2008-02-09 13:43:23 +01:00
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#include "quaternion.h"
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Quaternion::Quaternion() {
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2008-06-17 02:46:39 +02:00
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w = 1.0f,
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2008-02-09 13:43:23 +01:00
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x = y = z = 0.0f;
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}
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2008-06-17 02:46:39 +02:00
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Quaternion::Quaternion(float _x, float _y, float _z, float _w) {
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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2008-02-09 13:43:23 +01:00
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}
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2008-06-17 02:46:39 +02:00
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Quaternion::Quaternion(float deg, Punkt3D p) {
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set(deg, p);
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2008-02-09 13:43:23 +01:00
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}
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2008-06-17 02:46:39 +02:00
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Quaternion::Quaternion(float _x, float _y, float _z) {
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set(_x, _y, _z);
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}
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2008-02-09 13:43:23 +01:00
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2008-06-17 02:46:39 +02:00
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void Quaternion::set(float rotx, float roty, float rotz) {
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rotx = deg2rad(rotx);
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roty = deg2rad(roty);
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rotz = deg2rad(rotz);
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float sinx = sin(rotx);
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float siny = sin(roty);
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float sinz = sin(rotz);
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float cosx = cos(rotx);
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float cosy = cos(roty);
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float cosz = cos(rotz);
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x = sinz * cosx * cosy - cosz * sinx * siny;
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y = cosz * sinx * cosy + sinz * cosx * siny;
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z = cosz * cosx * siny - sinz * sinx * cosy;
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w = cosz * cosx * cosy - sinz * sinx * siny;
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2008-02-09 13:43:23 +01:00
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2008-06-17 02:46:39 +02:00
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normalize();
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2008-02-09 13:43:23 +01:00
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}
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2008-06-17 02:46:39 +02:00
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void Quaternion::set(float deg, Punkt3D p) {
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float angle = deg2rad(0.5f*deg);
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float sinangle = sin(angle);
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2008-02-09 13:43:23 +01:00
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2008-06-17 02:46:39 +02:00
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x = p.x * sinangle;
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y = p.y * sinangle;
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z = p.z * sinangle;
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w = cos(angle);
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normalize();
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}
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void Quaternion::normalize() {
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float len = x*x+y*y+z*z+w*w;
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if(std::fabs(len-1.0f)>0.00001f) {
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len = sqrt(len);
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x /= len;
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y /= len;
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z /= len;
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w /= len;
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}
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}
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Quaternion Quaternion::getConjugate() {
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return Quaternion(-x, -y, -z, w);
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2008-02-09 13:43:23 +01:00
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}
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2008-06-17 02:46:39 +02:00
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// Rotationsmatrix Quaternion::getRotMat() {
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//
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// }
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Punkt3D Quaternion::rotP3D(const Punkt3D &p) {
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Quaternion q(p.x, p.y, p.z, 0.0f);
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2008-02-09 13:43:23 +01:00
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2008-06-17 02:46:39 +02:00
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Quaternion erg = *this * q * this->getConjugate();
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2008-02-09 13:43:23 +01:00
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2008-06-17 02:46:39 +02:00
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return Punkt3D(erg.x, erg.y, erg.z);
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2008-02-09 13:43:23 +01:00
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}
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2008-06-17 02:46:39 +02:00
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Quaternion Quaternion::operator*(const Quaternion &q) {
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return Quaternion(w*q.x - x*q.w + y*q.z - z*q.y,
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w*q.y - y*q.w + z*q.x - x*q.z,
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w*q.z - z*q.w + x*q.y - y*q.x,
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w*q.w - x*q.x - y*q.y - z*q.z);
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2008-02-09 13:43:23 +01:00
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}
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2008-06-17 02:46:39 +02:00
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// Quaternion::Quaternion() {
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// w = 1.0f;
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// x = y = z = 0.0f;
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// }
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//
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// void Quaternion::createFromRotation(float deg, float _x, float _y, float _z) {
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// float tmpres = sin(deg2rad(deg) / 2.0f);
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//
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// w = cos(deg2rad(deg) / 2.0f);
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// x = _x * tmpres;
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// y = _y * tmpres;
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// z = _z * tmpres;
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// }
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//
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// Quaternion Quaternion::operator*(const Quaternion &q) {
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// Quaternion ret;
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//
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// ret.w = w*q.w - x*q.x - y*q.y - z*q.z;
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// ret.x = w*q.x + x*q.w + y*q.z - z*q.y;
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// ret.y = w*q.y + y*q.w + z*q.x - x*q.z;
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// ret.z = w*q.z + z*q.w + x*q.y - y*q.x;
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//
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// return ret;
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// }
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//
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// void Quaternion::createGlMatrix(GLfloat *matrix) {
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// if(!matrix)
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// return;
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//
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// matrix[0] = 1.0f - 2.0f * ( y*y + z*z);
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// matrix[1] = 2.0f * ( x*y + z*w);
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// matrix[2] = 2.0f * ( x*z - y*w);
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// matrix[3] = 0.0f;
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//
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// matrix[4] = 2.0f * ( x*y - z*w);
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// matrix[5] = 1.0f - 2.0f * ( x*x + z*z);
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// matrix[6] = 2.0f * ( z*y + x*w);
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// matrix[7] = 0.0f;
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//
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// matrix[8] = 2.0f * ( x*z + y*w);
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// matrix[9] = 2.0f * ( y*z - x*w);
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// matrix[10] = 1.0f - 2.0f * ( x*x + y*y);
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// matrix[11] = 0.0f;
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//
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// matrix[12] = 0.0f;
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// matrix[13] = 0.0f;
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// matrix[14] = 0.0f;
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// matrix[15] = 1.0f;
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//
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// }
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//
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// Punkt3D Quaternion::getDirectionVector() {
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// GLfloat matrix[16];
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// createGlMatrix(matrix);
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//
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// return getDirectionVector(matrix);
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// }
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//
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// Punkt3D Quaternion::getDirectionVector(GLfloat *matrix) {
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// if(!matrix)
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// return Punkt3D();
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// Punkt3D tmp;
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//
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// tmp.x = matrix[8];
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// tmp.y = matrix[9];
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// tmp.z = matrix[10];
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//
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// return tmp;
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// }
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//
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// void glMultMatrixf(Quaternion q) {
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// GLfloat matrix[16];
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// q.createGlMatrix(matrix);
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// glMultMatrixf(matrix);
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// }
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