#include "NiQuaternion.h" // C++ #include // MARK: Member Functions Vector3 NiQuaternion::GetEulerAngles() const { Vector3 angles; // roll (x-axis rotation) const float sinr_cosp = 2 * (w * x + y * z); const float cosr_cosp = 1 - 2 * (x * x + y * y); angles.x = std::atan2(sinr_cosp, cosr_cosp); // pitch (y-axis rotation) const float sinp = 2 * (w * y - z * x); if (std::abs(sinp) >= 1) { angles.y = std::copysign(3.14 / 2, sinp); // use 90 degrees if out of range } else { angles.y = std::asin(sinp); } // yaw (z-axis rotation) const float siny_cosp = 2 * (w * z + x * y); const float cosy_cosp = 1 - 2 * (y * y + z * z); angles.z = std::atan2(siny_cosp, cosy_cosp); return angles; } // MARK: Helper Functions //! Look from a specific point in space to another point in space (Y-locked) NiQuaternion NiQuaternion::LookAt(const NiPoint3& sourcePoint, const NiPoint3& destPoint) { //To make sure we don't orient around the X/Z axis: NiPoint3 source = sourcePoint; NiPoint3 dest = destPoint; source.y = 0.0f; dest.y = 0.0f; NiPoint3 forwardVector = NiPoint3(dest - source).Unitize(); NiPoint3 posZ = NiPoint3Constant::UNIT_Z; NiPoint3 vecA = posZ.CrossProduct(forwardVector).Unitize(); float dot = posZ.DotProduct(forwardVector); float rotAngle = static_cast(acos(dot)); NiPoint3 vecB = vecA.CrossProduct(posZ); if (vecB.DotProduct(forwardVector) < 0) rotAngle = -rotAngle; return NiQuaternion::CreateFromAxisAngle(vecA, rotAngle); } //! Look from a specific point in space to another point in space NiQuaternion NiQuaternion::LookAtUnlocked(const NiPoint3& sourcePoint, const NiPoint3& destPoint) { NiPoint3 forwardVector = NiPoint3(destPoint - sourcePoint).Unitize(); NiPoint3 posZ = NiPoint3Constant::UNIT_Z; NiPoint3 vecA = posZ.CrossProduct(forwardVector).Unitize(); float dot = posZ.DotProduct(forwardVector); float rotAngle = static_cast(acos(dot)); NiPoint3 vecB = vecA.CrossProduct(posZ); if (vecB.DotProduct(forwardVector) < 0) rotAngle = -rotAngle; return NiQuaternion::CreateFromAxisAngle(vecA, rotAngle); } //! Creates a Quaternion from a specific axis and angle relative to that axis NiQuaternion NiQuaternion::CreateFromAxisAngle(const Vector3& axis, float angle) { float halfAngle = angle * 0.5f; float s = static_cast(sin(halfAngle)); NiQuaternion q; q.x = axis.GetX() * s; q.y = axis.GetY() * s; q.z = axis.GetZ() * s; q.w = static_cast(cos(halfAngle)); return q; } NiQuaternion NiQuaternion::FromEulerAngles(const NiPoint3& eulerAngles) { // Abbreviations for the various angular functions float cy = cos(eulerAngles.z * 0.5); float sy = sin(eulerAngles.z * 0.5); float cp = cos(eulerAngles.y * 0.5); float sp = sin(eulerAngles.y * 0.5); float cr = cos(eulerAngles.x * 0.5); float sr = sin(eulerAngles.x * 0.5); NiQuaternion q; q.w = cr * cp * cy + sr * sp * sy; q.x = sr * cp * cy - cr * sp * sy; q.y = cr * sp * cy + sr * cp * sy; q.z = cr * cp * sy - sr * sp * cy; return q; }