/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2010 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Authors: * Robert Bragg * * Various references relating to quaternions: * * http://www.cs.caltech.edu/courses/cs171/quatut.pdf * http://mathworld.wolfram.com/Quaternion.html * http://www.gamedev.net/reference/articles/article1095.asp * http://www.cprogramming.com/tutorial/3d/quaternions.html * http://www.isner.com/tutorials/quatSpells/quaternion_spells_12.htm * http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56 * 3D Maths Primer for Graphics and Game Development ISBN-10: 1556229119 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include #include #include #include "cogl-gtype-private.h" #include #include #define FLOAT_EPSILON 1e-03 COGL_GTYPE_DEFINE_BOXED (Quaternion, quaternion, cogl_quaternion_copy, cogl_quaternion_free); static CoglQuaternion zero_quaternion = { 0.0, 0.0, 0.0, 0.0, }; static CoglQuaternion identity_quaternion = { 1.0, 0.0, 0.0, 0.0, }; /* This function is just here to be called from GDB so we don't really want to put a declaration in a header and we just add it here to avoid a warning */ void _cogl_quaternion_print (CoglQuaternion *quarternion); void _cogl_quaternion_print (CoglQuaternion *quaternion) { g_print ("[ %6.4f (%6.4f, %6.4f, %6.4f)]\n", quaternion->w, quaternion->x, quaternion->y, quaternion->z); } void cogl_quaternion_init (CoglQuaternion *quaternion, float angle, float x, float y, float z) { float axis[3] = { x, y, z}; cogl_quaternion_init_from_angle_vector (quaternion, angle, axis); } void cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion, float angle, const float *axis3f_in) { /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ float axis[3]; float half_angle; float sin_half_angle; /* XXX: Should we make cogl_vector3_normalize have separate in and * out args? */ axis[0] = axis3f_in[0]; axis[1] = axis3f_in[1]; axis[2] = axis3f_in[2]; cogl_vector3_normalize (axis); half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f; sin_half_angle = sinf (half_angle); quaternion->w = cosf (half_angle); quaternion->x = axis[0] * sin_half_angle; quaternion->y = axis[1] * sin_half_angle; quaternion->z = axis[2] * sin_half_angle; cogl_quaternion_normalize (quaternion); } void cogl_quaternion_init_identity (CoglQuaternion *quaternion) { quaternion->w = 1.0; quaternion->x = 0.0; quaternion->y = 0.0; quaternion->z = 0.0; } void cogl_quaternion_init_from_array (CoglQuaternion *quaternion, const float *array) { quaternion->w = array[0]; quaternion->x = array[1]; quaternion->y = array[2]; quaternion->z = array[3]; } void cogl_quaternion_init_from_x_rotation (CoglQuaternion *quaternion, float angle) { /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ float half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f; quaternion->w = cosf (half_angle); quaternion->x = sinf (half_angle); quaternion->y = 0.0f; quaternion->z = 0.0f; } void cogl_quaternion_init_from_y_rotation (CoglQuaternion *quaternion, float angle) { /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ float half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f; quaternion->w = cosf (half_angle); quaternion->x = 0.0f; quaternion->y = sinf (half_angle); quaternion->z = 0.0f; } void cogl_quaternion_init_from_z_rotation (CoglQuaternion *quaternion, float angle) { /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ float half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f; quaternion->w = cosf (half_angle); quaternion->x = 0.0f; quaternion->y = 0.0f; quaternion->z = sinf (half_angle); } void cogl_quaternion_init_from_euler (CoglQuaternion *quaternion, const CoglEuler *euler) { /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ float sin_heading = sinf (euler->heading * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f); float sin_pitch = sinf (euler->pitch * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f); float sin_roll = sinf (euler->roll * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f); float cos_heading = cosf (euler->heading * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f); float cos_pitch = cosf (euler->pitch * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f); float cos_roll = cosf (euler->roll * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f); quaternion->w = cos_heading * cos_pitch * cos_roll + sin_heading * sin_pitch * sin_roll; quaternion->x = cos_heading * sin_pitch * cos_roll + sin_heading * cos_pitch * sin_roll; quaternion->y = sin_heading * cos_pitch * cos_roll - cos_heading * sin_pitch * sin_roll; quaternion->z = cos_heading * cos_pitch * sin_roll - sin_heading * sin_pitch * cos_roll; } void cogl_quaternion_init_from_quaternion (CoglQuaternion *quaternion, CoglQuaternion *src) { memcpy (quaternion, src, sizeof (float) * 4); } /* XXX: it could be nice to make something like this public... */ /* * COGL_MATRIX_READ: * @MATRIX: A 4x4 transformation matrix * @ROW: The row of the value you want to read * @COLUMN: The column of the value you want to read * * Reads a value from the given matrix using integers to index * into the matrix. */ #define COGL_MATRIX_READ(MATRIX, ROW, COLUMN) \ (((const float *)matrix)[COLUMN * 4 + ROW]) void cogl_quaternion_init_from_matrix (CoglQuaternion *quaternion, const CoglMatrix *matrix) { /* Algorithm devised by Ken Shoemake, Ref: * http://campar.in.tum.de/twiki/pub/Chair/DwarfTutorial/quatut.pdf */ /* 3D maths literature refers to the diagonal of a matrix as the * "trace" of a matrix... */ float trace = matrix->xx + matrix->yy + matrix->zz; float root; if (trace > 0.0f) { root = sqrtf (trace + 1); quaternion->w = root * 0.5f; root = 0.5f / root; quaternion->x = (matrix->zy - matrix->yz) * root; quaternion->y = (matrix->xz - matrix->zx) * root; quaternion->z = (matrix->yx - matrix->xy) * root; } else { #define X 0 #define Y 1 #define Z 2 #define W 3 int h = X; if (matrix->yy > matrix->xx) h = Y; if (matrix->zz > COGL_MATRIX_READ (matrix, h, h)) h = Z; switch (h) { #define CASE_MACRO(i, j, k, I, J, K) \ case I: \ root = sqrtf ((COGL_MATRIX_READ (matrix, I, I) - \ (COGL_MATRIX_READ (matrix, J, J) + \ COGL_MATRIX_READ (matrix, K, K))) + \ COGL_MATRIX_READ (matrix, W, W)); \ quaternion->i = root * 0.5f;\ root = 0.5f / root;\ quaternion->j = (COGL_MATRIX_READ (matrix, I, J) + \ COGL_MATRIX_READ (matrix, J, I)) * root; \ quaternion->k = (COGL_MATRIX_READ (matrix, K, I) + \ COGL_MATRIX_READ (matrix, I, K)) * root; \ quaternion->w = (COGL_MATRIX_READ (matrix, K, J) - \ COGL_MATRIX_READ (matrix, J, K)) * root;\ break CASE_MACRO (x, y, z, X, Y, Z); CASE_MACRO (y, z, x, Y, Z, X); CASE_MACRO (z, x, y, Z, X, Y); #undef CASE_MACRO #undef X #undef Y #undef Z } } if (matrix->ww != 1.0f) { float s = 1.0 / sqrtf (matrix->ww); quaternion->w *= s; quaternion->x *= s; quaternion->y *= s; quaternion->z *= s; } } CoglBool cogl_quaternion_equal (const void *v1, const void *v2) { const CoglQuaternion *a = v1; const CoglQuaternion *b = v2; _COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE); _COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE); if (v1 == v2) return TRUE; return (a->w == b->w && a->x == b->x && a->y == b->y && a->z == b->z); } CoglQuaternion * cogl_quaternion_copy (const CoglQuaternion *src) { if (G_LIKELY (src)) { CoglQuaternion *new = g_slice_new (CoglQuaternion); memcpy (new, src, sizeof (float) * 4); return new; } else return NULL; } void cogl_quaternion_free (CoglQuaternion *quaternion) { g_slice_free (CoglQuaternion, quaternion); } float cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion) { /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ /* FIXME: clamp [-1, 1] */ return 2.0f * acosf (quaternion->w) * _COGL_QUATERNION_RADIANS_TO_DEGREES; } void cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion, float *vector3) { float sin_half_angle_sqr; float one_over_sin_angle_over_2; /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ /* NB: sinΒ²(πœƒ) + cosΒ²(πœƒ) = 1 */ sin_half_angle_sqr = 1.0f - quaternion->w * quaternion->w; if (sin_half_angle_sqr <= 0.0f) { /* Either an identity quaternion or numerical imprecision. * Either way we return an arbitrary vector. */ vector3[0] = 1; vector3[1] = 0; vector3[2] = 0; return; } /* Calculate 1 / sin(πœƒ/2) */ one_over_sin_angle_over_2 = 1.0f / sqrtf (sin_half_angle_sqr); vector3[0] = quaternion->x * one_over_sin_angle_over_2; vector3[1] = quaternion->y * one_over_sin_angle_over_2; vector3[2] = quaternion->z * one_over_sin_angle_over_2; } void cogl_quaternion_normalize (CoglQuaternion *quaternion) { float slen = _COGL_QUATERNION_NORM (quaternion); float factor = 1.0f / sqrtf (slen); quaternion->x *= factor; quaternion->y *= factor; quaternion->z *= factor; quaternion->w *= factor; return; } float cogl_quaternion_dot_product (const CoglQuaternion *a, const CoglQuaternion *b) { return a->w * b->w + a->x * b->x + a->y * b->y + a->z * b->z; } void cogl_quaternion_invert (CoglQuaternion *quaternion) { quaternion->x = -quaternion->x; quaternion->y = -quaternion->y; quaternion->z = -quaternion->z; } void cogl_quaternion_multiply (CoglQuaternion *result, const CoglQuaternion *a, const CoglQuaternion *b) { float w = a->w; float x = a->x; float y = a->y; float z = a->z; _COGL_RETURN_IF_FAIL (b != result); result->w = w * b->w - x * b->x - y * b->y - z * b->z; result->x = w * b->x + x * b->w + y * b->z - z * b->y; result->y = w * b->y + y * b->w + z * b->x - x * b->z; result->z = w * b->z + z * b->w + x * b->y - y * b->x; } void cogl_quaternion_pow (CoglQuaternion *quaternion, float exponent) { float half_angle; float new_half_angle; float factor; /* Try and identify and nop identity quaternions to avoid * dividing by zero */ if (fabs (quaternion->w) > 0.9999f) return; /* NB: We are using quaternions to represent an axis (a), angle (πœƒ) pair * in this form: * [w=cos(πœƒ/2) ( x=sin(πœƒ/2)*a.x, y=sin(πœƒ/2)*a.y, z=sin(πœƒ/2)*a.x )] */ /* FIXME: clamp [-1, 1] */ /* Extract πœƒ/2 from w */ half_angle = acosf (quaternion->w); /* Compute the new πœƒ/2 */ new_half_angle = half_angle * exponent; /* Compute the new w value */ quaternion->w = cosf (new_half_angle); /* And new xyz values */ factor = sinf (new_half_angle) / sinf (half_angle); quaternion->x *= factor; quaternion->y *= factor; quaternion->z *= factor; } void cogl_quaternion_slerp (CoglQuaternion *result, const CoglQuaternion *a, const CoglQuaternion *b, float t) { float cos_difference; float qb_w; float qb_x; float qb_y; float qb_z; float fa; float fb; _COGL_RETURN_IF_FAIL (t >=0 && t <= 1.0f); if (t == 0) { *result = *a; return; } else if (t == 1) { *result = *b; return; } /* compute the cosine of the angle between the two given quaternions */ cos_difference = cogl_quaternion_dot_product (a, b); /* If negative, use -b. Two quaternions q and -q represent the same angle but * may produce a different slerp. We choose b or -b to rotate using the acute * angle. */ if (cos_difference < 0.0f) { qb_w = -b->w; qb_x = -b->x; qb_y = -b->y; qb_z = -b->z; cos_difference = -cos_difference; } else { qb_w = b->w; qb_x = b->x; qb_y = b->y; qb_z = b->z; } /* If we have two unit quaternions the dot should be <= 1.0 */ g_assert (cos_difference < 1.1f); /* Determine the interpolation factors for each quaternion, simply using * linear interpolation for quaternions that are nearly exactly the same. * (this will avoid divisions by zero) */ if (cos_difference > 0.9999f) { fa = 1.0f - t; fb = t; /* XXX: should we also normalize() at the end in this case? */ } else { /* Calculate the sin of the angle between the two quaternions using the * trig identity: sinΒ²(πœƒ) + cosΒ²(πœƒ) = 1 */ float sin_difference = sqrtf (1.0f - cos_difference * cos_difference); float difference = atan2f (sin_difference, cos_difference); float one_over_sin_difference = 1.0f / sin_difference; fa = sinf ((1.0f - t) * difference) * one_over_sin_difference; fb = sinf (t * difference) * one_over_sin_difference; } /* Finally interpolate the two quaternions */ result->x = fa * a->x + fb * qb_x; result->y = fa * a->y + fb * qb_y; result->z = fa * a->z + fb * qb_z; result->w = fa * a->w + fb * qb_w; } void cogl_quaternion_nlerp (CoglQuaternion *result, const CoglQuaternion *a, const CoglQuaternion *b, float t) { float cos_difference; float qb_w; float qb_x; float qb_y; float qb_z; float fa; float fb; _COGL_RETURN_IF_FAIL (t >=0 && t <= 1.0f); if (t == 0) { *result = *a; return; } else if (t == 1) { *result = *b; return; } /* compute the cosine of the angle between the two given quaternions */ cos_difference = cogl_quaternion_dot_product (a, b); /* If negative, use -b. Two quaternions q and -q represent the same angle but * may produce a different slerp. We choose b or -b to rotate using the acute * angle. */ if (cos_difference < 0.0f) { qb_w = -b->w; qb_x = -b->x; qb_y = -b->y; qb_z = -b->z; cos_difference = -cos_difference; } else { qb_w = b->w; qb_x = b->x; qb_y = b->y; qb_z = b->z; } /* If we have two unit quaternions the dot should be <= 1.0 */ g_assert (cos_difference < 1.1f); fa = 1.0f - t; fb = t; result->x = fa * a->x + fb * qb_x; result->y = fa * a->y + fb * qb_y; result->z = fa * a->z + fb * qb_z; result->w = fa * a->w + fb * qb_w; cogl_quaternion_normalize (result); } void cogl_quaternion_squad (CoglQuaternion *result, const CoglQuaternion *prev, const CoglQuaternion *a, const CoglQuaternion *b, const CoglQuaternion *next, float t) { CoglQuaternion slerp0; CoglQuaternion slerp1; cogl_quaternion_slerp (&slerp0, a, b, t); cogl_quaternion_slerp (&slerp1, prev, next, t); cogl_quaternion_slerp (result, &slerp0, &slerp1, 2.0f * t * (1.0f - t)); } const CoglQuaternion * cogl_get_static_identity_quaternion (void) { return &identity_quaternion; } const CoglQuaternion * cogl_get_static_zero_quaternion (void) { return &zero_quaternion; }