/* -*- 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 <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;
}
gfxQuaternion Slerp(
const gfxQuaternion& aOther, gfxFloat aCoeff)
const {
gfxFloat dot = std::clamp(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;
}
using Super::
operator*=;
// Quaternion multiplication
// Reference:
// https://en.wikipedia.org/wiki/Quaternion#Ordered_list_form
//
// (w1, x1, y1, z1)(w2, x2, y2, z2) = (w1w2 - x1x2 - y1y2 - z1z2,
// w1x2 + x1w2 + y1z2 - z1y2,
// w1y2 - x1z2 + y1w2 + z1x2,
// w1z2 + x1y2 - y1x2 + z1w2)
gfxQuaternion
operator*(
const gfxQuaternion& aOther)
const {
return gfxQuaternion(
w * aOther.x + x * aOther.w + y * aOther.z - z * aOther.y,
w * aOther.y - x * aOther.z + y * aOther.w + z * aOther.x,
w * aOther.z + x * aOther.y - y * aOther.x + z * aOther.w,
w * aOther.w - x * aOther.x - y * aOther.y - z * aOther.z);
}
gfxQuaternion&
operator*=(
const gfxQuaternion& aOther) {
*
this = *
this * aOther;
return *
this;
}
mozilla::gfx::Matrix4x4 ToMatrix()
const {
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 */