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