Bump FSFW #31
@ -39,6 +39,37 @@ void QuaternionOperations::inverse(const double* quaternion, double* inverseQuat
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VectorOperations<double>::mulScalar(inverseQuaternion, -1, inverseQuaternion, 3);
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VectorOperations<double>::mulScalar(inverseQuaternion, -1, inverseQuaternion, 3);
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}
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}
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void QuaternionOperations::slerp(const double q1[4], const double q2[4], const double weight,
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double q[4]) {
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double q1s[4] = {0, 0, 0, 0}, q2I[4] = {0, 0, 0, 0}, qD[4] = {0, 0, 0, 0}, left[4] = {0, 0, 0, 0},
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right[4] = {0, 0, 0, 0}, angle = 0;
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// we need to be able to invert this quaternion
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std::memcpy(q1s, q1, 4 * sizeof(double));
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// calculate angle between orientations
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inverse(q2, q2I);
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multiply(q1s, q2I, qD);
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angle = std::acos(qD[3]);
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if (std::sin(angle) == 0.0) {
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// nothing to calculate here
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std::memcpy(q, q1s, 4 * sizeof(double));
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return;
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} else if (std::cos(angle) < 0.0) {
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// we need to invert one quaternione
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VectorOperations<double>::mulScalar(q1s, -1, q1s, 4);
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multiply(q1s, q2I, qD);
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angle = std::acos(qD[3]);
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}
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VectorOperations<double>::mulScalar(q1s, std::sin((1 - weight) * angle) / std::sin(angle), left,
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4);
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VectorOperations<double>::mulScalar(q2, std::sin(weight * angle) / std::sin(angle), right, 4);
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VectorOperations<double>::add(left, right, q, 4);
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normalize(q);
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}
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QuaternionOperations::QuaternionOperations() {}
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QuaternionOperations::QuaternionOperations() {}
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void QuaternionOperations::normalize(const double* quaternion, double* unitQuaternion) {
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void QuaternionOperations::normalize(const double* quaternion, double* unitQuaternion) {
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@ -23,6 +23,8 @@ class QuaternionOperations {
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static void inverse(const double *quaternion, double *inverseQuaternion);
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static void inverse(const double *quaternion, double *inverseQuaternion);
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static void slerp(const double q1[4], const double q2[4], const double weight, double q[4]);
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/**
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/**
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* returns angle in ]-Pi;Pi] or [0;Pi] if abs == true
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* returns angle in ]-Pi;Pi] or [0;Pi] if abs == true
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*/
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*/
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