123456789101112131415161718192021222324252627282930313233343536373839404142 |
- // Name history:
- // quat2mat until 16 Sept 2011
- namespace igl
- {
- // Convert a quaternion to a 4x4 matrix
- // A Quaternion, q, is defined here as an arrays of four scalars (x,y,z,w),
- // such that q = x*i + y*j + z*k + w
- // Input:
- // quat pointer to four elements of quaternion (x,y,z,w)
- // Output:
- // mat pointer to 16 elements of matrix
- void quat_to_mat(const float * quat, float * mat);
- }
- // Implementation
- void igl::quat_to_mat(const float * quat, float * mat)
- {
- float yy2 = 2.0f * quat[1] * quat[1];
- float xy2 = 2.0f * quat[0] * quat[1];
- float xz2 = 2.0f * quat[0] * quat[2];
- float yz2 = 2.0f * quat[1] * quat[2];
- float zz2 = 2.0f * quat[2] * quat[2];
- float wz2 = 2.0f * quat[3] * quat[2];
- float wy2 = 2.0f * quat[3] * quat[1];
- float wx2 = 2.0f * quat[3] * quat[0];
- float xx2 = 2.0f * quat[0] * quat[0];
- mat[0*4+0] = - yy2 - zz2 + 1.0f;
- mat[0*4+1] = xy2 + wz2;
- mat[0*4+2] = xz2 - wy2;
- mat[0*4+3] = 0;
- mat[1*4+0] = xy2 - wz2;
- mat[1*4+1] = - xx2 - zz2 + 1.0f;
- mat[1*4+2] = yz2 + wx2;
- mat[1*4+3] = 0;
- mat[2*4+0] = xz2 + wy2;
- mat[2*4+1] = yz2 - wx2;
- mat[2*4+2] = - xx2 - yy2 + 1.0f;
- mat[2*4+3] = 0;
- mat[3*4+0] = mat[3*4+1] = mat[3*4+2] = 0;
- mat[3*4+3] = 1;
- }
|