ref: 13ca2581f9f18d441ce911e42c2bd93e387cee4d
dir: /code/splines/math_quaternion.cpp/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "math_quaternion.h" #include "math_matrix.h" void toQuat( idVec3_t &src, quat_t &dst ) { dst.x = src.x; dst.y = src.y; dst.z = src.z; dst.w = 0.0f; } void toQuat( angles_t &src, quat_t &dst ) { mat3_t temp; toMatrix( src, temp ); toQuat( temp, dst ); } void toQuat( mat3_t &src, quat_t &dst ) { float trace; float s; int i; int j; int k; static int next[ 3 ] = { 1, 2, 0 }; trace = src[ 0 ][ 0 ] + src[ 1 ][ 1 ] + src[ 2 ][ 2 ]; if ( trace > 0.0f ) { s = ( float )sqrt( trace + 1.0f ); dst.w = s * 0.5f; s = 0.5f / s; dst.x = ( src[ 2 ][ 1 ] - src[ 1 ][ 2 ] ) * s; dst.y = ( src[ 0 ][ 2 ] - src[ 2 ][ 0 ] ) * s; dst.z = ( src[ 1 ][ 0 ] - src[ 0 ][ 1 ] ) * s; } else { i = 0; if ( src[ 1 ][ 1 ] > src[ 0 ][ 0 ] ) { i = 1; } if ( src[ 2 ][ 2 ] > src[ i ][ i ] ) { i = 2; } j = next[ i ]; k = next[ j ]; s = ( float )sqrt( ( src[ i ][ i ] - ( src[ j ][ j ] + src[ k ][ k ] ) ) + 1.0f ); dst[ i ] = s * 0.5f; s = 0.5f / s; dst.w = ( src[ k ][ j ] - src[ j ][ k ] ) * s; dst[ j ] = ( src[ j ][ i ] + src[ i ][ j ] ) * s; dst[ k ] = ( src[ k ][ i ] + src[ i ][ k ] ) * s; } }