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September 9, 2010 21:12
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Quaternion and Vector3 classes for Java
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package uk.co.halfninja.math; | |
/** | |
* Quaternions are data structures built from unicorn horns. | |
* | |
* I nabbed this implementation from The Internet. | |
*/ | |
public final class Quaternion { | |
private double x; | |
private double y; | |
private double z; | |
private double w; | |
//private float[] matrixs; | |
public Quaternion(final Quaternion q) { | |
this(q.x, q.y, q.z, q.w); | |
} | |
public Quaternion(double x, double y, double z, double w) { | |
this.x = x; | |
this.y = y; | |
this.z = z; | |
this.w = w; | |
} | |
public void set(final Quaternion q) { | |
//matrixs = null; | |
this.x = q.x; | |
this.y = q.y; | |
this.z = q.z; | |
this.w = q.w; | |
} | |
public Quaternion(Vector3 axis, double angle) { | |
set(axis, angle); | |
} | |
public double norm() { | |
return Math.sqrt(dot(this)); | |
} | |
public double getW() { | |
return w; | |
} | |
public double getX() { | |
return x; | |
} | |
public double getY() { | |
return y; | |
} | |
public double getZ() { | |
return z; | |
} | |
/** | |
* @param axis | |
* rotation axis, unit vector | |
* @param angle | |
* the rotation angle | |
* @return this | |
*/ | |
public Quaternion set(Vector3 axis, double angle) { | |
//matrixs = null; | |
double s = (double) Math.sin(angle / 2); | |
w = (double) Math.cos(angle / 2); | |
x = axis.getX() * s; | |
y = axis.getY() * s; | |
z = axis.getZ() * s; | |
return this; | |
} | |
public Quaternion mulThis(Quaternion q) { | |
//matrixs = null; | |
double nw = w * q.w - x * q.x - y * q.y - z * q.z; | |
double nx = w * q.x + x * q.w + y * q.z - z * q.y; | |
double ny = w * q.y + y * q.w + z * q.x - x * q.z; | |
z = w * q.z + z * q.w + x * q.y - y * q.x; | |
w = nw; | |
x = nx; | |
y = ny; | |
return this; | |
} | |
public Quaternion scaleThis(double scale) { | |
if (scale != 1) { | |
//matrixs = null; | |
w *= scale; | |
x *= scale; | |
y *= scale; | |
z *= scale; | |
} | |
return this; | |
} | |
public Quaternion divThis(double scale) { | |
if (scale != 1) { | |
//matrixs = null; | |
w /= scale; | |
x /= scale; | |
y /= scale; | |
z /= scale; | |
} | |
return this; | |
} | |
public double dot(Quaternion q) { | |
return x * q.x + y * q.y + z * q.z + w * q.w; | |
} | |
public boolean equals(Quaternion q) { | |
return x == q.x && y == q.y && z == q.z && w == q.w; | |
} | |
public Quaternion interpolateThis(Quaternion q, double t) { | |
if (!equals(q)) { | |
double d = dot(q); | |
double qx, qy, qz, qw; | |
if (d < 0f) { | |
qx = -q.x; | |
qy = -q.y; | |
qz = -q.z; | |
qw = -q.w; | |
d = -d; | |
} else { | |
qx = q.x; | |
qy = q.y; | |
qz = q.z; | |
qw = q.w; | |
} | |
double f0, f1; | |
if ((1 - d) > 0.1f) { | |
double angle = (double) Math.acos(d); | |
double s = (double) Math.sin(angle); | |
double tAngle = t * angle; | |
f0 = (double) Math.sin(angle - tAngle) / s; | |
f1 = (double) Math.sin(tAngle) / s; | |
} else { | |
f0 = 1 - t; | |
f1 = t; | |
} | |
x = f0 * x + f1 * qx; | |
y = f0 * y + f1 * qy; | |
z = f0 * z + f1 * qz; | |
w = f0 * w + f1 * qw; | |
} | |
return this; | |
} | |
public Quaternion normalizeThis() { | |
return divThis(norm()); | |
} | |
public Quaternion interpolate(Quaternion q, double t) { | |
return new Quaternion(this).interpolateThis(q, t); | |
} | |
/** | |
* Converts this Quaternion into a matrix, returning it as a float array. | |
*/ | |
public float[] toMatrix() { | |
float[] matrixs = new float[16]; | |
toMatrix(matrixs); | |
return matrixs; | |
} | |
/** | |
* Converts this Quaternion into a matrix, placing the values into the given array. | |
* @param matrixs 16-length float array. | |
*/ | |
public final void toMatrix(float[] matrixs) { | |
matrixs[3] = 0.0f; | |
matrixs[7] = 0.0f; | |
matrixs[11] = 0.0f; | |
matrixs[12] = 0.0f; | |
matrixs[13] = 0.0f; | |
matrixs[14] = 0.0f; | |
matrixs[15] = 1.0f; | |
matrixs[0] = (float) (1.0f - (2.0f * ((y * y) + (z * z)))); | |
matrixs[1] = (float) (2.0f * ((x * y) - (z * w))); | |
matrixs[2] = (float) (2.0f * ((x * z) + (y * w))); | |
matrixs[4] = (float) (2.0f * ((x * y) + (z * w))); | |
matrixs[5] = (float) (1.0f - (2.0f * ((x * x) + (z * z)))); | |
matrixs[6] = (float) (2.0f * ((y * z) - (x * w))); | |
matrixs[8] = (float) (2.0f * ((x * z) - (y * w))); | |
matrixs[9] = (float) (2.0f * ((y * z) + (x * w))); | |
matrixs[10] = (float) (1.0f - (2.0f * ((x * x) + (y * y)))); | |
} | |
} |
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package uk.co.halfninja.math; | |
public final class Vector3 { | |
private double x,y,z; | |
public double getX() { | |
return x; | |
} | |
public double getY() { | |
return y; | |
} | |
public double getZ() { | |
return z; | |
} | |
public Vector3(double ix, double iy, double iz) { | |
x = ix; | |
y = iy; | |
z = iz; | |
} | |
public void set(double ix, double iy, double iz) { | |
x = ix; | |
y = iy; | |
z = iz; | |
} | |
public double magnitude() { | |
return Math.sqrt(x*x+y*y+z*z); | |
} | |
public void multiply(double f) { | |
x *= f; | |
y *= f; | |
z *= f; | |
} | |
public void normalise() { | |
double mag = magnitude(); | |
x /= mag; | |
y /= mag; | |
z /= mag; | |
} | |
} |
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