/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- * 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 GFX_QUATERNION_H #define GFX_QUATERNION_H #include "mozilla/gfx/BasePoint4D.h" #include "mozilla/gfx/Matrix.h" #include "nsAlgorithm.h" #include struct gfxQuaternion : public mozilla::gfx::BasePoint4D { typedef mozilla::gfx::BasePoint4D Super; gfxQuaternion() : Super() {} gfxQuaternion(gfxFloat aX, gfxFloat aY, gfxFloat aZ, gfxFloat aW) : Super(aX, aY, aZ, aW) {} explicit gfxQuaternion(const mozilla::gfx::Matrix4x4& aMatrix) { w = 0.5 * sqrt(std::max(1 + aMatrix[0][0] + aMatrix[1][1] + aMatrix[2][2], 0.0f)); x = 0.5 * sqrt(std::max(1 + aMatrix[0][0] - aMatrix[1][1] - aMatrix[2][2], 0.0f)); y = 0.5 * sqrt(std::max(1 - aMatrix[0][0] + aMatrix[1][1] - aMatrix[2][2], 0.0f)); z = 0.5 * sqrt(std::max(1 - aMatrix[0][0] - aMatrix[1][1] + aMatrix[2][2], 0.0f)); if (aMatrix[2][1] > aMatrix[1][2]) x = -x; if (aMatrix[0][2] > aMatrix[2][0]) y = -y; if (aMatrix[1][0] > aMatrix[0][1]) z = -z; } gfxQuaternion Slerp(const gfxQuaternion& aOther, gfxFloat aCoeff) const { gfxFloat dot = mozilla::clamped(DotProduct(aOther), -1.0, 1.0); if (dot == 1.0) { return *this; } gfxFloat theta = acos(dot); gfxFloat rsintheta = 1 / sqrt(1 - dot * dot); gfxFloat rightWeight = sin(aCoeff * theta) * rsintheta; gfxQuaternion left = *this; gfxQuaternion right = aOther; left *= cos(aCoeff * theta) - dot * rightWeight; right *= rightWeight; return left + right; } using Super::operator*=; // Quaternion multiplication // Reference: // https://en.wikipedia.org/wiki/Quaternion#Ordered_list_form // // (w1, x1, y1, z1)(w2, x2, y2, z2) = (w1w2 - x1x2 - y1y2 - z1z2, // w1x2 + x1w2 + y1z2 - z1y2, // w1y2 - x1z2 + y1w2 + z1x2, // w1z2 + x1y2 - y1x2 + z1w2) gfxQuaternion operator*(const gfxQuaternion& aOther) const { return gfxQuaternion( w * aOther.x + x * aOther.w + y * aOther.z - z * aOther.y, w * aOther.y - x * aOther.z + y * aOther.w + z * aOther.x, w * aOther.z + x * aOther.y - y * aOther.x + z * aOther.w, w * aOther.w - x * aOther.x - y * aOther.y - z * aOther.z); } gfxQuaternion& operator*=(const gfxQuaternion& aOther) { *this = *this * aOther; return *this; } mozilla::gfx::Matrix4x4 ToMatrix() const { mozilla::gfx::Matrix4x4 temp; temp[0][0] = 1 - 2 * (y * y + z * z); temp[0][1] = 2 * (x * y + w * z); temp[0][2] = 2 * (x * z - w * y); temp[1][0] = 2 * (x * y - w * z); temp[1][1] = 1 - 2 * (x * x + z * z); temp[1][2] = 2 * (y * z + w * x); temp[2][0] = 2 * (x * z + w * y); temp[2][1] = 2 * (y * z - w * x); temp[2][2] = 1 - 2 * (x * x + y * y); return temp; } }; #endif /* GFX_QUATERNION_H */