * q.z;
<a name="l00161"></a>00161         w = inv_d * w + d * q.w;
<a name="l00162"></a>00162     }
<a name="l00163"></a>00163     
<a name="l00164"></a>00164     <span class="keyword">inline</span> <span class="keywordtype">void</span> clear()
<a name="l00165"></a>00165     {
<a name="l00166"></a>00166         x = 0.0f;
<a name="l00167"></a>00167         y = 0.0f;
<a name="l00168"></a>00168         z = 0.0f;
<a name="l00169"></a>00169         w = 1.0f;
<a name="l00170"></a>00170     }
<a name="l00171"></a>00171     <span class="keyword">inline</span> <span class="keywordtype">void</span> conjugate()
<a name="l00172"></a>00172     {
<a name="l00173"></a>00173         x = -x;
<a name="l00174"></a>00174         y = -y;
<a name="l00175"></a>00175         z = -z;
<a name="l00176"></a>00176     }
<a name="l00177"></a>00177     
<a name="l00178"></a>00178     <span class="keyword">inline</span> <span class="keywordtype">void</span> invert()
<a name="l00179"></a>00179     {
<a name="l00180"></a>00180         conjugate();
<a name="l00181"></a>00181         <span class="keyword">const</span> <span class="keywordtype">float</span> norm = (x*x) + (y*y) + (z*z) + (w*w);
<a name="l00182"></a>00182         
<a name="l00183"></a>00183         <span class="keywordflow">if</span> (norm == 0.0f) <span class="keywordflow">return</span>;
<a name="l00184"></a>00184         
<a name="l00185"></a>00185         <span class="keyword">const</span> <span class="keywordtype">float</span> inv_norm = 1 / norm;
<a name="l00186"></a>00186         x *= inv_norm;
<a name="l00187"></a>00187         y *= inv_norm;
<a name="l00188"></a>00188         z *= inv_norm;
<a name="l00189"></a>00189         w *= inv_norm;
<a name="l00190"></a>00190     }
<a name="l00191"></a>00191     
<a name="l00192"></a>00192     <span class="keyword">inline</span> <span class="keywordtype">void</span> <span class="keyword">set</span>(<span class="keywordtype">float</span> qx, <span class="keywordtype">float</span> qy, <span class="keywordtype">float</span> qz, <span class="keywordtype">float</span> qw)
<a name="l00193"></a>00193     {
<a name="l00194"></a>00194         x = qx;
<a name="l00195"></a>00195         y = qy;
<a name="l00196"></a>00196         z = qz;
<a name="l00197"></a>00197         w = qw;
<a name="l00198"></a>00198     }
<a name="l00199"></a>00199 <span class="comment">/*  </span>
<a name="l00200"></a>00200 <span class="comment">    static inline CalQuaternion shortestArc( const CalVector&amp; from, const CalVector&amp; to )</span>
<a name="l00201"></a>00201 <span class="comment">    {</span>
<a name="l00202"></a>00202 <span class="comment">        CalVector cross = from % to; //Compute vector cross product</span>
<a name="l00203"></a>00203 <span class="comment">        float dot = from * to ;      //Compute dot product</span>
<a name="l00204"></a>00204 <span class="comment">        </span>
<a name="l00205"></a>00205 <span class="comment">        dot = (float) sqrt( 2*(dot+1) ) ; //We will use this equation twice</span>
<a name="l00206"></a>00206 <span class="comment">        </span>
<a name="l00207"></a>00207 <span class="comment">        cross /= dot ; //Get the x, y, z components</span>
<a name="l00208"></a>00208 <span class="comment">        </span>
<a name="l00209"></a>00209 <span class="comment">        //Return with the w component (Note that w is inverted because Cal3D has</span>
<a name="l00210"></a>00210 <span class="comment">        // left-handed rotations )</span>
<a name="l00211"></a>00211 <span class="comment">        return CalQuaternion( cross[0], cross[1], cross[2], -dot/2 ) ; </span>
<a name="l00212"></a>00212 <span class="comment">        </span>
<a name="l00213"></a>00213 <span class="comment">    }</span>
<a name="l00214"></a>00214 <span class="comment"></span>
<a name="l00215"></a>00215 <span class="comment">  */</span>
<a name="l00216"></a>00216 };
<a name="l00217"></a>00217 
<a name="l00218"></a>00218 
<a name="l00219"></a>00219 <span class="keyword">static</span> <span class="keyword">inline</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a> operator*(<span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; q, <span class="keyword">const</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>&amp; r)
<a name="l00220"></a>00220 {
<a name="l00221"></a>00221     <span class="keywordflow">return</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>(
<a name="l00222"></a>00222         r.w * q.x + r.x * q.w + r.y * q.z - r.z * q.y,
<a name="l00223"></a>00223         r.w * q.y - r.x * q.z + r.y * q.w + r.z * q.x,
<a name="l00224"></a>00224         r.w * q.z + r.x * q.y - r.y * q.x + r.z * q.w,
<a name="l00225"></a>00225         r.w * q.w - r.x * q.x - r.y * q.y - r.z * q.z
<a name="l00226"></a>00226         );
<a name="l00227"></a>00227 }
<a name="l00228"></a>00228 
<a name="l00229"></a>00229 <span class="keyword">static</span> <span class="keyword">inline</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a> shortestArc( <span class="keyword">const</span> <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a>&amp; from, <span class="keyword">const</span> <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a>&amp; to )
<a name="l00230"></a>00230 {
<a name="l00231"></a>00231     <a class="code" href="classCalVector.html" title="The vector class.">CalVector</a> cross = from % to; <span class="comment">//Compute vector cross product</span>
<a name="l00232"></a>00232     <span class="keywordtype">float</span> dot = from * to ;      <span class="comment">//Compute dot product</span>
<a name="l00233"></a>00233     
<a name="l00234"></a>00234     dot = (float) sqrt( 2*(dot+1) ) ; <span class="comment">//We will use this equation twice</span>
<a name="l00235"></a>00235     
<a name="l00236"></a>00236     cross /= dot ; <span class="comment">//Get the x, y, z components</span>
<a name="l00237"></a>00237     
<a name="l00238"></a>00238     <span class="comment">//Return with the w component (Note that w is inverted because Cal3D has</span>
<a name="l00239"></a>00239     <span class="comment">// left-handed rotations )</span>
<a name="l00240"></a>00240     <span class="keywordflow">return</span> <a class="code" href="classCalQuaternion.html" title="The quaternion class.">CalQuaternion</a>( cross[0], cross[1], cross[2], -dot/2 ) ; 
<a name="l00241"></a>00241     
<a name="l00242"></a>00242 }
<a name="l00243"></a>00243 
<a name="l00244"></a>00244 
<a name="l00245"></a>00245 <span class="preprocessor">#endif</span>
<a name="l00246"></a>00246 <span class="preprocessor"></span>
<a name="l00247"></a>00247 <span class="comment">//****************************************************************************//</span>
</pre></div></div>
  <hr>
  <center>
    <small>
      Generated at Fri Jul 24 21:14:57 2009 by
      <a href="http://gna.org/projects/cal3d/">The Cal3D Team</a>
      with
      <a href="http://www.doxygen.org/index.html">
      Doxygen 1.5.9
      </a>
    </small>
  </center>
</body>
</html>