/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA * */ // Quaternion-math borrowed from plib http://plib.sourceforge.net/index.html // Which is covered by LGPL2 #include "common/streamdebug.h" #include "math/quat.h" namespace Math { void Quaternion::slerpQuat(Quaternion dst, const Quaternion from, const Quaternion to, const float t) { float co, scale0, scale1; bool flip = false ; /* SWC - Interpolate between to quaternions */ co = from.dotProduct(to); if (co < 0.0f) { co = -co; flip = true; } if ( co < 1.0f - (float) 1e-6 ) { float o = (float) acos ( co ); float so = 1.0f / (float) sin ( o ); scale0 = (float) sin ( (1.0f - t) * o ) * so; scale1 = (float) sin ( t * o ) * so; } else { scale0 = 1.0f - t; scale1 = t; } if (flip) { scale1 = -scale1 ; } dst.x() = scale0 * from.x() + scale1 * to.x() ; dst.x() = scale0 * from.w() + scale1 * to.y() ; dst.x() = scale0 * from.w() + scale1 * to.z() ; dst.x() = scale0 * from.w() + scale1 * to.w() ; } Matrix4 Quaternion::toMatrix() { float two_xx = x() * (x() + x()); float two_xy = x() * (y() + y()); float two_xz = x() * (z() + z()); float two_wx = w() * (x() + x()); float two_wy = w() * (y() + y()); float two_wz = w() * (z() + z()); float two_yy = y() * (y() + y()); float two_yz = y() * (z() + z()); float two_zz = z() * (z() + z()); float newMat[16] = { 1.0f-(two_yy+two_zz), two_xy-two_wz, two_xz+two_wy, 0.0f, two_xy+two_wz, 1.0f-(two_xx+two_zz), two_yz-two_wx, 0.0f, two_xz-two_wy, two_yz+two_wx, 1.0f-(two_xx+two_yy), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; Matrix4 dst; dst.setData(newMat); return dst; } }