Add HMM_Mat4ToQuaternion (#103)

* Add mat4 to quaternion method

* Capitalize variables
This commit is contained in:
Ben Visness
2019-07-31 16:38:03 -05:00
committed by GitHub
parent 21aa828a08
commit 78e6feea82
4 changed files with 145 additions and 18 deletions

View File

@@ -4,9 +4,5 @@ compiler:
- gcc
install:
- cd test
- make
script:
- build/hmm_test_c
- build/hmm_test_c_no_sse
- build/hmm_test_cpp
- build/hmm_test_cpp_no_sse
- make all

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@@ -1419,6 +1419,7 @@ HMM_INLINE hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quatern
HMM_EXTERN hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quaternion Right);
HMM_EXTERN hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left);
HMM_EXTERN hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 Left);
HMM_EXTERN hmm_quaternion HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation);
#ifdef __cplusplus
@@ -2453,7 +2454,6 @@ hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quaternion Right)
hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left)
{
hmm_mat4 Result;
Result = HMM_Mat4d(1);
hmm_quaternion NormalizedQuaternion = HMM_NormalizeQuaternion(Left);
@@ -2474,33 +2474,97 @@ hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left)
Result.Elements[0][0] = 1.0f - 2.0f * (YY + ZZ);
Result.Elements[0][1] = 2.0f * (XY + WZ);
Result.Elements[0][2] = 2.0f * (XZ - WY);
Result.Elements[0][3] = 0.0f;
Result.Elements[1][0] = 2.0f * (XY - WZ);
Result.Elements[1][1] = 1.0f - 2.0f * (XX + ZZ);
Result.Elements[1][2] = 2.0f * (YZ + WX);
Result.Elements[1][3] = 0.0f;
Result.Elements[2][0] = 2.0f * (XZ + WY);
Result.Elements[2][1] = 2.0f * (YZ - WX);
Result.Elements[2][2] = 1.0f - 2.0f * (XX + YY);
Result.Elements[2][3] = 0.0f;
Result.Elements[3][0] = 0.0f;
Result.Elements[3][1] = 0.0f;
Result.Elements[3][2] = 0.0f;
Result.Elements[3][3] = 1.0f;
return (Result);
}
// This method taken from Mike Day at Insomniac Games.
// https://d3cw3dd2w32x2b.cloudfront.net/wp-content/uploads/2015/01/matrix-to-quat.pdf
//
// Note that as mentioned at the top of the paper, the paper assumes the matrix
// would be *post*-multiplied to a vector to rotate it, meaning the matrix is
// the transpose of what we're dealing with. But, because our matrices are
// stored in column-major order, the indices *appear* to match the paper.
//
// For example, m12 in the paper is row 1, column 2. We need to transpose it to
// row 2, column 1. But, because the column comes first when referencing
// elements, it looks like M.Elements[1][2].
//
// Don't be confused! Or if you must be confused, at least trust this
// comment. :)
hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 M)
{
float T;
hmm_quaternion Q;
if (M.Elements[2][2] < 0.0f) {
if (M.Elements[0][0] > M.Elements[1][1]) {
T = 1 + M.Elements[0][0] - M.Elements[1][1] - M.Elements[2][2];
Q = HMM_Quaternion(
T,
M.Elements[0][1] + M.Elements[1][0],
M.Elements[2][0] + M.Elements[0][2],
M.Elements[1][2] - M.Elements[2][1]
);
} else {
T = 1 - M.Elements[0][0] + M.Elements[1][1] - M.Elements[2][2];
Q = HMM_Quaternion(
M.Elements[0][1] + M.Elements[1][0],
T,
M.Elements[1][2] + M.Elements[2][1],
M.Elements[2][0] - M.Elements[0][2]
);
}
} else {
if (M.Elements[0][0] < -M.Elements[1][1]) {
T = 1 - M.Elements[0][0] - M.Elements[1][1] + M.Elements[2][2];
Q = HMM_Quaternion(
M.Elements[2][0] + M.Elements[0][2],
M.Elements[1][2] + M.Elements[2][1],
T,
M.Elements[0][1] - M.Elements[1][0]
);
} else {
T = 1 + M.Elements[0][0] + M.Elements[1][1] + M.Elements[2][2];
Q = HMM_Quaternion(
M.Elements[1][2] - M.Elements[2][1],
M.Elements[2][0] - M.Elements[0][2],
M.Elements[0][1] - M.Elements[1][0],
T
);
}
}
Q = HMM_MultiplyQuaternionF(Q, 0.5f / HMM_SquareRootF(T));
return Q;
}
hmm_quaternion HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation)
{
hmm_quaternion Result;
hmm_vec3 RotatedVector;
float AxisNorm = 0;
float SineOfRotation = 0;
AxisNorm = HMM_SquareRootF(HMM_DotVec3(Axis, Axis));
SineOfRotation = HMM_SinF(AngleOfRotation / 2.0f);
RotatedVector = HMM_MultiplyVec3f(Axis, SineOfRotation);
hmm_vec3 AxisNormalized = HMM_NormalizeVec3(Axis);
float SineOfRotation = HMM_SinF(AngleOfRotation / 2.0f);
Result.XYZ = HMM_MultiplyVec3f(AxisNormalized, SineOfRotation);
Result.W = HMM_CosF(AngleOfRotation / 2.0f);
Result.XYZ = HMM_DivideVec3f(RotatedVector, AxisNorm);
return (Result);
}

