#include "NiQuaternion.h" // C++ #include // Static Variables const NiQuaternion NiQuaternion::IDENTITY(1, 0, 0, 0); //! The initializer NiQuaternion::NiQuaternion(void) { this->w = 1; this->x = 0; this->y = 0; this->z = 0; } //! The initializer NiQuaternion::NiQuaternion(float w, float x, float y, float z) { this->w = w; this->x = x; this->y = y; this->z = z; } //! Destructor NiQuaternion::~NiQuaternion(void) {} // MARK: Setters / Getters //! Gets the W coordinate float NiQuaternion::GetW(void) const { return this->w; } //! Sets the W coordinate void NiQuaternion::SetW(float w) { this->w = w; } //! Gets the X coordinate float NiQuaternion::GetX(void) const { return this->x; } //! Sets the X coordinate void NiQuaternion::SetX(float x) { this->x = x; } //! Gets the Y coordinate float NiQuaternion::GetY(void) const { return this->y; } //! Sets the Y coordinate void NiQuaternion::SetY(float y) { this->y = y; } //! Gets the Z coordinate float NiQuaternion::GetZ(void) const { return this->z; } //! Sets the Z coordinate void NiQuaternion::SetZ(float z) { this->z = z; } // MARK: Member Functions //! Returns the forward vector from the quaternion Vector3 NiQuaternion::GetForwardVector(void) const { return Vector3(2 * (x * z + w * y), 2 * (y * z - w * x), 1 - 2 * (x * x + y * y)); } //! Returns the up vector from the quaternion Vector3 NiQuaternion::GetUpVector(void) const { return Vector3(2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x)); } //! Returns the right vector from the quaternion Vector3 NiQuaternion::GetRightVector(void) const { return Vector3(1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y)); } 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: Operators //! Operator to check for equality bool NiQuaternion::operator==(const NiQuaternion& rot) const { return rot.x == this->x && rot.y == this->y && rot.z == this->z && rot.w == this->w; } //! Operator to check for inequality bool NiQuaternion::operator!=(const NiQuaternion& rot) const { return !(*this == rot); } // MARK: Helper Functions //! Look from a specific point in space to another point in space 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 = NiPoint3::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); } NiQuaternion NiQuaternion::LookAtUnlocked(const NiPoint3& sourcePoint, const NiPoint3& destPoint) { NiPoint3 forwardVector = NiPoint3(destPoint - sourcePoint).Unitize(); NiPoint3 posZ = NiPoint3::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; }