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Beef/BeefySysLib/util/Quaternion.cpp

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2019-08-23 11:56:54 -07:00
#include "Quaternion.h"
USING_NS_BF;
Quaternion Beefy::operator* (float fScalar, const Quaternion& rkQ)
{
return Quaternion(fScalar*rkQ.mX, fScalar*rkQ.mY, fScalar*rkQ.mZ, fScalar*rkQ.mW);
}
Beefy::Quaternion Beefy::Quaternion::Slerp(float fT, const Quaternion& rkP, const Quaternion& rkQ, bool shortestPath)
{
float fCos = Dot(rkP, rkQ);
Quaternion rkT;
// Do we need to invert rotation?
if (fCos < 0.0f && shortestPath)
{
fCos = -fCos;
rkT = -rkQ;
}
else
{
rkT = rkQ;
}
if ((fabs(fCos) < 1.0f - BF_MS_EPSILON) && (false))
{
// Standard case (slerp)
float fSin = sqrt(1.0f - (fCos * fCos));
float fAngle = atan2(fSin, fCos);
float fInvSin = 1.0f / fSin;
float fCoeff0 = sin((1.0f - fT) * fAngle) * fInvSin;
float fCoeff1 = sin(fT * fAngle) * fInvSin;
return fCoeff0 * rkP + fCoeff1 * rkT;
}
else
{
// There are two situations:
// 1. "rkP" and "rkQ" are very close (fCos ~= +1), so we can do a linear
// interpolation safely.
// 2. "rkP" and "rkQ" are almost inverse of each other (fCos ~= -1), there
// are an infinite number of possibilities interpolation. but we haven't
// have method to fix this case, so just use linear interpolation here.
Quaternion t = (1.0f - fT) * rkP + fT * rkT;
// taking the complement requires renormalisation
t = Normalise(t);
//OutputDebugStrF("%0.3f %0.3f %0.3f %0.3f\n", t.mX, t.mY, t.mZ, t.mW);
return t;
//return (fT < 0.5f) ? rkP : rkQ;
}
}