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@@ -1,8 +1,14 @@
BUILD_DIR=build
BUILD_DIR=./build
CXXFLAGS+=-g -Wall -Wextra -pthread -Wno-missing-braces -Wno-missing-field-initializers
all: c c_no_sse cpp cpp_no_sse
all: build_all
$(BUILD_DIR)/hmm_test_c
$(BUILD_DIR)/hmm_test_c_no_sse
$(BUILD_DIR)/hmm_test_cpp
$(BUILD_DIR)/hmm_test_cpp_no_sse
build_all: c c_no_sse cpp cpp_no_sse
clean:
rm -rf $(BUILD_DIR)

View File

@@ -76,7 +76,7 @@ TEST(QuaternionOps, Slerp)
EXPECT_FLOAT_EQ(result.W, 0.86602540f);
}
TEST(QuaternionOps, ToMat4)
TEST(QuaternionOps, QuatToMat4)
{
const float abs_error = 0.0001f;
@@ -105,6 +105,67 @@ TEST(QuaternionOps, ToMat4)
EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
}
TEST(QuaternionOps, Mat4ToQuat)
{
const float abs_error = 0.0001f;
// Rotate 90 degrees on the X axis
{
hmm_mat4 m = HMM_Rotate(90, HMM_Vec3(1, 0, 0));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.707107f; // cos(90/2 degrees)
float sinf = 0.707107f; // sin(90/2 degrees)
EXPECT_NEAR(result.X, sinf, abs_error);
EXPECT_NEAR(result.Y, 0.0f, abs_error);
EXPECT_NEAR(result.Z, 0.0f, abs_error);
EXPECT_NEAR(result.W, cosf, abs_error);
}
// Rotate 90 degrees on the Y axis (axis not normalized, just for fun)
{
hmm_mat4 m = HMM_Rotate(90, HMM_Vec3(0, 2, 0));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.707107f; // cos(90/2 degrees)
float sinf = 0.707107f; // sin(90/2 degrees)
EXPECT_NEAR(result.X, 0.0f, abs_error);
EXPECT_NEAR(result.Y, sinf, abs_error);
EXPECT_NEAR(result.Z, 0.0f, abs_error);
EXPECT_NEAR(result.W, cosf, abs_error);
}
// Rotate 90 degrees on the Z axis
{
hmm_mat4 m = HMM_Rotate(90, HMM_Vec3(0, 0, 1));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.707107f; // cos(90/2 degrees)
float sinf = 0.707107f; // sin(90/2 degrees)
EXPECT_NEAR(result.X, 0.0f, abs_error);
EXPECT_NEAR(result.Y, 0.0f, abs_error);
EXPECT_NEAR(result.Z, sinf, abs_error);
EXPECT_NEAR(result.W, cosf, abs_error);
}
// Rotate 135 degrees on the Y axis (this hits case 4)
{
hmm_mat4 m = HMM_Rotate(135, HMM_Vec3(0, 1, 0));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.3826834324f; // cos(135/2 degrees)
float sinf = 0.9238795325f; // sin(135/2 degrees)
EXPECT_NEAR(result.X, 0.0f, abs_error);
EXPECT_NEAR(result.Y, sinf, abs_error);
EXPECT_NEAR(result.Z, 0.0f, abs_error);
EXPECT_NEAR(result.W, cosf, abs_error);
}
}
TEST(QuaternionOps, FromAxisAngle)
{
hmm_vec3 axis = HMM_Vec3(1.0f, 0.0f, 0.0f);