Revision 4c568a67
Added by Leszek Koltunski about 3 years ago
src/main/java/org/distorted/library/main/QuatHelper.java | ||
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return new Static4D(tx,ty,tz,tw); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// return quat1*(rx,ry,rz,rw) |
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public static Static4D quatMultiply( Static4D quat1, float rx, float ry, float rz, float rw ) |
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{ |
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float qx = quat1.get0(); |
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float qy = quat1.get1(); |
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float qz = quat1.get2(); |
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float qw = quat1.get3(); |
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float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
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float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
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float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
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float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
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return new Static4D(tx,ty,tz,tw); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// return (qx,qy,qz,qw)*quat2 |
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public static Static4D quatMultiply( float qx, float qy, float qz, float qw, Static4D quat2 ) |
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{ |
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float rx = quat2.get0(); |
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float ry = quat2.get1(); |
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float rz = quat2.get2(); |
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float rw = quat2.get3(); |
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float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
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float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
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float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
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float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
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return new Static4D(tx,ty,tz,tw); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// return (qx,qy,qz,qw)*(rx,ry,rz,rw) |
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public static Static4D quatMultiply( float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw ) |
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{ |
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float tx = rw*qx - rz*qy + ry*qz + rx*qw; |
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float ty = rw*qy + rz*qx + ry*qw - rx*qz; |
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float tz = rw*qz + rz*qw - ry*qx + rx*qy; |
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float tw = rw*qw - rz*qz - ry*qy - rx*qx; |
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return new Static4D(tx,ty,tz,tw); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw) |
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public static void quatMultiply( float[] ret, float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw ) |
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{ |
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ret[0] = rw*qx - rz*qy + ry*qz + rx*qw; |
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ret[1] = rw*qy + rz*qx + ry*qw - rx*qz; |
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ret[2] = rw*qz + rz*qw - ry*qx + rx*qy; |
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ret[3] = rw*qw - rz*qz - ry*qy - rx*qx; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw) |
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public static void quatMultiply( float[] ret, float[] q, float[] r ) |
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{ |
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ret[0] = r[3]*q[0] - r[2]*q[1] + r[1]*q[2] + r[0]*q[3]; |
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ret[1] = r[3]*q[1] + r[2]*q[0] + r[1]*q[3] - r[0]*q[2]; |
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ret[2] = r[3]*q[2] + r[2]*q[3] - r[1]*q[0] + r[0]*q[1]; |
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ret[3] = r[3]*q[3] - r[2]*q[2] - r[1]*q[1] - r[0]*q[0]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// rotate 'vector' by quat ( i.e. return quat*vector*(quat^-1) ) |
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float qz = quat.get2(); |
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float qw = quat.get3(); |
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Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw); |
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Static4D tmp = quatMultiply(quat,vector); |
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Static4D tmp = quatMultiply(qx,qy,qz,qw,vector); |
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return quatMultiply(tmp,-qx,-qy,-qz,qw); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// rotate (x1,x2,x3,x4) by quat ( i.e. return quat*vector*(quat^-1) ) |
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public static Static4D rotateVectorByQuat(float x, float y, float z, float w, Static4D quat) |
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{ |
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float qx = quat.get0(); |
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float qy = quat.get1(); |
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float qz = quat.get2(); |
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float qw = quat.get3(); |
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Static4D tmp = quatMultiply(qx,qy,qz,qw,x,y,z,w); |
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return quatMultiply(tmp,-qx,-qy,-qz,qw); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// rotate vec by quat ( i.e. return quat*vector*(quat^-1) ) |
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public static void rotateVectorByQuat(float[] output, float[] vec, float[] quat) |
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{ |
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float[] tmp = new float[4]; |
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quatMultiply(tmp,quat,vec); |
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quat[0] = -quat[0]; |
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quat[1] = -quat[1]; |
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quat[2] = -quat[2]; |
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quatMultiply(output,tmp,quat); |
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return quatMultiply(tmp,quatInverted); |
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quat[0] = -quat[0]; |
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quat[1] = -quat[1]; |
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quat[2] = -quat[2]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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float qz = quat.get2(); |
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float qw = quat.get3(); |
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Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw); |
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Static4D tmp = quatMultiply(quatInverted,vector); |
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Static4D tmp = quatMultiply(-qx,-qy,-qz,qw,vector); |
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return quatMultiply(tmp,quat); |
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} |
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Float vertices - scratchbook