/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2011 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Matt Woodrow * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef GFX_QUATERNION_H #define GFX_QUATERNION_H #include "mozilla/gfx/BasePoint4D.h" #include "gfx3DMatrix.h" #include "nsAlgorithm.h" struct THEBES_API gfxQuaternion : public mozilla::gfx::BasePoint4D { typedef mozilla::gfx::BasePoint4D Super; gfxQuaternion() : Super() {} gfxQuaternion(gfxFloat aX, gfxFloat aY, gfxFloat aZ, gfxFloat aW) : Super(aX, aY, aZ, aW) {} gfxQuaternion(const gfx3DMatrix& aMatrix) { w = 0.5 * sqrt(NS_MAX(1 + aMatrix[0][0] + aMatrix[1][1] + aMatrix[2][2], 0.0f)); x = 0.5 * sqrt(NS_MAX(1 + aMatrix[0][0] - aMatrix[1][1] - aMatrix[2][2], 0.0f)); y = 0.5 * sqrt(NS_MAX(1 - aMatrix[0][0] + aMatrix[1][1] - aMatrix[2][2], 0.0f)); z = 0.5 * sqrt(NS_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) { 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 w = sin(aCoeff*theta)*rsintheta; gfxQuaternion left = *this; gfxQuaternion right = aOther; left *= cos(aCoeff*theta) - dot*w; right *= w; return left + right; } gfx3DMatrix ToMatrix() { gfx3DMatrix 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 */