#include "quaternion.h" // ============ Make Rotation Matrix ============ // void sp_quaternion_make_matrix(const SPQuaternion* quaternion, SPMatrix3x3* matrix) { const float s0s0 = quaternion->s0 * quaternion->s0; const float x1x1 = quaternion->x1 * quaternion->x1; const float x2x2 = quaternion->x2 * quaternion->x2; const float x3x3 = quaternion->x3 * quaternion->x3; const float square_module = (s0s0 + x1x1) + (x2x2 + x3x3); if (-SP_EPSYLON <= square_module && square_module <= SP_EPSYLON) { sp_matrix3x3_make_identity(matrix); return; } const float corrector1 = 1.0f / square_module; const float corrector2 = 2.0f * corrector1; const float s0x1 = quaternion->s0 * quaternion->x1; const float s0x2 = quaternion->s0 * quaternion->x2; const float s0x3 = quaternion->s0 * quaternion->x3; const float x1x2 = quaternion->x1 * quaternion->x2; const float x1x3 = quaternion->x1 * quaternion->x3; const float x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 - s0x3); matrix->r2c3 = corrector2 * (x2x3 - s0x1); matrix->r3c1 = corrector2 * (x1x3 - s0x2); matrix->r2c1 = corrector2 * (x1x2 + s0x3); matrix->r3c2 = corrector2 * (x2x3 + s0x1); matrix->r1c3 = corrector2 * (x1x3 + s0x2); } void dp_quaternion_make_matrix(const DPQuaternion* quaternion, DPMatrix3x3* matrix) { const double s0s0 = quaternion->s0 * quaternion->s0; const double x1x1 = quaternion->x1 * quaternion->x1; const double x2x2 = quaternion->x2 * quaternion->x2; const double x3x3 = quaternion->x3 * quaternion->x3; const double square_module = (s0s0 + x1x1) + (x2x2 + x3x3); if (-DP_EPSYLON <= square_module && square_module <= DP_EPSYLON) { dp_matrix3x3_make_identity(matrix); return; } const double corrector1 = 1.0f / square_module; const double corrector2 = 2.0f * corrector1; const double s0x1 = quaternion->s0 * quaternion->x1; const double s0x2 = quaternion->s0 * quaternion->x2; const double s0x3 = quaternion->s0 * quaternion->x3; const double x1x2 = quaternion->x1 * quaternion->x2; const double x1x3 = quaternion->x1 * quaternion->x3; const double x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 - s0x3); matrix->r2c3 = corrector2 * (x2x3 - s0x1); matrix->r3c1 = corrector2 * (x1x3 - s0x2); matrix->r2c1 = corrector2 * (x1x2 + s0x3); matrix->r3c2 = corrector2 * (x2x3 + s0x1); matrix->r1c3 = corrector2 * (x1x3 + s0x2); } // ============ Make Reverse Matrix ============= // void sp_quaternion_make_reverse_matrix(const SPQuaternion* quaternion, SPMatrix3x3* matrix) { const float s0s0 = quaternion->s0 * quaternion->s0; const float x1x1 = quaternion->x1 * quaternion->x1; const float x2x2 = quaternion->x2 * quaternion->x2; const float x3x3 = quaternion->x3 * quaternion->x3; const float square_module = (s0s0 + x1x1) + (x2x2 + x3x3); if (-SP_EPSYLON <= square_module && square_module <= SP_EPSYLON) { sp_matrix3x3_make_identity(matrix); return; } const float corrector1 = 1.0f / square_module; const float corrector2 = 2.0f * corrector1; const float s0x1 = quaternion->s0 * quaternion->x1; const float s0x2 = quaternion->s0 * quaternion->x2; const float s0x3 = quaternion->s0 * quaternion->x3; const float x1x2 = quaternion->x1 * quaternion->x2; const float x1x3 = quaternion->x1 * quaternion->x3; const float x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 + s0x3); matrix->r2c3 = corrector2 * (x2x3 + s0x1); matrix->r3c1 = corrector2 * (x1x3 + s0x2); matrix->r2c1 = corrector2 * (x1x2 - s0x3); matrix->r3c2 = corrector2 * (x2x3 - s0x1); matrix->r1c3 = corrector2 * (x1x3 - s0x2); } void dp_quaternion_make_reverse_matrix(const DPQuaternion* quaternion, DPMatrix3x3* matrix) { const double s0s0 = quaternion->s0 * quaternion->s0; const double x1x1 = quaternion->x1 * quaternion->x1; const double x2x2 = quaternion->x2 * quaternion->x2; const double x3x3 = quaternion->x3 * quaternion->x3; const double square_module = (s0s0 + x1x1) + (x2x2 + x3x3); if (-DP_EPSYLON <= square_module && square_module <= DP_EPSYLON) { dp_matrix3x3_make_identity(matrix); return; } const double corrector1 = 1.0f / square_module; const double corrector2 = 2.0f * corrector1; const double s0x1 = quaternion->s0 * quaternion->x1; const double s0x2 = quaternion->s0 * quaternion->x2; const double s0x3 = quaternion->s0 * quaternion->x3; const double x1x2 = quaternion->x1 * quaternion->x2; const double x1x3 = quaternion->x1 * quaternion->x3; const double x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 + s0x3); matrix->r2c3 = corrector2 * (x2x3 + s0x1); matrix->r3c1 = corrector2 * (x1x3 + s0x2); matrix->r2c1 = corrector2 * (x1x2 - s0x3); matrix->r3c2 = corrector2 * (x2x3 - s0x1); matrix->r1c3 = corrector2 * (x1x3 - s0x2); }