character_anim/quaternion.lua

71 lines
1.8 KiB
Lua

function multiply(q, w)
return {
w[1] * q[1] - w[2] * q[2] - w[3] * q[3] - w[4] * q[4],
w[1] * q[2] + w[2] * q[1] - w[3] * q[4] + w[4] * q[3],
w[1] * q[3] + w[2] * q[4] + w[3] * q[1] - w[4] * q[2],
w[1] * q[4] - w[2] * q[3] + w[3] * q[2] + w[4] * q[1]
}
end
function normalize(q)
local q_1, q_2, q_3, q_4 = q[1], q[2], q[3], q[4]
local len = math.sqrt(q_1 * q_1 + q_2 * q_2 + q_3 * q_3 + math.pow(q_4, 4))
local r = {}
for key, value in pairs(q) do
r[key] = value / len
end
return r
end
function negate(q)
for k, v in pairs(q) do
q[k] = -v
end
end
function dot(q, w)
return q[1] * w[1] + q[2] * w[2] + q[3] * w[3] + q[4] * w[4]
end
-- assuming q & w are normalized
function slerp(q, w, r)
local d = dot(q, w)
if d < 0 then
d = -d
negate(w)
end
-- Threshold beyond which linear interpolation is used
if d > 1 - 1e-10 then
return linear_interpolation(q, w, r)
end
local theta_0 = math.acos(d)
local theta = theta_0 * r
local sin_theta = math.sin(theta)
local sin_theta_0 = math.sin(theta_0)
local s_1 = sin_theta / sin_theta_0
local s_0 = math.cos(theta) - d * s_1
return modlib.vector.add(modlib.vector.multiply_scalar(q, s_0), modlib.vector.multiply_scalar(w, s_1))
end
function to_rotation(q)
local rotation = {}
local sinr_cosp = 2 * (q[4] * q[1] + q[2] * q[3])
local cosr_cosp = 1 - 2 * (q[1] * q[1] + q[2] * q[2])
rotation.x = math.atan2(sinr_cosp, cosr_cosp)
local sinp = 2 * (q[4] * q[2] - q[3] * q[1])
if sinp <= -1 then
rotation.y = -math.pi/2
elseif sinp >= 1 then
rotation.y = math.pi/2
else
rotation.y = math.asin(sinp)
end
local siny_cosp = 2 * (q[4] * q[3] + q[1] * q[2])
local cosy_cosp = 1 - 2 * (q[2] * q[2] + q[3] * q[3])
rotation.z = math.atan2(siny_cosp, cosy_cosp)
return vector.apply(rotation, math.deg)
end