/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ #ifndef cglm_quat_h #define cglm_quat_h #include "cglm.h" #include CGLM_INLINE float glm_quat_dot(versor q, versor r) { return q[0] * r[0] + q[1] * r[1] + q[2] * r[2] + q[3] * r[3]; } CGLM_INLINE void glm_quat_slerp(versor q, versor r, float t, versor dest) { float cosTheta, sinTheta, angle, a, b; cosTheta = glm_quat_dot(q, r); if (cosTheta < 0.0f) { q[0] *= -1.0f; q[1] *= -1.0f; q[2] *= -1.0f; q[3] *= -1.0f; cosTheta = glm_quat_dot(q, r); } if (fabs(cosTheta) >= 1.0f) { dest[0] = q[0]; dest[1] = q[1]; dest[2] = q[2]; dest[3] = q[3]; return; } sinTheta = sqrt(1.0f - cosTheta * cosTheta); /* LERP */ if (fabs(sinTheta) < 0.001f) { dest[0] = (1.0f - t) * q[0] + t * r[0]; dest[1] = (1.0f - t) * q[1] + t * r[1]; dest[2] = (1.0f - t) * q[2] + t * r[2]; dest[3] = (1.0f - t) * q[3] + t * r[3]; return; } /* SLERP */ angle = acos(cosTheta); a = sin((1.0f - t) * angle) / sinTheta; b = sin(t * angle) / sinTheta; dest[0] = q[0] * a + r[0] * b; dest[1] = q[1] * a + r[1] * b; dest[2] = q[2] * a + r[2] * b; dest[3] = q[3] * a + r[3] * b; } #endif /* cglm_quat_h */