001/*
002Copyright 2006 Jerry Huxtable
003
004Licensed under the Apache License, Version 2.0 (the "License");
005you may not use this file except in compliance with the License.
006You may obtain a copy of the License at
007
008   http://www.apache.org/licenses/LICENSE-2.0
009
010Unless required by applicable law or agreed to in writing, software
011distributed under the License is distributed on an "AS IS" BASIS,
012WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
013See the License for the specific language governing permissions and
014limitations under the License.
015*/
016
017package com.jhlabs.vecmath;
018
019/**
020 * Vector math package, converted to look similar to javax.vecmath.
021 */
022public class Quat4f extends Tuple4f {
023
024        public Quat4f() {
025                this( 0, 0, 0, 0 );
026        }
027        
028        public Quat4f( float[] x ) {
029                this.x = x[0];
030                this.y = x[1];
031                this.z = x[2];
032                this.w = x[3];
033        }
034
035        public Quat4f( float x, float y, float z, float w ) {
036                this.x = x;
037                this.y = y;
038                this.z = z;
039                this.w = w;
040        }
041
042        public Quat4f( Quat4f t ) {
043                this.x = t.x;
044                this.y = t.y;
045                this.z = t.z;
046                this.w = t.w;
047        }
048
049        public Quat4f( Tuple4f t ) {
050                this.x = t.x;
051                this.y = t.y;
052                this.z = t.z;
053                this.w = t.w;
054        }
055
056        public void set( AxisAngle4f a ) {
057                float halfTheta = a.angle * 0.5f;
058                float cosHalfTheta = (float)Math.cos(halfTheta);
059                float sinHalfTheta = (float)Math.sin(halfTheta);
060                x = a.x * sinHalfTheta;
061                y = a.y * sinHalfTheta;
062                z = a.z * sinHalfTheta;
063                w = cosHalfTheta;
064        }
065
066/*
067        public void EulerToQuaternion(float roll, float pitch, float yaw)
068        {
069                float cr, cp, cy, sr, sp, sy, cpcy, spsy;
070                cr = cos(roll/2);
071                cp = cos(pitch/2);
072                cy = cos(yaw/2);
073                sr = sin(roll/2);
074                sp = sin(pitch/2);
075                sy = sin(yaw/2);
076                cpcy = cp * cy;
077                spsy = sp * sy;
078                w = cr * cpcy + sr * spsy;
079                x = sr * cpcy - cr * spsy;
080                y = cr * sp * cy + sr * cp * sy;
081                z = cr * cp * sy - sr * sp * cy;
082        }
083*/
084
085        public void normalize() {
086                float d = 1.0f/( x*x+y*y+z*z+w*w );
087                x *= d;
088                y *= d;
089                z *= d;
090                w *= d;
091        }
092
093/*
094        public void mul( Quat4f q ) {
095                Quat4f q3 = new Quat4f();
096                Vector3f vectorq1 = new Vector3f( x, y, z );
097                Vector3f vectorq2 = new Vector3f( q.x, q.y, q.z );
098
099                Vector3f tempvec1 = new Vector3f( vectorq1 );
100                Vector3f tempvec2;
101                Vector3f tempvec3;
102                q3.w = (w*q.w) - tempvec1.dot(vectorq2);
103                tempvec1.cross(vectorq2);
104                tempvec2.x = w * q.x;
105                tempvec2.y = w * q.y;
106                tempvec2.z = w * q.z;
107                tempvec3.x = q.w * x;
108                tempvec3.y = q.w * y;
109                tempvec3.z = q.w * z;
110                q3.x = tempvec1.x + tempvec2.x + tempvec3.x;
111                q3.y = tempvec1.y + tempvec2.y + tempvec3.y;
112                q3.z = tempvec1.z + tempvec2.z + tempvec3.z;
113                set(q3);
114        }
115*/
116
117        public void set( Matrix4f m ) {
118                float s;
119                int i;
120
121                float tr = m.m00 + m.m11 + m.m22;
122
123                if (tr > 0.0) {
124                        s = (float)Math.sqrt(tr + 1.0f);
125                        w = s / 2.0f;
126                        s = 0.5f / s;
127                        x = (m.m12 - m.m21) * s;
128                        y = (m.m20 - m.m02) * s;
129                        z = (m.m01 - m.m10) * s;
130                } else {                
131                        i = 0;
132                        if ( m.m11 > m.m00 ) {
133                                i = 1;
134                                if ( m.m22 > m.m11 ) {
135                                        i = 2;
136                                } else {
137                                }
138                        } else {
139                                if ( m.m22 > m.m00 ) {
140                                        i = 2;
141                                } else {
142                                }
143                        }
144
145                        switch ( i ) {
146                        case 0:
147                                s = (float)Math.sqrt ((m.m00 - (m.m11 + m.m22)) + 1.0f);
148                                x = s * 0.5f;
149                                if (s != 0.0)
150                                        s = 0.5f / s;
151                                w = (m.m12 - m.m21) * s;
152                                y = (m.m01 + m.m10) * s;
153                                z = (m.m02 + m.m20) * s;
154                                break;
155                        case 1:
156                                s = (float)Math.sqrt ((m.m11 - (m.m22 + m.m00)) + 1.0f);
157                                y = s * 0.5f;
158                                if (s != 0.0)
159                                        s = 0.5f / s;
160                                w = (m.m20 - m.m02) * s;
161                                z = (m.m12 + m.m21) * s;
162                                x = (m.m10 + m.m01) * s;
163                                break;
164                        case 2:
165                                s = (float)Math.sqrt ((m.m00 - (m.m11 + m.m22)) + 1.0f);
166                                z = s * 0.5f;
167                                if (s != 0.0)
168                                        s = 0.5f / s;
169                                w = (m.m01 - m.m10) * s;
170                                x = (m.m20 + m.m02) * s;
171                                y = (m.m21 + m.m12) * s;
172                                break;
173                        }
174
175                }
176        }
177
178}