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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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tree10027f336435511475e392454359edea8e25895d /gfx/thebes/gfxQuaternion.h
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Add m-esr52 at 52.6.0
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+/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#ifndef GFX_QUATERNION_H
+#define GFX_QUATERNION_H
+
+#include "mozilla/gfx/BasePoint4D.h"
+#include "mozilla/gfx/Matrix.h"
+#include "nsAlgorithm.h"
+#include <algorithm>
+
+struct gfxQuaternion : public mozilla::gfx::BasePoint4D<gfxFloat, gfxQuaternion> {
+ typedef mozilla::gfx::BasePoint4D<gfxFloat, gfxQuaternion> Super;
+
+ gfxQuaternion() : Super() {}
+ gfxQuaternion(gfxFloat aX, gfxFloat aY, gfxFloat aZ, gfxFloat aW) : Super(aX, aY, aZ, aW) {}
+
+ explicit gfxQuaternion(const mozilla::gfx::Matrix4x4& aMatrix) {
+ w = 0.5 * sqrt(std::max(1 + aMatrix[0][0] + aMatrix[1][1] + aMatrix[2][2], 0.0f));
+ x = 0.5 * sqrt(std::max(1 + aMatrix[0][0] - aMatrix[1][1] - aMatrix[2][2], 0.0f));
+ y = 0.5 * sqrt(std::max(1 - aMatrix[0][0] + aMatrix[1][1] - aMatrix[2][2], 0.0f));
+ z = 0.5 * sqrt(std::max(1 - aMatrix[0][0] - aMatrix[1][1] + aMatrix[2][2], 0.0f));
+
+ if(aMatrix[2][1] > aMatrix[1][2])
+ x = -x;
+ if(aMatrix[0][2] > aMatrix[2][0])
+ y = -y;
+ if(aMatrix[1][0] > aMatrix[0][1])
+ z = -z;
+ }
+
+ // Convert from |direction axis, angle| pair to gfxQuaternion.
+ //
+ // Reference:
+ // https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
+ //
+ // if the direction axis is (x, y, z) = xi + yj + zk,
+ // and the angle is |theta|, this formula can be done using
+ // an extension of Euler's formula:
+ // q = cos(theta/2) + (xi + yj + zk)(sin(theta/2))
+ // = cos(theta/2) +
+ // x*sin(theta/2)i + y*sin(theta/2)j + z*sin(theta/2)k
+ // Note: aDirection should be an unit vector and
+ // the unit of aAngle should be Radian.
+ gfxQuaternion(const mozilla::gfx::Point3D &aDirection, gfxFloat aAngle) {
+ MOZ_ASSERT(mozilla::gfx::FuzzyEqual(aDirection.Length(), 1.0f),
+ "aDirection should be an unit vector");
+ x = aDirection.x * sin(aAngle/2.0);
+ y = aDirection.y * sin(aAngle/2.0);
+ z = aDirection.z * sin(aAngle/2.0);
+ w = cos(aAngle/2.0);
+ }
+
+ gfxQuaternion Slerp(const gfxQuaternion &aOther, gfxFloat aCoeff) {
+ gfxFloat dot = mozilla::clamped(DotProduct(aOther), -1.0, 1.0);
+ if (dot == 1.0) {
+ return *this;
+ }
+
+ gfxFloat theta = acos(dot);
+ gfxFloat rsintheta = 1/sqrt(1 - dot*dot);
+ gfxFloat rightWeight = sin(aCoeff*theta)*rsintheta;
+
+ gfxQuaternion left = *this;
+ gfxQuaternion right = aOther;
+
+ left *= cos(aCoeff*theta) - dot*rightWeight;
+ right *= rightWeight;
+
+ return left + right;
+ }
+
+ mozilla::gfx::Matrix4x4 ToMatrix() {
+ mozilla::gfx::Matrix4x4 temp;
+
+ temp[0][0] = 1 - 2 * (y * y + z * z);
+ temp[0][1] = 2 * (x * y + w * z);
+ temp[0][2] = 2 * (x * z - w * y);
+ temp[1][0] = 2 * (x * y - w * z);
+ temp[1][1] = 1 - 2 * (x * x + z * z);
+ temp[1][2] = 2 * (y * z + w * x);
+ temp[2][0] = 2 * (x * z + w * y);
+ temp[2][1] = 2 * (y * z - w * x);
+ temp[2][2] = 1 - 2 * (x * x + y * y);
+
+ return temp;
+ }
+
+};
+
+#endif /* GFX_QUATERNION_H */