diff options
Diffstat (limited to 'src/jogl/classes/com')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/Quaternion.java | 69 |
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; } |