reordered and fixed compile errors

This commit is contained in:
matthias.ringwald 2010-06-13 21:50:49 +00:00
parent 69025de84f
commit 7b5a7a7af9

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@ -128,49 +128,6 @@ void getRotationMatrixFromQuartenion(float q[4], float m[4][4]){
}
void getRotationMatrixFromVectors(float vin[3], float vout[3], float matrix[4][4]){
normalizeVector(vout,3);
float q[4] = {0,0,0,0};
float vin_length = 0;
float vout_length = 0;
float dotprod = 0;
int i;
for (i=0; i<3; i++){
vin_length += vin[i]*vin[i];
vout_length+= vout[i]*vout[i];
dotprod += vin[i]*vout[i];
}
#if 1 //mila
q[0] = sqrt(vin_length * vout_length) + dotprod;
q[1] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
q[2] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
q[3] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
#else
float axis[3] = {0,0,0};
axis[0] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
axis[1] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
axis[2] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
normalizeVector(axis,3);
float angle = acos(vin[0]*vout[0]+vin[1]*vout[1]+vin[2]*vout[2]);
quaternionFromAxis(angle, axis, q);
#endif
float v0[4] = {0, vin[0], vin[1], vin[2]};
float v1[4] = {0, vout[0], vout[1], vout[2]};
slerp(v0, v1, 0.5, q);
normalizeVector(q,4);
getRotationMatrixFromQuartenion(q,matrix);
}
float getRotationAngle(float matrix[4][4]){
return acos( (matrix[0][0]+matrix[1][1]+matrix[2][2]-1) * 0.5);
}
@ -191,10 +148,10 @@ void slerp(float v0[4], float v1[4], double t, float result[4]) {
// If the inputs are too close for comfort, linearly interpolate
// and normalize the result.
for (i=0; i<4; i++){
result[i] = v0[i] + t*(v1[i] Ð v0[i]);
result[i] = v0[i] + t*(v1[i] - v0[i]);
}
normalizeVector(result,4);
return result;
return;
}
if (dot<-1) dot = -1;
@ -204,14 +161,52 @@ void slerp(float v0[4], float v1[4], double t, float result[4]) {
float v2[4] = {0,0,0,0};
for (i=0; i<4; i++){
v2[i] = v1[i] Ð v0[i]*dot;
v2[i] = v1[i] - v0[i]*dot;
}
normalizeVector(v2,4); // { v0, v2 } is now an orthonormal basis
for (i=0; i<4; i++){
result[i] = v0[i]*cos(theta) + v2[i]*sin(theta);
}
return result;
return;
}
void getRotationMatrixFromVectors(float vin[3], float vout[3], float matrix[4][4]){
normalizeVector(vout,3);
float q[4] = {0,0,0,0};
float vin_length = 0;
float vout_length = 0;
float dotprod = 0;
int i;
for (i=0; i<3; i++){
vin_length += vin[i]*vin[i];
vout_length+= vout[i]*vout[i];
dotprod += vin[i]*vout[i];
}
#if 1 //mila
q[0] = sqrt(vin_length * vout_length) + dotprod;
q[1] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
q[2] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
q[3] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
#else
float axis[3] = {0,0,0};
axis[0] = -1*(vin[1]*vout[2] - vin[2]*vout[1]);
axis[1] = -1*(vin[2]*vout[0] - vin[0]*vout[2]);
axis[2] = -1*(vin[0]*vout[1] - vin[1]*vout[0]);
normalizeVector(axis,3);
float angle = acos(vin[0]*vout[0]+vin[1]*vout[1]+vin[2]*vout[2]);
quaternionFromAxis(angle, axis, q);
#endif
normalizeVector(q,4);
getRotationMatrixFromQuartenion(q,matrix);
}
#if 0