blob: a9d553e3cdf45f8ba08bec382ab05d5e1eff09e6 [file] [log] [blame]
// Copyright 2017 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gfx/geometry/quaternion.h"
#include <algorithm>
#include <cmath>
#include "base/numerics/math_constants.h"
#include "base/numerics/ranges.h"
#include "base/strings/stringprintf.h"
#include "ui/gfx/geometry/vector3d_f.h"
namespace gfx {
namespace {
const double kEpsilon = 1e-5;
} // namespace
Quaternion::Quaternion(const Vector3dF& axis, double theta) {
// Rotation angle is the product of |angle| and the magnitude of |axis|.
double length = axis.Length();
if (std::abs(length) < kEpsilon)
return;
Vector3dF normalized = axis;
normalized.Scale(1.0 / length);
theta *= 0.5;
double s = sin(theta);
x_ = normalized.x() * s;
y_ = normalized.y() * s;
z_ = normalized.z() * s;
w_ = cos(theta);
}
Quaternion::Quaternion(const Vector3dF& from, const Vector3dF& to) {
double dot = gfx::DotProduct(from, to);
double norm = sqrt(from.LengthSquared() * to.LengthSquared());
double real = norm + dot;
gfx::Vector3dF axis;
if (real < kEpsilon * norm) {
real = 0.0f;
axis = std::abs(from.x()) > std::abs(from.z())
? gfx::Vector3dF{-from.y(), from.x(), 0.0}
: gfx::Vector3dF{0.0, -from.z(), from.y()};
} else {
axis = gfx::CrossProduct(from, to);
}
x_ = axis.x();
y_ = axis.y();
z_ = axis.z();
w_ = real;
*this = this->Normalized();
}
// Taken from http://www.w3.org/TR/css3-transforms/.
Quaternion Quaternion::Slerp(const Quaternion& q, double t) const {
double dot = x_ * q.x_ + y_ * q.y_ + z_ * q.z_ + w_ * q.w_;
dot = base::ClampToRange(dot, -1.0, 1.0);
// Quaternions are facing the same direction.
if (std::abs(dot - 1.0) < kEpsilon || std::abs(dot + 1.0) < kEpsilon)
return *this;
double denom = std::sqrt(1.0 - dot * dot);
double theta = std::acos(dot);
double w = std::sin(t * theta) * (1.0 / denom);
double s1 = std::cos(t * theta) - dot * w;
double s2 = w;
return (s1 * *this) + (s2 * q);
}
Quaternion Quaternion::Lerp(const Quaternion& q, double t) const {
return (((1.0 - t) * *this) + (t * q)).Normalized();
}
double Quaternion::Length() const {
return x_ * x_ + y_ * y_ + z_ * z_ + w_ * w_;
}
Quaternion Quaternion::Normalized() const {
double length = Length();
if (length < kEpsilon)
return *this;
return *this / sqrt(length);
}
std::string Quaternion::ToString() const {
// q = (con(abs(v_theta)/2), v_theta/abs(v_theta) * sin(abs(v_theta)/2))
float abs_theta = acos(w_) * 2;
float scale = 1. / sin(abs_theta * .5);
gfx::Vector3dF v(x_, y_, z_);
v.Scale(scale);
return base::StringPrintf("[%f %f %f %f], v:", x_, y_, z_, w_) +
v.ToString() +
base::StringPrintf(", θ:%fπ", abs_theta / base::kPiFloat);
}
} // namespace gfx