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-rw-r--r--src/gui/math3d/qquaternion.cpp105
1 files changed, 73 insertions, 32 deletions
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index 121ff51..96659ea 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -40,8 +40,8 @@
****************************************************************************/
#include "qquaternion.h"
-#include "qmath3dutil_p.h"
#include <QtCore/qmath.h>
+#include <QtCore/qdebug.h>
QT_BEGIN_NAMESPACE
@@ -74,13 +74,6 @@ QT_BEGIN_NAMESPACE
and \a scalar.
*/
-/*!
- \fn QQuaternion::QQuaternion(int scalar, int xpos, int ypos, int zpos)
-
- Constructs a quaternion with the vector (\a xpos, \a ypos, \a zpos)
- and \a scalar.
-*/
-
#ifndef QT_NO_VECTOR3D
/*!
@@ -223,8 +216,7 @@ QT_BEGIN_NAMESPACE
*/
qreal QQuaternion::length() const
{
- return qvtsqrt64(qvtmul64(xp, xp) + qvtmul64(yp, yp) +
- qvtmul64(zp, zp) + qvtmul64(wp, wp));
+ return qSqrt(xp * xp + yp * yp + zp * zp + wp * wp);
}
/*!
@@ -234,45 +226,50 @@ qreal QQuaternion::length() const
*/
qreal QQuaternion::lengthSquared() const
{
- return qvtdot64(qvtmul64(xp, xp) + qvtmul64(yp, yp) +
- qvtmul64(zp, zp) + qvtmul64(wp, wp));
+ return xp * xp + yp * yp + zp * zp + wp * wp;
}
/*!
- Returns the normalized unit form of this quaternion. If this quaternion
- is not null, the returned quaternion is guaranteed to be 1.0 in length.
+ Returns the normalized unit form of this quaternion.
+
If this quaternion is null, then a null quaternion is returned.
+ If the length of the quaternion is very close to 1, then the quaternion
+ will be returned as-is. Otherwise the normalized form of the
+ quaternion of length 1 will be returned.
\sa length(), normalize()
*/
QQuaternion QQuaternion::normalized() const
{
- qreal len = length();
- if (!qIsNull(len))
- return *this / len;
+ qreal len = lengthSquared();
+ if (qFuzzyIsNull(len - 1.0f))
+ return *this;
+ else if (!qFuzzyIsNull(len))
+ return *this / qSqrt(len);
else
return QQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
}
/*!
Normalizes the currect quaternion in place. Nothing happens if this
- is a null quaternion.
+ is a null quaternion or the length of the quaternion is very close to 1.
\sa length(), normalized()
*/
void QQuaternion::normalize()
{
- qreal len = length();
- if (qIsNull(len))
+ qreal len = lengthSquared();
+ if (qFuzzyIsNull(len - 1.0f) || qFuzzyIsNull(len))
return;
+ len = qSqrt(len);
+
xp /= len;
yp /= len;
zp /= len;
wp /= len;
}
-
/*!
\fn QQuaternion QQuaternion::conjugate() const
@@ -342,6 +339,10 @@ QVector3D QQuaternion::rotateVector(const QVector3D& vector) const
\sa operator*=()
*/
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
#ifndef QT_NO_VECTOR3D
/*!
@@ -354,9 +355,10 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, qreal angle)
// http://www.j3d.org/matrix_faq/matrfaq_latest.html#Q56
// We normalize the result just in case the values are close
// to zero, as suggested in the above FAQ.
- qrealinner s, c;
+ qreal a = (angle / 2.0f) * M_PI / 180.0f;
+ qreal s = qSin(a);
+ qreal c = qCos(a);
QVector3D ax = axis.normalized();
- qt_math3d_sincos(angle / 2.0f, &s, &c);
return QQuaternion(c, ax.xp * s, ax.yp * s, ax.zp * s, 1).normalized();
}
@@ -369,17 +371,18 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, qreal angle)
QQuaternion QQuaternion::fromAxisAndAngle
(qreal x, qreal y, qreal z, qreal angle)
{
- qrealinner xp = x;
- qrealinner yp = y;
- qrealinner zp = z;
- qrealinner s, c;
- qreal length = qvtsqrt(xp * xp + yp * yp + zp * zp);
+ float xp = x;
+ float yp = y;
+ float zp = z;
+ qreal length = qSqrt(xp * xp + yp * yp + zp * zp);
if (!qIsNull(length)) {
xp /= length;
yp /= length;
zp /= length;
}
- qt_math3d_sincos(angle / 2.0f, &s, &c);
+ qreal a = (angle / 2.0f) * M_PI / 180.0f;
+ qreal s = qSin(a);
+ qreal c = qCos(a);
return QQuaternion(c, xp * s, yp * s, zp * s, 1).normalized();
}
@@ -487,8 +490,10 @@ QQuaternion QQuaternion::fromAxisAndAngle
If \a t is less than or equal to 0, then \a q1 will be returned.
If \a t is greater than or equal to 1, then \a q2 will be returned.
+
+ \sa nlerp()
*/
-QQuaternion QQuaternion::interpolate
+QQuaternion QQuaternion::slerp
(const QQuaternion& q1, const QQuaternion& q2, qreal t)
{
// Handle the easy cases first.
@@ -500,8 +505,7 @@ QQuaternion QQuaternion::interpolate
// Determine the angle between the two quaternions.
QQuaternion q2b;
qreal dot;
- dot = qvtdot64(qvtmul64(q1.xp, q2.xp) + qvtmul64(q1.yp, q2.yp) +
- qvtmul64(q1.zp, q2.zp) + qvtmul64(q1.wp, q2.wp));
+ dot = q1.xp * q2.xp + q1.yp * q2.yp + q1.zp * q2.zp + q1.wp * q2.wp;
if (dot >= 0.0f) {
q2b = q2;
} else {
@@ -526,6 +530,43 @@ QQuaternion QQuaternion::interpolate
return q1 * factor1 + q2b * factor2;
}
+/*!
+ Interpolates along the shortest linear path between the rotational
+ positions \a q1 and \a q2. The value \a t should be between 0 and 1,
+ indicating the distance to travel between \a q1 and \a q2.
+ The result will be normalized().
+
+ If \a t is less than or equal to 0, then \a q1 will be returned.
+ If \a t is greater than or equal to 1, then \a q2 will be returned.
+
+ The nlerp() function is typically faster than slerp() and will
+ give approximate results to spherical interpolation that are
+ good enough for some applications.
+
+ \sa slerp()
+*/
+QQuaternion QQuaternion::nlerp
+ (const QQuaternion& q1, const QQuaternion& q2, qreal t)
+{
+ // Handle the easy cases first.
+ if (t <= 0.0f)
+ return q1;
+ else if (t >= 1.0f)
+ return q2;
+
+ // Determine the angle between the two quaternions.
+ QQuaternion q2b;
+ qreal dot;
+ dot = q1.xp * q2.xp + q1.yp * q2.yp + q1.zp * q2.zp + q1.wp * q2.wp;
+ if (dot >= 0.0f)
+ q2b = q2;
+ else
+ q2b = -q2;
+
+ // Perform the linear interpolation.
+ return (q1 * (1.0f - t) + q2b * t).normalized();
+}
+
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const QQuaternion &q)