// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000,2001 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id: Quaternion.cpp,v 1.8 2006-10-26 00:48:07 alriddoch Exp $ #include "Quaternion.h" #include "Vector3D.h" // The arguments to this function have been swapped over because in // the form provided in the example code, the result appeared to be // a rotation in the wrong direction. This may be a bug in my apogee // code, or it may be this code. template const Quaternion quaternionFromTo(const V & from, const V & to) { float cosT = Dot(from, to); if (cosT > 0.99999f) { return Quaternion(1.f, 0.f, 0.f, 0.f); } else if (cosT < -0.99999f) { V t(0.0, from.x(), -from.y()); if (t.sqrMag() < 1e-12) { t = V(-from.z(), 0.0, from.x()); } t.normalize(); return Quaternion(0.f, t.x(), t.y(), t.z()); } V t = Cross(from, to); t.normalize(); float ss = sqrtf(0.5 * (1.0 - cosT)); float x = t.x() * ss; float y = t.y() * ss; float z = t.z() * ss; float w = std::sqrt(0.5 * (1.0 + cosT)); return Quaternion(w, x, y, z); } template const Quaternion quaternionFromTo(const Vector3D &, const Vector3D&);