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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#ifndef MOZILLA_GFX_QUATERNION_H_
+#define MOZILLA_GFX_QUATERNION_H_
+
+#include "Types.h"
+#include <math.h>
+#include <ostream>
+#include "mozilla/Attributes.h"
+#include "mozilla/DebugOnly.h"
+#include "mozilla/gfx/MatrixFwd.h"
+#include "mozilla/gfx/Point.h"
+
+namespace mozilla {
+namespace gfx {
+
+template <class T>
+class BaseQuaternion {
+ public:
+ BaseQuaternion() : x(0.0f), y(0.0f), z(0.0f), w(1.0f) {}
+
+ BaseQuaternion(T aX, T aY, T aZ, T aW) : x(aX), y(aY), z(aZ), w(aW) {}
+
+ BaseQuaternion(const BaseQuaternion& aOther) {
+ x = aOther.x;
+ y = aOther.y;
+ z = aOther.z;
+ w = aOther.w;
+ }
+
+ T x, y, z, w;
+
+ template <class U>
+ friend std::ostream& operator<<(std::ostream& aStream,
+ const BaseQuaternion<U>& aQuat);
+
+ void Set(T aX, T aY, T aZ, T aW) {
+ x = aX;
+ y = aY;
+ z = aZ;
+ w = aW;
+ }
+
+ // Assumes upper 3x3 of aMatrix is a pure rotation matrix (no scaling)
+ void SetFromRotationMatrix(
+ const Matrix4x4Typed<UnknownUnits, UnknownUnits, T>& m) {
+ const T trace = m._11 + m._22 + m._33 + 1.0f;
+
+ if (trace > 1e-4) {
+ const T s = 0.5f / sqrt(trace);
+ w = 0.25f / s;
+ x = (m._23 - m._32) * s;
+ y = (m._31 - m._13) * s;
+ z = (m._12 - m._21) * s;
+ } else if (m._11 > m._22 && m._11 > m._33) {
+ const T s = 2.0f * sqrt(1.0f + m._11 - m._22 - m._33);
+ w = (m._23 - m._32) / s;
+ x = 0.25f * s;
+ y = (m._21 + m._12) / s;
+ z = (m._31 + m._13) / s;
+ } else if (m._22 > m._33) {
+ const T s = 2.0 * sqrt(1.0f + m._22 - m._11 - m._33);
+ w = (m._31 - m._13) / s;
+ x = (m._21 + m._12) / s;
+ y = 0.25f * s;
+ z = (m._32 + m._23) / s;
+ } else {
+ const T s = 2.0 * sqrt(1.0f + m._33 - m._11 - m._22);
+ w = (m._12 - m._21) / s;
+ x = (m._31 + m._13) / s;
+ y = (m._32 + m._23) / s;
+ z = 0.25f * s;
+ }
+
+ Normalize();
+ }
+
+ // result = this * aQuat
+ BaseQuaternion operator*(const BaseQuaternion& aQuat) const {
+ BaseQuaternion o;
+ const T bx = aQuat.x, by = aQuat.y, bz = aQuat.z, bw = aQuat.w;
+
+ o.x = x * bw + w * bx + y * bz - z * by;
+ o.y = y * bw + w * by + z * bx - x * bz;
+ o.z = z * bw + w * bz + x * by - y * bx;
+ o.w = w * bw - x * bx - y * by - z * bz;
+ return o;
+ }
+
+ BaseQuaternion& operator*=(const BaseQuaternion& aQuat) {
+ *this = *this * aQuat;
+ return *this;
+ }
+
+ T Length() const { return sqrt(x * x + y * y + z * z + w * w); }
+
+ BaseQuaternion& Conjugate() {
+ x *= -1.f;
+ y *= -1.f;
+ z *= -1.f;
+ return *this;
+ }
+
+ BaseQuaternion& Normalize() {
+ T l = Length();
+ if (l) {
+ l = 1.0f / l;
+ x *= l;
+ y *= l;
+ z *= l;
+ w *= l;
+ } else {
+ x = y = z = 0.f;
+ w = 1.f;
+ }
+ return *this;
+ }
+
+ BaseQuaternion& Invert() { return Conjugate().Normalize(); }
+
+ BaseQuaternion Inverse() const {
+ BaseQuaternion q = *this;
+ q.Invert();
+ return q;
+ }
+
+ Point3DTyped<UnknownUnits, T> RotatePoint(
+ const Point3DTyped<UnknownUnits, T>& aPoint) const {
+ T uvx = T(2.0) * (y * aPoint.z - z * aPoint.y);
+ T uvy = T(2.0) * (z * aPoint.x - x * aPoint.z);
+ T uvz = T(2.0) * (x * aPoint.y - y * aPoint.x);
+
+ return Point3DTyped<UnknownUnits, T>(
+ aPoint.x + w * uvx + y * uvz - z * uvy,
+ aPoint.y + w * uvy + z * uvx - x * uvz,
+ aPoint.z + w * uvz + x * uvy - y * uvx);
+ }
+};
+
+typedef BaseQuaternion<Float> Quaternion;
+typedef BaseQuaternion<Double> QuaternionDouble;
+
+} // namespace gfx
+} // namespace mozilla
+
+#endif