add quaternion math
This commit is contained in:
@@ -14,6 +14,8 @@
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#include "RageMath.h"
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#include "RageTypes.h"
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#include "RageUtil.h"
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#include "RageDisplay.h"
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#include "RageLog.h"
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#include <math.h>
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void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV )
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@@ -135,3 +137,234 @@ void RageMatrixRotationZ( RageMatrix* pOut, float theta )
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pOut->m[0][1] = sinf(theta);
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pOut->m[1][0] = -pOut->m[0][1];
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}
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/* This is similar in style to Actor::Command. However, Actors don't store
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* matrix stacks; they only store offsets and scales, and compound them into
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* a single transformations at once. This makes some things easy, but it's not
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* convenient for generic 3d transforms. For that, we have this, which has the
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* small subset of the actor commands that applies to raw matrices, and we apply
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* commands in the order given. "scale,2;x,1;" is very different from
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* "x,1;scale,2;". */
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static CString GetParam( const CStringArray& sParams, int iIndex, int& iMaxIndexAccessed )
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{
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iMaxIndexAccessed = max( iIndex, iMaxIndexAccessed );
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if( iIndex < int(sParams.size()) )
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return sParams[iIndex];
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else
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return "";
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}
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void RageMatrixCommand( CString sCommandString, RageMatrix &mat )
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{
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CStringArray asCommands;
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split( sCommandString, ";", asCommands, true );
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for( unsigned c=0; c<asCommands.size(); c++ )
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{
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CStringArray asTokens;
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split( asCommands[c], ",", asTokens, true );
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int iMaxIndexAccessed = 0;
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#define sParam(i) (GetParam(asTokens,i,iMaxIndexAccessed))
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#define fParam(i) ((float)atof(sParam(i)))
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#define iParam(i) (atoi(sParam(i)))
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#define bParam(i) (iParam(i)!=0)
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CString& sName = asTokens[0];
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sName.MakeLower();
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RageMatrix b;
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// Act on command
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if( sName=="x" ) RageMatrixTranslation( &b, fParam(1),0,0 );
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else if( sName=="y" ) RageMatrixTranslation( &b, 0,fParam(1),0 );
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else if( sName=="z" ) RageMatrixTranslation( &b, 0,0,fParam(1) );
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else if( sName=="zoomx" ) RageMatrixScaling(&b, fParam(1),1,1 );
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else if( sName=="zoomy" ) RageMatrixScaling(&b, 1,fParam(1),1 );
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else if( sName=="zoomz" ) RageMatrixScaling(&b, 1,1,fParam(1) );
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else if( sName=="rotationx" ) RageMatrixRotationX( &b, fParam(1) );
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else if( sName=="rotationy" ) RageMatrixRotationY( &b, fParam(1) );
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else if( sName=="rotationz" ) RageMatrixRotationZ( &b, fParam(1) );
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else
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{
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CString sError = ssprintf( "Unrecognized matrix command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
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LOG->Warn( sError );
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#if defined(WIN32) // XXX arch?
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if( DISPLAY->IsWindowed() )
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MessageBox(NULL, sError, "MatrixCommand", MB_OK);
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#endif
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continue;
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}
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if( iMaxIndexAccessed != (int)asTokens.size()-1 )
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{
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CString sError = ssprintf( "Wrong number of parameters in command '%s'. Expected %d but there are %d.", join(",",asTokens).GetString(), iMaxIndexAccessed+1, (int)asTokens.size() );
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LOG->Warn( sError );
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#if defined(WIN32) // XXX arch?
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if( DISPLAY->IsWindowed() )
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MessageBox(NULL, sError, "MatrixCommand", MB_OK);
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#endif
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continue;
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}
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RageMatrix a(mat);
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RageMatrixMultiply(&mat, &a, &b);
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}
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}
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void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVector4 &pB )
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{
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RageVector4 out;
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out.x = pA.w * pB.x + pA.x * pB.w + pA.y * pB.z - pA.z * pB.y;
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out.y = pA.w * pB.y + pA.y * pB.w + pA.z * pB.x - pA.x * pB.z;
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out.z = pA.w * pB.z + pA.z * pB.w + pA.x * pB.y - pA.y * pB.x;
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out.w = pA.w * pB.w - pA.x * pB.x - pA.y * pB.y - pA.z * pB.z;
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float dist, square;
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square = out.x * out.x + out.y * out.y + out.z * out.z + out.w * out.w;
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if (square > 0.0)
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dist = 1.0f / sqrtf(square);
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else dist = 1;
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out.x *= dist;
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out.y *= dist;
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out.z *= dist;
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out.w *= dist;
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*pOut = out;
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}
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RageVector4 RageQuatFromH(float theta )
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{
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theta *= PI/180.0f;
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theta /= 2.0f;
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theta *= -1;
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const float c = cosf(theta);
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const float s = sinf(theta);
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return RageVector4(0, s, 0, c);
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}
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RageVector4 RageQuatFromP(float theta )
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{
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theta *= PI/180.0f;
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theta /= 2.0f;
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theta *= -1;
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const float c = cosf(theta);
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const float s = sinf(theta);
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return RageVector4(s, 0, 0, c);
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}
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RageVector4 RageQuatFromR(float theta )
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{
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theta *= PI/180.0f;
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theta /= 2.0f;
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theta *= -1;
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const float c = cosf(theta);
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const float s = sinf(theta);
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return RageVector4(0, 0, s, c);
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}
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/* From http://www.gamasutra.com/features/19980703/quaternions_01.htm .
