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Diffstat (limited to 'gfx/thebes/gfxQuaternion.h')
-rw-r--r-- | gfx/thebes/gfxQuaternion.h | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/gfx/thebes/gfxQuaternion.h b/gfx/thebes/gfxQuaternion.h new file mode 100644 index 000000000..e25974974 --- /dev/null +++ b/gfx/thebes/gfxQuaternion.h @@ -0,0 +1,93 @@ +/* -*- 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 */ |