gecko-dev/gfx/2d/Quaternion.h
Kearwood "Kip" Gilbert 55278c6768 Bug 1532375 - Implement Matrix4x4Double and QuaternionDouble r=lsalzman
The upcoming WebXR API (Bug 1419190) requires intermediate calculations of real-world space coordinates to have more precision with larger ranges. I expect that double precision matrix and quaternions will also be useful in other graphics and layout work.

It would not be ideal to expand the existing classes to always use double precision, as it would incur a significant performance penalty on certain platforms (eg, Arm). The double-precision variants should be used only when required.

The existing gfx::Matrix4x4 and gfx::Quaternion implementation can be extended with templates to generate both single and double precision variants.

Differential Revision: https://phabricator.services.mozilla.com/D22010

--HG--
extra : moz-landing-system : lando
2019-03-19 17:19:47 +00:00

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3.8 KiB
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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.y;
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) {
// see
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
const T trace = m._11 + m._22 + m._33;
if (trace > 0.0) {
const T s = 0.5f / sqrt(trace + 1.0f);
w = 0.25f / s;
x = (m._32 - m._23) * s;
y = (m._13 - m._31) * s;
z = (m._21 - m._12) * 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._32 - m._23) / s;
x = 0.25f * s;
y = (m._12 + m._21) / s;
z = (m._13 + m._31) / s;
} else if (m._22 > m._33) {
const T s = 2.0 * sqrt(1.0f + m._22 - m._11 - m._33);
w = (m._13 - m._31) / s;
x = (m._12 + m._21) / s;
y = 0.25f * s;
z = (m._23 + m._32) / s;
} else {
const T s = 2.0 * sqrt(1.0f + m._33 - m._11 - m._22);
w = (m._21 - m._12) / s;
x = (m._13 + m._31) / s;
y = (m._23 + m._32) / s;
z = 0.25f * s;
}
}
// 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(); }
Point3DTyped<UnknownUnits, T> RotatePoint(
const Point3DTyped<UnknownUnits, T>& aPoint) {
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