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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/Quaternion.java69
1 files changed, 11 insertions, 58 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
index cf0496cbe..96cb2d6f1 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -48,15 +48,15 @@ public class Quaternion {
* @param vector2
*/
public Quaternion(float[] vector1, float[] vector2) {
- float theta = (float) FloatUtil.acos(dot(vector1, vector2));
- float[] cross = cross(vector1, vector2);
- cross = normalizeVec(cross);
-
- this.x = (float) FloatUtil.sin(theta / 2) * cross[0];
- this.y = (float) FloatUtil.sin(theta / 2) * cross[1];
- this.z = (float) FloatUtil.sin(theta / 2) * cross[2];
- this.w = (float) FloatUtil.cos(theta / 2);
- this.normalize();
+ float theta = FloatUtil.acos(VectorUtil.dot(vector1, vector2));
+ float[] cross = VectorUtil.cross(vector1, vector2);
+ cross = VectorUtil.normalize(cross);
+
+ x = FloatUtil.sin(theta / 2) * cross[0];
+ y = FloatUtil.sin(theta / 2) * cross[1];
+ z = FloatUtil.sin(theta / 2) * cross[2];
+ w = FloatUtil.cos(theta / 2);
+ normalize();
}
/**
@@ -66,61 +66,14 @@ public class Quaternion {
*/
public float[] toAxis() {
float[] vec = new float[4];
- float scale = (float) FloatUtil.sqrt(x * x + y * y + z * z);
- vec[0] = (float) FloatUtil.acos(w) * 2.0f;
+ float scale = FloatUtil.sqrt(x * x + y * y + z * z);
+ vec[0] = FloatUtil.acos(w) * 2.0f;
vec[1] = x / scale;
vec[2] = y / scale;
vec[3] = z / scale;
return vec;
}
- /**
- * Normalize a vector
- *
- * @param vector input vector
- * @return normalized vector
- */
- private float[] normalizeVec(float[] vector) {
- float[] newVector = new float[3];
-
- float d = FloatUtil.sqrt(vector[0] * vector[0] + vector[1] * vector[1]
- + vector[2] * vector[2]);
- if (d > 0.0f) {
- newVector[0] = vector[0] / d;
- newVector[1] = vector[1] / d;
- newVector[2] = vector[2] / d;
- }
- return newVector;
- }
-
- /**
- * compute the dot product of two points
- *
- * @param vec1 vector 1
- * @param vec2 vector 2
- * @return the dot product as float
- */
- private float dot(float[] vec1, float[] vec2) {
- return (vec1[0] * vec2[0] + vec1[1] * vec2[1] + vec1[2] * vec2[2]);
- }
-
- /**
- * cross product vec1 x vec2
- *
- * @param vec1 vector 1
- * @param vec2 vecttor 2
- * @return the resulting vector
- */
- private float[] cross(float[] vec1, float[] vec2) {
- float[] out = new float[3];
-
- out[0] = vec2[2] * vec1[1] - vec2[1] * vec1[2];
- out[1] = vec2[0] * vec1[2] - vec2[2] * vec1[0];
- out[2] = vec2[1] * vec1[0] - vec2[0] * vec1[1];
-
- return out;
- }
-
public float getW() {
return w;
}