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*
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* The math on this page treats HPR as if Z is up and we're looking down Y; that
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* is, if you're in a room, the floor is on the XY plane and Z is height.
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* However, we treat the floor as the XZ plane, and Y is height; in other
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* words, as if the screen is the XY plane and negative Z goes into it.
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* So, instead of HPR.xyz being heading, pitch, roll, it's pitch, roll, heading. */
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void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr )
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{
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hpr *= PI;
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hpr /= 180.0f;
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hpr /= 2.0f;
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/* Set cX to the cosine of the angle we want to rotate on the X axis,
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* and so on. Here, hpr.z (roll) rotates on the Z axis, hpr.x (heading)
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* on Y, and hpr.y (pitch) on X. */
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const float cZ = cosf(hpr.z);
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const float cY = cosf(hpr.x);
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const float cX = cosf(hpr.y);
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const float sZ = sinf(hpr.z);
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const float sY = sinf(hpr.x);
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const float sX = sinf(hpr.y);
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const float cYcZ = cY * cZ;
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const float sYsZ = sY * sZ;
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pOut->w = cX * cYcZ + sX * sYsZ;
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pOut->x = sX * cYcZ - cX * sYsZ;
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pOut->y = cX * sY * cZ + sX * cY * sZ;
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pOut->z = cX * cY * sZ - sX * sY * cZ;
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}
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void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q )
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{
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float xx = q.x * (q.x + q.x);
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float xy = q.x * (q.y + q.y);
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float xz = q.x * (q.z + q.z);
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float wx = q.w * (q.x + q.x);
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float wy = q.w * (q.y + q.y);
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float wz = q.w * (q.z + q.z);
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float yy = q.y * (q.y + q.y);
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float yz = q.y * (q.z + q.z);
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float zz = q.z * (q.z + q.z);
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*pOut = RageMatrix(
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1.0f-(yy+zz), xy-wz, xz+wy, 0,
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xy+wz, 1-(xx+zz), yz-wx, 0,
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xz-wy, yz+wx, 1-(xx+yy), 0,
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0, 0, 0, 1 );
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}
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void RageQuatSlerp(RageVector4 *pOut, const RageVector4 &from, const RageVector4 &to, float t)
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{
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float to1[4];
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// calc cosine
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float cosom = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w;
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// adjust signs (if necessary)
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if ( cosom < 0 )
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{
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cosom = -cosom;
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to1[0] = - to.x;
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to1[1] = - to.y;
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to1[2] = - to.z;
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to1[3] = - to.w;
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} else {
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to1[0] = to.x;
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to1[1] = to.y;
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to1[2] = to.z;
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to1[3] = to.w;
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}
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// calculate coefficients
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float scale0, scale1;
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if ( 1.0f - cosom > 0 ) {
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// standard case (slerp)
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float omega = acosf(cosom);
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float sinom = sinf(omega);
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scale0 = sinf((1.0f - t) * omega) / sinom;
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scale1 = sinf(t * omega) / sinom;
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} else {
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// "from" and "to" quaternions are very close
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// ... so we can do a linear interpolation
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scale0 = 1.0f - t;
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scale1 = t;
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}
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// calculate final values
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pOut->x = scale0 * from.x + scale1 * to1[0];
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pOut->y = scale0 * from.y + scale1 * to1[1];
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pOut->z = scale0 * from.z + scale1 * to1[2];
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pOut->w = scale0 * from.w + scale1 * to1[3];
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}
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@@ -28,5 +28,13 @@ void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z );
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void RageMatrixRotationX( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
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void RageMatrixRotationZ( RageMatrix* pOut, float fTheta );
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void RageMatrixCommand( CString sCommandString, RageMatrix &mat );
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void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr );
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void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q );
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void RageQuatSlerp(RageVector4 *pOut, const RageVector4 &from, const RageVector4 &to, float t);
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RageVector4 RageQuatFromH(float theta);
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RageVector4 RageQuatFromP(float theta);
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RageVector4 RageQuatFromR(float theta);
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void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVector4 &pB );
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#endif
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