| /* |
| * Copyright (C) 1999 Antti Koivisto (koivisto@kde.org) |
| * Copyright (C) 2004, 2005, 2006, 2007, 2008 Apple Inc. All rights reserved. |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Library General Public |
| * License as published by the Free Software Foundation; either |
| * version 2 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Library General Public License for more details. |
| * |
| * You should have received a copy of the GNU Library General Public License |
| * along with this library; see the file COPYING.LIB. If not, write to |
| * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, |
| * Boston, MA 02110-1301, USA. |
| * |
| */ |
| |
| #include "platform/transforms/Rotation.h" |
| |
| #include "platform/animation/AnimationUtilities.h" |
| #include "platform/transforms/TransformationMatrix.h" |
| |
| namespace blink { |
| |
| namespace { |
| |
| const double kAngleEpsilon = 1e-4; |
| |
| Rotation ExtractFromMatrix(const TransformationMatrix& matrix, |
| const Rotation& fallback_value) { |
| TransformationMatrix::DecomposedType decomp; |
| if (!matrix.Decompose(decomp)) |
| return fallback_value; |
| double x = -decomp.quaternion_x; |
| double y = -decomp.quaternion_y; |
| double z = -decomp.quaternion_z; |
| double length = std::sqrt(x * x + y * y + z * z); |
| double angle = 0; |
| if (length > 0.00001) { |
| x /= length; |
| y /= length; |
| z /= length; |
| angle = rad2deg(std::acos(decomp.quaternion_w) * 2); |
| } else { |
| x = 0; |
| y = 0; |
| z = 1; |
| } |
| return Rotation(FloatPoint3D(x, y, z), angle); |
| } |
| |
| } // namespace |
| |
| bool Rotation::GetCommonAxis(const Rotation& a, |
| const Rotation& b, |
| FloatPoint3D& result_axis, |
| double& result_angle_a, |
| double& result_angle_b) { |
| result_axis = FloatPoint3D(0, 0, 1); |
| result_angle_a = 0; |
| result_angle_b = 0; |
| |
| bool is_zero_a = a.axis.IsZero() || fabs(a.angle) < kAngleEpsilon; |
| bool is_zero_b = b.axis.IsZero() || fabs(b.angle) < kAngleEpsilon; |
| |
| if (is_zero_a && is_zero_b) |
| return true; |
| |
| if (is_zero_a) { |
| result_axis = b.axis; |
| result_angle_b = b.angle; |
| return true; |
| } |
| |
| if (is_zero_b) { |
| result_axis = a.axis; |
| result_angle_a = a.angle; |
| return true; |
| } |
| |
| double dot = a.axis.Dot(b.axis); |
| if (dot < 0) |
| return false; |
| |
| double a_squared = a.axis.LengthSquared(); |
| double b_squared = b.axis.LengthSquared(); |
| double error = std::abs(1 - (dot * dot) / (a_squared * b_squared)); |
| if (error > kAngleEpsilon) |
| return false; |
| |
| result_axis = a.axis; |
| result_angle_a = a.angle; |
| result_angle_b = b.angle; |
| return true; |
| } |
| |
| Rotation Rotation::Slerp(const Rotation& from, |
| const Rotation& to, |
| double progress) { |
| double from_angle; |
| double to_angle; |
| FloatPoint3D axis; |
| if (GetCommonAxis(from, to, axis, from_angle, to_angle)) |
| return Rotation(axis, blink::Blend(from_angle, to_angle, progress)); |
| |
| TransformationMatrix from_matrix; |
| TransformationMatrix to_matrix; |
| from_matrix.Rotate3d(from); |
| to_matrix.Rotate3d(to); |
| to_matrix.Blend(from_matrix, progress); |
| return ExtractFromMatrix(to_matrix, progress < 0.5 ? from : to); |
| } |
| |
| Rotation Rotation::Add(const Rotation& a, const Rotation& b) { |
| double angle_a; |
| double angle_b; |
| FloatPoint3D axis; |
| if (GetCommonAxis(a, b, axis, angle_a, angle_b)) |
| return Rotation(axis, angle_a + angle_b); |
| |
| TransformationMatrix matrix; |
| matrix.Rotate3d(a); |
| matrix.Rotate3d(b); |
| return ExtractFromMatrix(matrix, b); |
| } |
| |
| } // namespace blink |