/* * Copyright (c) 2009-2015 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.scene.plugins.fbx.node; import com.jme3.math.FastMath; import com.jme3.math.Quaternion; public class FbxNodeUtil { public static Quaternion quatFromBoneAngles(float xAngle, float yAngle, float zAngle) { float angle; float sinY, sinZ, sinX, cosY, cosZ, cosX; angle = zAngle * 0.5f; sinZ = FastMath.sin(angle); cosZ = FastMath.cos(angle); angle = yAngle * 0.5f; sinY = FastMath.sin(angle); cosY = FastMath.cos(angle); angle = xAngle * 0.5f; sinX = FastMath.sin(angle); cosX = FastMath.cos(angle); float cosYXcosZ = cosY * cosZ; float sinYXsinZ = sinY * sinZ; float cosYXsinZ = cosY * sinZ; float sinYXcosZ = sinY * cosZ; // For some reason bone space is differ, this is modified formulas float w = (cosYXcosZ * cosX + sinYXsinZ * sinX); float x = (cosYXcosZ * sinX - sinYXsinZ * cosX); float y = (sinYXcosZ * cosX + cosYXsinZ * sinX); float z = (cosYXsinZ * cosX - sinYXcosZ * sinX); return new Quaternion(x, y, z, w).normalizeLocal(); } }