Made osg::Quat support either float or double internal representation, defaulting to double.
Generalised the osgDB::Field so that its getFloat() method can be used with either doubles or floats governed by the type passed in - this helps support either float/double Quat and Matrix classes seemlessly.
This commit is contained in:
@@ -49,31 +49,28 @@ void Quat::get(Matrixd& matrix) const
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/// Set the elements of the Quat to represent a rotation of angle
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/// (radians) around the axis (x,y,z)
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void Quat::makeRotate( float angle,
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float x,
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float y,
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float z )
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void Quat::makeRotate( value_type angle, value_type x, value_type y, value_type z )
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{
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float inversenorm = 1.0/sqrt( x*x + y*y + z*z );
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float coshalfangle = cos( 0.5*angle );
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float sinhalfangle = sin( 0.5*angle );
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value_type inversenorm = 1.0/sqrt( x*x + y*y + z*z );
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value_type coshalfangle = cos( 0.5*angle );
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value_type sinhalfangle = sin( 0.5*angle );
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_fv[0] = x * sinhalfangle * inversenorm;
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_fv[1] = y * sinhalfangle * inversenorm;
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_fv[2] = z * sinhalfangle * inversenorm;
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_fv[3] = coshalfangle;
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_v[0] = x * sinhalfangle * inversenorm;
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_v[1] = y * sinhalfangle * inversenorm;
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_v[2] = z * sinhalfangle * inversenorm;
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_v[3] = coshalfangle;
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}
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void Quat::makeRotate( float angle, const Vec3& vec )
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void Quat::makeRotate( value_type angle, const Vec3& vec )
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{
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makeRotate( angle, vec[0], vec[1], vec[2] );
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}
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void Quat::makeRotate ( float angle1, const Vec3& axis1,
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float angle2, const Vec3& axis2,
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float angle3, const Vec3& axis3)
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void Quat::makeRotate ( value_type angle1, const Vec3& axis1,
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value_type angle2, const Vec3& axis2,
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value_type angle3, const Vec3& axis3)
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{
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Quat q1; q1.makeRotate(angle1,axis1);
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Quat q2; q2.makeRotate(angle2,axis2);
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@@ -89,13 +86,13 @@ void Quat::makeRotate ( float angle1, const Vec3& axis1,
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// are co-incident or opposite in direction.
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void Quat::makeRotate( const Vec3& from, const Vec3& to )
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{
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const float epsilon = 0.00001f;
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const value_type epsilon = 0.00001;
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float length1 = from.length();
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float length2 = to.length();
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value_type length1 = from.length();
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value_type length2 = to.length();
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// dot product vec1*vec2
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float cosangle = from*to/(length1*length2);
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value_type cosangle = from*to/(length1*length2);
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if ( fabs(cosangle - 1) < epsilon )
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{
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@@ -120,10 +117,10 @@ void Quat::makeRotate( const Vec3& from, const Vec3& to )
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Vec3 axis(from^tmp);
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axis.normalize();
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_fv[0] = axis[0]; // sin of half angle of PI is 1.0.
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_fv[1] = axis[1]; // sin of half angle of PI is 1.0.
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_fv[2] = axis[2]; // sin of half angle of PI is 1.0.
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_fv[3] = 0; // cos of half angle of PI is zero.
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_v[0] = axis[0]; // sin of half angle of PI is 1.0.
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_v[1] = axis[1]; // sin of half angle of PI is 1.0.
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_v[2] = axis[2]; // sin of half angle of PI is 1.0.
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_v[3] = 0; // cos of half angle of PI is zero.
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}
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else
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@@ -131,37 +128,41 @@ void Quat::makeRotate( const Vec3& from, const Vec3& to )
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// This is the usual situation - take a cross-product of vec1 and vec2
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// and that is the axis around which to rotate.
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Vec3 axis(from^to);
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float angle = acos( cosangle );
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value_type angle = acos( cosangle );
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makeRotate( angle, axis );
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}
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}
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void Quat::getRotate( float& angle, Vec3& vec ) const
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void Quat::getRotate( value_type& angle, Vec3& vec ) const
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{
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getRotate(angle,vec[0],vec[1],vec[2]);
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value_type x,y,z;
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getRotate(angle,x,y,z);
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vec[0]=x;
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vec[1]=y;
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vec[2]=z;
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}
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// Get the angle of rotation and axis of this Quat object.
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// Won't give very meaningful results if the Quat is not associated
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// with a rotation!
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void Quat::getRotate( float& angle, float& x, float& y, float& z ) const
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void Quat::getRotate( value_type& angle, value_type& x, value_type& y, value_type& z ) const
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{
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float sinhalfangle = sqrt( _fv[0]*_fv[0] + _fv[1]*_fv[1] + _fv[2]*_fv[2] );
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value_type sinhalfangle = sqrt( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] );
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angle = 2 * atan2( sinhalfangle, _fv[3] );
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angle = 2.0 * atan2( sinhalfangle, _v[3] );
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if(sinhalfangle)
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{
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x = _fv[0] / sinhalfangle;
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y = _fv[1] / sinhalfangle;
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z = _fv[2] / sinhalfangle;
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x = _v[0] / sinhalfangle;
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y = _v[1] / sinhalfangle;
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z = _v[2] / sinhalfangle;
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}
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else
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{
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x = 0.0f;
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y = 0.0f;
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z = 1.0f;
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x = 0.0;
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y = 0.0;
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z = 1.0;
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}
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}
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@@ -172,7 +173,7 @@ void Quat::getRotate( float& angle, float& x, float& y, float& z ) const
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/// Reference: Shoemake at SIGGRAPH 89
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/// See also
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/// http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
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void Quat::slerp( float t, const Quat& from, const Quat& to )
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void Quat::slerp( value_type t, const Quat& from, const Quat& to )
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{
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const double epsilon = 0.00001;
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double omega, cosomega, sinomega, scale_from, scale_to ;
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@@ -185,7 +186,7 @@ void Quat::slerp( float t, const Quat& from, const Quat& to )
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if ( cosomega <0.0 )
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{
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cosomega = -cosomega;
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quatTo.set(-to._fv);
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quatTo = -to;
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}
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if( (1.0 - cosomega) > epsilon )
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@@ -207,21 +208,20 @@ void Quat::slerp( float t, const Quat& from, const Quat& to )
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scale_to = t ;
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}
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// use Vec4 arithmetic
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_fv = (from._fv*scale_from) + (quatTo._fv*scale_to);
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*this = (from*scale_from) + (quatTo*scale_to);
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// so that we get a Vec4
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}
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#define QX _fv[0]
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#define QY _fv[1]
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#define QZ _fv[2]
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#define QW _fv[3]
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#define QX _v[0]
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#define QY _v[1]
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#define QZ _v[2]
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#define QW _v[3]
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#ifdef OSG_USE_UNIT_TESTS
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void test_Quat_Eueler(float heading,float pitch,float roll)
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void test_Quat_Eueler(value_type heading,value_type pitch,value_type roll)
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{
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osg::Quat q;
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q.makeRotate(heading,pitch,roll);
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