/* * Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package com.bulletphysics.linearmath; import com.bulletphysics.BulletGlobals; import com.bulletphysics.util.Stack; import javax.vecmath.Quat4f; import javax.vecmath.Vector3f; /** * Utility functions for quaternions. * * @author jezek2 */ public class QuaternionUtil { public static float getAngle(Quat4f q) { float s = 2f * (float) Math.acos(q.w); return s; } public static void setRotation(Quat4f q, Vector3f axis, float angle) { float d = axis.length(); assert (d != 0f); float s = (float)Math.sin(angle * 0.5f) / d; q.set(axis.x * s, axis.y * s, axis.z * s, (float) Math.cos(angle * 0.5f)); } // Game Programming Gems 2.10. make sure v0,v1 are normalized public static Quat4f shortestArcQuat(Vector3f v0, Vector3f v1, Quat4f out) { Stack stack = Stack.enter(); Vector3f c = stack.allocVector3f(); c.cross(v0, v1); float d = v0.dot(v1); if (d < -1.0 + BulletGlobals.FLT_EPSILON) { // just pick any vector out.set(0.0f, 1.0f, 0.0f, 0.0f); stack.leave(); return out; } float s = (float) Math.sqrt((1.0f + d) * 2.0f); float rs = 1.0f / s; out.set(c.x * rs, c.y * rs, c.z * rs, s * 0.5f); stack.leave(); return out; } public static void mul(Quat4f q, Vector3f w) { float rx = q.w * w.x + q.y * w.z - q.z * w.y; float ry = q.w * w.y + q.z * w.x - q.x * w.z; float rz = q.w * w.z + q.x * w.y - q.y * w.x; float rw = -q.x * w.x - q.y * w.y - q.z * w.z; q.set(rx, ry, rz, rw); } public static Vector3f quatRotate(Quat4f rotation, Vector3f v, Vector3f out) { Stack stack = Stack.enter(); Quat4f q = stack.alloc(rotation); QuaternionUtil.mul(q, v); Quat4f tmp = stack.allocQuat4f(); inverse(tmp, rotation); q.mul(tmp); out.set(q.x, q.y, q.z); stack.leave(); return out; } public static void inverse(Quat4f q) { q.x = -q.x; q.y = -q.y; q.z = -q.z; } public static void inverse(Quat4f q, Quat4f src) { q.x = -src.x; q.y = -src.y; q.z = -src.z; q.w = src.w; } public static void setEuler(Quat4f q, float yaw, float pitch, float roll) { float halfYaw = yaw * 0.5f; float halfPitch = pitch * 0.5f; float halfRoll = roll * 0.5f; float cosYaw = (float)Math.cos(halfYaw); float sinYaw = (float)Math.sin(halfYaw); float cosPitch = (float)Math.cos(halfPitch); float sinPitch = (float)Math.sin(halfPitch); float cosRoll = (float)Math.cos(halfRoll); float sinRoll = (float)Math.sin(halfRoll); q.x = cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw; q.y = cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw; q.z = sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw; q.w = cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw; } }