1 /* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 #ifndef GFX_QUATERNION_H
7 #define GFX_QUATERNION_H
9 #include "mozilla/gfx/BasePoint4D.h"
10 #include "mozilla/gfx/Matrix.h"
11 #include "nsAlgorithm.h"
15 : public mozilla::gfx::BasePoint4D
<gfxFloat
, gfxQuaternion
> {
16 typedef mozilla::gfx::BasePoint4D
<gfxFloat
, gfxQuaternion
> Super
;
18 gfxQuaternion() : Super() {}
19 gfxQuaternion(gfxFloat aX
, gfxFloat aY
, gfxFloat aZ
, gfxFloat aW
)
20 : Super(aX
, aY
, aZ
, aW
) {}
22 explicit gfxQuaternion(const mozilla::gfx::Matrix4x4
& aMatrix
) {
24 sqrt(std::max(1 + aMatrix
[0][0] + aMatrix
[1][1] + aMatrix
[2][2], 0.0f
));
26 sqrt(std::max(1 + aMatrix
[0][0] - aMatrix
[1][1] - aMatrix
[2][2], 0.0f
));
28 sqrt(std::max(1 - aMatrix
[0][0] + aMatrix
[1][1] - aMatrix
[2][2], 0.0f
));
30 sqrt(std::max(1 - aMatrix
[0][0] - aMatrix
[1][1] + aMatrix
[2][2], 0.0f
));
32 if (aMatrix
[2][1] > aMatrix
[1][2]) x
= -x
;
33 if (aMatrix
[0][2] > aMatrix
[2][0]) y
= -y
;
34 if (aMatrix
[1][0] > aMatrix
[0][1]) z
= -z
;
37 // Convert from |direction axis, angle| pair to gfxQuaternion.
40 // https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
42 // if the direction axis is (x, y, z) = xi + yj + zk,
43 // and the angle is |theta|, this formula can be done using
44 // an extension of Euler's formula:
45 // q = cos(theta/2) + (xi + yj + zk)(sin(theta/2))
47 // x*sin(theta/2)i + y*sin(theta/2)j + z*sin(theta/2)k
48 // Note: aDirection should be an unit vector and
49 // the unit of aAngle should be Radian.
50 gfxQuaternion(const mozilla::gfx::Point3D
& aDirection
, gfxFloat aAngle
) {
51 MOZ_ASSERT(mozilla::gfx::FuzzyEqual(aDirection
.Length(), 1.0f
),
52 "aDirection should be an unit vector");
53 x
= aDirection
.x
* sin(aAngle
/ 2.0);
54 y
= aDirection
.y
* sin(aAngle
/ 2.0);
55 z
= aDirection
.z
* sin(aAngle
/ 2.0);
56 w
= cos(aAngle
/ 2.0);
59 gfxQuaternion
Slerp(const gfxQuaternion
& aOther
, gfxFloat aCoeff
) const {
60 gfxFloat dot
= mozilla::clamped(DotProduct(aOther
), -1.0, 1.0);
65 gfxFloat theta
= acos(dot
);
66 gfxFloat rsintheta
= 1 / sqrt(1 - dot
* dot
);
67 gfxFloat rightWeight
= sin(aCoeff
* theta
) * rsintheta
;
69 gfxQuaternion left
= *this;
70 gfxQuaternion right
= aOther
;
72 left
*= cos(aCoeff
* theta
) - dot
* rightWeight
;
78 using Super::operator*=;
80 // Quaternion multiplication
82 // https://en.wikipedia.org/wiki/Quaternion#Ordered_list_form
84 // (w1, x1, y1, z1)(w2, x2, y2, z2) = (w1w2 - x1x2 - y1y2 - z1z2,
85 // w1x2 + x1w2 + y1z2 - z1y2,
86 // w1y2 - x1z2 + y1w2 + z1x2,
87 // w1z2 + x1y2 - y1x2 + z1w2)
88 gfxQuaternion
operator*(const gfxQuaternion
& aOther
) const {
90 w
* aOther
.x
+ x
* aOther
.w
+ y
* aOther
.z
- z
* aOther
.y
,
91 w
* aOther
.y
- x
* aOther
.z
+ y
* aOther
.w
+ z
* aOther
.x
,
92 w
* aOther
.z
+ x
* aOther
.y
- y
* aOther
.x
+ z
* aOther
.w
,
93 w
* aOther
.w
- x
* aOther
.x
- y
* aOther
.y
- z
* aOther
.z
);
95 gfxQuaternion
& operator*=(const gfxQuaternion
& aOther
) {
96 *this = *this * aOther
;
100 mozilla::gfx::Matrix4x4
ToMatrix() const {
101 mozilla::gfx::Matrix4x4 temp
;
103 temp
[0][0] = 1 - 2 * (y
* y
+ z
* z
);
104 temp
[0][1] = 2 * (x
* y
+ w
* z
);
105 temp
[0][2] = 2 * (x
* z
- w
* y
);
106 temp
[1][0] = 2 * (x
* y
- w
* z
);
107 temp
[1][1] = 1 - 2 * (x
* x
+ z
* z
);
108 temp
[1][2] = 2 * (y
* z
+ w
* x
);
109 temp
[2][0] = 2 * (x
* z
+ w
* y
);
110 temp
[2][1] = 2 * (y
* z
- w
* x
);
111 temp
[2][2] = 1 - 2 * (x
* x
+ y
* y
);
117 #endif /* GFX_QUATERNION_H */