/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "common/math/quat.h" static float clamp(float x) { return x < 0.0f ? 0.0f : x; } void initQuat(Quat *q, const struct Mat33 *R) { float Hx = R->elem[0][0]; float My = R->elem[1][1]; float Az = R->elem[2][2]; q->x = sqrtf(clamp(Hx - My - Az + 1.0f) * 0.25f); q->y = sqrtf(clamp(-Hx + My - Az + 1.0f) * 0.25f); q->z = sqrtf(clamp(-Hx - My + Az + 1.0f) * 0.25f); q->w = sqrtf(clamp(Hx + My + Az + 1.0f) * 0.25f); q->x = copysignf(q->x, R->elem[1][2] - R->elem[2][1]); q->y = copysignf(q->y, R->elem[2][0] - R->elem[0][2]); q->z = copysignf(q->z, R->elem[0][1] - R->elem[1][0]); } void quatToMatrix(struct Mat33 *R, const Quat *q) { float q0 = q->w; float q1 = q->x; float q2 = q->y; float q3 = q->z; float sq_q1 = 2.0f * q1 * q1; float sq_q2 = 2.0f * q2 * q2; float sq_q3 = 2.0f * q3 * q3; float q1_q2 = 2.0f * q1 * q2; float q3_q0 = 2.0f * q3 * q0; float q1_q3 = 2.0f * q1 * q3; float q2_q0 = 2.0f * q2 * q0; float q2_q3 = 2.0f * q2 * q3; float q1_q0 = 2.0f * q1 * q0; R->elem[0][0] = 1.0f - sq_q2 - sq_q3; R->elem[1][0] = q1_q2 - q3_q0; R->elem[2][0] = q1_q3 + q2_q0; R->elem[0][1] = q1_q2 + q3_q0; R->elem[1][1] = 1.0f - sq_q1 - sq_q3; R->elem[2][1] = q2_q3 - q1_q0; R->elem[0][2] = q1_q3 - q2_q0; R->elem[1][2] = q2_q3 + q1_q0; R->elem[2][2] = 1.0f - sq_q1 - sq_q2; } void quatNormalize(Quat *q) { if (q->w < 0.0f) { q->x = -q->x; q->y = -q->y; q->z = -q->z; q->w = -q->w; } float invNorm = 1.0f / sqrtf(q->x * q->x + q->y * q->y + q->z * q->z + q->w * q->w); q->x *= invNorm; q->y *= invNorm; q->z *= invNorm; q->w *= invNorm; }