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-rw-r--r--src/mbgl/util/quaternion.cpp111
1 files changed, 111 insertions, 0 deletions
diff --git a/src/mbgl/util/quaternion.cpp b/src/mbgl/util/quaternion.cpp
new file mode 100644
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+++ b/src/mbgl/util/quaternion.cpp
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+#include "quaternion.hpp"
+#include <cassert>
+#include <cmath>
+
+namespace mbgl {
+
+Quaternion Quaternion::identity = Quaternion(0.0, 0.0, 0.0, 1.0);
+
+Quaternion Quaternion::conjugate() const {
+ return {-x, -y, -z, w};
+}
+
+Quaternion Quaternion::normalized() const {
+ const double len = length();
+ assert(len > 0.0);
+ return {x / len, y / len, z / len, w / len};
+}
+
+Quaternion Quaternion::fromAxisAngle(const vec3& axis, double angleRad) {
+ const double coss = std::cos(0.5 * angleRad);
+ const double sins = std::sin(0.5 * angleRad);
+
+ Quaternion q;
+ q.x = sins * axis[0];
+ q.y = sins * axis[1];
+ q.z = sins * axis[2];
+ q.w = coss;
+ return q;
+}
+
+Quaternion Quaternion::fromEulerAngles(double x, double y, double z) {
+ double cz = std::cos(z * 0.5);
+ double sz = std::sin(z * 0.5);
+ double cy = std::cos(y * 0.5);
+ double sy = std::sin(y * 0.5);
+ double cx = std::cos(x * 0.5);
+ double sx = std::sin(x * 0.5);
+
+ Quaternion q;
+ q.x = sx * cy * cz - cx * sy * sz;
+ q.y = cx * sy * cz + sx * cy * sz;
+ q.z = cx * cy * sz - sx * sy * cz;
+ q.w = cx * cy * cz + sx * sy * sz;
+
+ return q;
+}
+
+Quaternion Quaternion::multiply(const Quaternion& o) const {
+ Quaternion q;
+ q.w = w * o.w - x * o.x - y * o.y - z * o.z;
+ q.x = w * o.x + x * o.w + y * o.z - z * o.y;
+ q.y = w * o.y + y * o.w + z * o.x - x * o.z;
+ q.z = w * o.z + z * o.w + x * o.y - y * o.x;
+ return q;
+}
+
+double Quaternion::length() const {
+ return std::sqrt(x * x + y * y + z * z + w * w);
+}
+
+vec3 Quaternion::transform(const vec3& v) const {
+ const Quaternion src = {v[0], v[1], v[2], 0.0};
+ const Quaternion res = multiply(src).multiply(conjugate());
+ return {res.x, res.y, res.z};
+}
+
+mat4 Quaternion::toRotationMatrix() const {
+ mat4 mat;
+
+ const double tx = 2.0 * x;
+ const double ty = 2.0 * y;
+ const double tz = 2.0 * z;
+ const double twx = tx * w;
+ const double twy = ty * w;
+ const double twz = tz * w;
+ const double txx = tx * x;
+ const double txy = ty * x;
+ const double txz = tz * x;
+ const double tyy = ty * y;
+ const double tyz = tz * y;
+ const double tzz = tz * z;
+
+ mat[0] = 1.0 - (tyy + tzz);
+ mat[1] = txy + twz;
+ mat[2] = txz - twy;
+ mat[3] = 0.0;
+ mat[4] = txy - twz;
+ mat[5] = 1.0 - (txx + tzz);
+ mat[6] = tyz + twx;
+ mat[7] = 0.0;
+ mat[8] = txz + twy;
+ mat[9] = tyz - twx;
+ mat[10] = 1.0 - (txx + tyy);
+ mat[11] = 0.0;
+ mat[12] = 0.0;
+ mat[13] = 0.0;
+ mat[14] = 0.0;
+ mat[15] = 1.0;
+
+ return mat;
+}
+
+bool operator!=(const Quaternion& a, const Quaternion& b) {
+ return !(a == b);
+}
+
+bool operator==(const Quaternion& a, const Quaternion& b) {
+ return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w;
+}
+
+} // namespace mbgl \ No newline at end of file