/usr/include/glm/gtx/quaternion.inl is in libglm-dev 0.9.9~a2-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 | /// @ref gtx_quaternion
/// @file glm/gtx/quaternion.inl
#include <limits>
#include "../gtc/constants.hpp"
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> quat_identity()
{
return tquat<T, Q>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> cross(vec<3, T, Q> const& v, tquat<T, Q> const& q)
{
return inverse(q) * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> cross(tquat<T, Q> const& q, vec<3, T, Q> const& v)
{
return q * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> squad
(
tquat<T, Q> const& q1,
tquat<T, Q> const& q2,
tquat<T, Q> const& s1,
tquat<T, Q> const& s2,
T const& h)
{
return mix(mix(q1, q2, h), mix(s1, s2, h), static_cast<T>(2) * (static_cast<T>(1) - h) * h);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> intermediate
(
tquat<T, Q> const& prev,
tquat<T, Q> const& curr,
tquat<T, Q> const& next
)
{
tquat<T, Q> invQuat = inverse(curr);
return exp((log(next + invQuat) + log(prev + invQuat)) / static_cast<T>(-4)) * curr;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> exp(tquat<T, Q> const& q)
{
vec<3, T, Q> u(q.x, q.y, q.z);
T const Angle = glm::length(u);
if (Angle < epsilon<T>())
return tquat<T, Q>();
vec<3, T, Q> const v(u / Angle);
return tquat<T, Q>(cos(Angle), sin(Angle) * v);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> log(tquat<T, Q> const& q)
{
vec<3, T, Q> u(q.x, q.y, q.z);
T Vec3Len = length(u);
if (Vec3Len < epsilon<T>())
{
if(q.w > static_cast<T>(0))
return tquat<T, Q>(log(q.w), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
else if(q.w < static_cast<T>(0))
return tquat<T, Q>(log(-q.w), pi<T>(), static_cast<T>(0), static_cast<T>(0));
else
return tquat<T, Q>(std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity());
}
else
{
T t = atan(Vec3Len, T(q.w)) / Vec3Len;
T QuatLen2 = Vec3Len * Vec3Len + q.w * q.w;
return tquat<T, Q>(static_cast<T>(0.5) * log(QuatLen2), t * q.x, t * q.y, t * q.z);
}
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> pow(tquat<T, Q> const& x, T const& y)
{
//Raising to the power of 0 should yield 1
//Needed to prevent a division by 0 error later on
if(y > -epsilon<T>() && y < epsilon<T>())
return tquat<T, Q>(1,0,0,0);
//To deal with non-unit quaternions
T magnitude = sqrt(x.x * x.x + x.y * x.y + x.z * x.z + x.w *x.w);
//Equivalent to raising a real number to a power
//Needed to prevent a division by 0 error later on
if(abs(x.w / magnitude) > static_cast<T>(1) - epsilon<T>() && abs(x.w / magnitude) < static_cast<T>(1) + epsilon<T>())
return tquat<T, Q>(pow(x.w, y),0,0,0);
T Angle = acos(x.w / magnitude);
T NewAngle = Angle * y;
T Div = sin(NewAngle) / sin(Angle);
T Mag = pow(magnitude, y - static_cast<T>(1));
return tquat<T, Q>(cos(NewAngle) * magnitude * Mag, x.x * Div * Mag, x.y * Div * Mag, x.z * Div * Mag);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotate(tquat<T, Q> const& q, vec<3, T, Q> const& v)
{
return q * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotate(tquat<T, Q> const& q, vec<4, T, Q> const& v)
{
return q * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER T extractRealComponent(tquat<T, Q> const& q)
{
T w = static_cast<T>(1) - q.x * q.x - q.y * q.y - q.z * q.z;
if(w < T(0))
return T(0);
else
return -sqrt(w);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER T length2(tquat<T, Q> const& q)
{
return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> shortMix(tquat<T, Q> const& x, tquat<T, Q> const& y, T const& a)
{
if(a <= static_cast<T>(0)) return x;
if(a >= static_cast<T>(1)) return y;
T fCos = dot(x, y);
tquat<T, Q> y2(y); //BUG!!! tquat<T> y2;
if(fCos < static_cast<T>(0))
{
y2 = -y;
fCos = -fCos;
}
//if(fCos > 1.0f) // problem
T k0, k1;
if(fCos > (static_cast<T>(1) - epsilon<T>()))
{
k0 = static_cast<T>(1) - a;
k1 = static_cast<T>(0) + a; //BUG!!! 1.0f + a;
}
else
{
T fSin = sqrt(T(1) - fCos * fCos);
T fAngle = atan(fSin, fCos);
T fOneOverSin = static_cast<T>(1) / fSin;
k0 = sin((static_cast<T>(1) - a) * fAngle) * fOneOverSin;
k1 = sin((static_cast<T>(0) + a) * fAngle) * fOneOverSin;
}
return tquat<T, Q>(
k0 * x.w + k1 * y2.w,
k0 * x.x + k1 * y2.x,
k0 * x.y + k1 * y2.y,
k0 * x.z + k1 * y2.z);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> fastMix(tquat<T, Q> const& x, tquat<T, Q> const& y, T const& a)
{
return glm::normalize(x * (static_cast<T>(1) - a) + (y * a));
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> rotation(vec<3, T, Q> const& orig, vec<3, T, Q> const& dest)
{
T cosTheta = dot(orig, dest);
vec<3, T, Q> rotationAxis;
if(cosTheta >= static_cast<T>(1) - epsilon<T>()) {
// orig and dest point in the same direction
return quat_identity<T,Q>();
}
if(cosTheta < static_cast<T>(-1) + epsilon<T>())
{
// special case when vectors in opposite directions :
// there is no "ideal" rotation axis
// So guess one; any will do as long as it's perpendicular to start
// This implementation favors a rotation around the Up axis (Y),
// since it's often what you want to do.
rotationAxis = cross(vec<3, T, Q>(0, 0, 1), orig);
if(length2(rotationAxis) < epsilon<T>()) // bad luck, they were parallel, try again!
rotationAxis = cross(vec<3, T, Q>(1, 0, 0), orig);
rotationAxis = normalize(rotationAxis);
return angleAxis(pi<T>(), rotationAxis);
}
// Implementation from Stan Melax's Game Programming Gems 1 article
rotationAxis = cross(orig, dest);
T s = sqrt((T(1) + cosTheta) * static_cast<T>(2));
T invs = static_cast<T>(1) / s;
return tquat<T, Q>(
s * static_cast<T>(0.5f),
rotationAxis.x * invs,
rotationAxis.y * invs,
rotationAxis.z * invs);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> quatLookAt(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)
{
# if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED
return quatLookAtLH(direction, up);
# else
return quatLookAtRH(direction, up);
# endif
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> quatLookAtRH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)
{
mat<3, 3, T, Q> Result;
Result[2] = -direction;
Result[0] = normalize(cross(up, Result[2]));
Result[1] = cross(Result[2], Result[0]);
return quat_cast(Result);
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER tquat<T, Q> quatLookAtLH(vec<3, T, Q> const& direction, vec<3, T, Q> const& up)
{
mat<3, 3, T, Q> Result;
Result[2] = direction;
Result[0] = normalize(cross(up, Result[2]));
Result[1] = cross(Result[2], Result[0]);
return quat_cast(Result);
}
}//namespace glm
|