/usr/include/cal3d/quaternion.h is in libcal3d12-dev 0.11.0-4.2.
This file is owned by root:root, with mode 0o644.
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// quaternion.h //
// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger //
//****************************************************************************//
// This library is free software; you can redistribute it and/or modify it //
// under the terms of the GNU Lesser General Public License as published by //
// the Free Software Foundation; either version 2.1 of the License, or (at //
// your option) any later version. //
//****************************************************************************//
#ifndef CAL_QUATERNION_H
#define CAL_QUATERNION_H
//****************************************************************************//
// Includes //
//****************************************************************************//
#include "cal3d/global.h"
#include "cal3d/vector.h"
//****************************************************************************//
// Forward declarations //
//****************************************************************************//
//class CalVector;
//****************************************************************************//
// Class declaration //
//****************************************************************************//
/*****************************************************************************/
/** The quaternion class.
*****************************************************************************/
class CAL3D_API CalQuaternion
{
// member variables
public:
float x;
float y;
float z;
float w;
// constructors/destructor
public:
inline CalQuaternion() : x(0.0f), y(0.0f), z(0.0f), w(1.0f){};
inline CalQuaternion(const CalQuaternion& q): x(q.x), y(q.y), z(q.z), w(q.w) {};
inline CalQuaternion(float qx, float qy, float qz, float qw): x(qx), y(qy), z(qz), w(qw) {};
inline ~CalQuaternion() {};
// member functions
public:
inline float& operator[](unsigned int index)
{
return (&x)[index];
}
inline const float& operator[](unsigned int index) const
{
return (&x)[index];
}
inline void operator=(const CalQuaternion& q)
{
x = q.x;
y = q.y;
z = q.z;
w = q.w;
}
inline void operator*=(const CalQuaternion& q)
{
float qx, qy, qz, qw;
qx = x;
qy = y;
qz = z;
qw = w;
x = qw * q.x + qx * q.w + qy * q.z - qz * q.y;
y = qw * q.y - qx * q.z + qy * q.w + qz * q.x;
z = qw * q.z + qx * q.y - qy * q.x + qz * q.w;
w = qw * q.w - qx * q.x - qy * q.y - qz * q.z;
}
inline void operator*=(const CalVector& v)
{
float qx, qy, qz, qw;
qx = x;
qy = y;
qz = z;
qw = w;
x = qw * v.x + qy * v.z - qz * v.y;
y = qw * v.y - qx * v.z + qz * v.x;
z = qw * v.z + qx * v.y - qy * v.x;
w = - qx * v.x - qy * v.y - qz * v.z;
}
inline bool operator==(const CalQuaternion& rhs) const
{
return x == rhs.x &&
y == rhs.y &&
z == rhs.z &&
w == rhs.w;
}
inline bool operator!=(const CalQuaternion& rhs) const
{
return !operator==(rhs);
}
/*
static inline CalQuaternion operator*(const CalQuaternion& q, const CalQuaternion& r)
{
return CalQuaternion(
r.w * q.x + r.x * q.w + r.y * q.z - r.z * q.y,
r.w * q.y - r.x * q.z + r.y * q.w + r.z * q.x,
r.w * q.z + r.x * q.y - r.y * q.x + r.z * q.w,
r.w * q.w - r.x * q.x - r.y * q.y - r.z * q.z
);
}
*/
inline void blend(float d, const CalQuaternion& q)
{
float norm;
norm = x * q.x + y * q.y + z * q.z + w * q.w;
bool bFlip;
bFlip = false;
if(norm < 0.0f)
{
norm = -norm;
bFlip = true;
}
float inv_d;
if(1.0f - norm < 0.000001f)
{
inv_d = 1.0f - d;
}
else
{
float theta;
theta = (float) acos(norm);
float s;
s = (float) (1.0f / sin(theta));
inv_d = (float) sin((1.0f - d) * theta) * s;
d = (float) sin(d * theta) * s;
}
if(bFlip)
{
d = -d;
}
x = inv_d * x + d * q.x;
y = inv_d * y + d * q.y;
z = inv_d * z + d * q.z;
w = inv_d * w + d * q.w;
}
inline void clear()
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 1.0f;
}
inline void conjugate()
{
x = -x;
y = -y;
z = -z;
}
inline void invert()
{
conjugate();
const float norm = (x*x) + (y*y) + (z*z) + (w*w);
if (norm == 0.0f) return;
const float inv_norm = 1 / norm;
x *= inv_norm;
y *= inv_norm;
z *= inv_norm;
w *= inv_norm;
}
inline void set(float qx, float qy, float qz, float qw)
{
x = qx;
y = qy;
z = qz;
w = qw;
}
/*
static inline CalQuaternion shortestArc( const CalVector& from, const CalVector& to )
{
CalVector cross = from % to; //Compute vector cross product
float dot = from * to ; //Compute dot product
dot = (float) sqrt( 2*(dot+1) ) ; //We will use this equation twice
cross /= dot ; //Get the x, y, z components
//Return with the w component (Note that w is inverted because Cal3D has
// left-handed rotations )
return CalQuaternion( cross[0], cross[1], cross[2], -dot/2 ) ;
}
*/
};
static inline CalQuaternion operator*(const CalQuaternion& q, const CalQuaternion& r)
{
return CalQuaternion(
r.w * q.x + r.x * q.w + r.y * q.z - r.z * q.y,
r.w * q.y - r.x * q.z + r.y * q.w + r.z * q.x,
r.w * q.z + r.x * q.y - r.y * q.x + r.z * q.w,
r.w * q.w - r.x * q.x - r.y * q.y - r.z * q.z
);
}
static inline CalQuaternion shortestArc( const CalVector& from, const CalVector& to )
{
CalVector cross = from % to; //Compute vector cross product
float dot = from * to ; //Compute dot product
dot = (float) sqrt( 2*(dot+1) ) ; //We will use this equation twice
cross /= dot ; //Get the x, y, z components
//Return with the w component (Note that w is inverted because Cal3D has
// left-handed rotations )
return CalQuaternion( cross[0], cross[1], cross[2], -dot/2 ) ;
}
#endif
//****************************************************************************//
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