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Florian 2015-12-23 18:38:34 +01:00
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package mrdev023.math;
public class Quaternion {
public float x,y,z,w;
public Quaternion(){
x = 0;
y = 0;
z = 0;
w = 0;
}
public Quaternion(Vector3f axis,float angle){
float sin = Mathf.sin(Mathf.toRadians(angle/2.0f));
float cos = Mathf.cos(Mathf.toRadians(angle/2.0f));
x = axis.getX() * sin;
y = axis.getY() * sin;
z = axis.getZ() * sin;
w = cos;
}
public Quaternion(Vector3f rot){
this(rot.x,rot.y,rot.z);
}
public Quaternion (float yaw, float roll, float pitch) {
yaw = Mathf.toRadians(yaw);
roll = Mathf.toRadians(roll);
pitch = Mathf.toRadians(pitch);
float angle;
float sinRoll, sinPitch, sinYaw, cosRoll, cosPitch, cosYaw;
angle = pitch * 0.5f;
sinPitch = Mathf.sin(angle);
cosPitch = Mathf.cos(angle);
angle = roll * 0.5f;
sinRoll = Mathf.sin(angle);
cosRoll = Mathf.cos(angle);
angle = yaw * 0.5f;
sinYaw = Mathf.sin(angle);
cosYaw = Mathf.cos(angle);
// variables used to reduce multiplication calls.
float cosRollXcosPitch = cosRoll * cosPitch;
float sinRollXsinPitch = sinRoll * sinPitch;
float cosRollXsinPitch = cosRoll * sinPitch;
float sinRollXcosPitch = sinRoll * cosPitch;
w = (cosRollXcosPitch * cosYaw - sinRollXsinPitch * sinYaw);
x = (cosRollXcosPitch * sinYaw + sinRollXsinPitch * cosYaw);
y = (sinRollXcosPitch * cosYaw + cosRollXsinPitch * sinYaw);
z = (cosRollXsinPitch * cosYaw - sinRollXcosPitch * sinYaw);
normalize();
}
public void normalize(){
float n = (float)(1.0/Math.sqrt(norm()));
x *= n;
y *= n;
z *= n;
w *= n;
}
public float norm(){
return w * w + x * x + y * y + z * z;
}
public Quaternion Euler(Vector3f rot) {
x = Mathf.toRadians(rot.x);
y = Mathf.toRadians(rot.y);
z = Mathf.toRadians(rot.z);
float c1 = Mathf.cos(y/2);
float s1 = Mathf.sin(y/2);
float c2 = Mathf.cos(z/2);
float s2 = Mathf.sin(z/2);
float c3 = Mathf.cos(x/2);
float s3 = Mathf.sin(x/2);
float c1c2 = c1*c2;
float s1s2 = s1*s2;
this.w =c1c2*c3 - s1s2*s3;
this.x =c1c2*s3 + s1s2*c3;
this.y =s1*c2*c3 + c1*s2*s3;
this.z =c1*s2*c3 - s1*c2*s3;
return new Quaternion(x, y, z, w);
}
public Vector3f toEulerAngles(){
Vector3f euler = new Vector3f();
float sqw = w * w;
float sqx = x * x;
float sqy = y * y;
float sqz = z * z;
float unit = sqx + sqy + sqz + sqw; // if normalized is one, otherwise
// is correction factor
float test = x * y + z * w;
if (test > 0.499 * unit) { // singularity at north pole
euler.y = 2 * Mathf.atan2(x, w);
euler.z = Mathf.PI/2.0f;
euler.x = 0;
} else if (test < -0.499 * unit) { // singularity at south pole
euler.y = -2 * Mathf.atan2(x, w);
euler.z = -Mathf.PI/2.0f;
euler.x = 0;
} else {
euler.y = Mathf.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // roll or heading
euler.z = Mathf.asin(2 * test / unit); // pitch or attitude
euler.x = Mathf.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // yaw or bank
}
return euler.toDegrees();
}
public Quaternion(float axisX,float axisY,float axisZ,float angle){
float sin = Mathf.sin(Mathf.toRadians(angle/2.0f));
float cos = Mathf.cos(Mathf.toRadians(angle/2.0f));
x = axisX * sin;
y = axisY * sin;
z = axisZ * sin;
w = cos;
}
public Matrix4f toMatrixRotation(){
Vector3f forward = new Vector3f(2.0f * (x * z - w * y), 2.0f * (y * z + w * x), 1.0f - 2.0f * (x * x + y * y));
Vector3f up = new Vector3f(2.0f * (x * y + w * z), 1.0f - 2.0f * (x * x + z * z), 2.0f * (y * z - w * x));
Vector3f right = new Vector3f(1.0f - 2.0f * (y * y + z * z), 2.0f * (x * y - w * z), 2.0f * (x * z + w * y));
return Matrix4f.rotate(forward, up, right);
}
}