Added Quat_FromMtx(). This converts a matrix to a quaternion.
Quat_FromMtx() added.
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@ -621,6 +621,14 @@ C3D_FQuat Quat_RotateZ(C3D_FQuat q, float r, bool bRightSide);
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*/
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void Mtx_FromQuat(C3D_Mtx* m, C3D_FQuat q);
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/**
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* @brief Get Quaternion equivalent to 4x4 matrix
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* @note If the matrix is orthogonal or special orthogonal, where determinant(matrix) = +1.0f, then the matrix can be converted.
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* @param[out] q Output Quaternion
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* @param[in] m Input Matrix
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*/
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void Quat_FromMtx(C3D_FQuat* q, C3D_Mtx m);
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/**
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* @brief Identity Quaternion
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* @return Identity Quaternion
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53
source/maths/quat_frommtx.c
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53
source/maths/quat_frommtx.c
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@ -0,0 +1,53 @@
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#include <c3d/maths.h>
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void Quat_FromMtx(C3D_FQuat* q, C3D_Mtx m)
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{
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//Taken from Gamasutra:
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//http://www.gamasutra.com/view/feature/131686/rotating_objects_using_quaternions.php
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//Expanded upon from:
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//http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
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//Variables we need.
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float trace, sqrtTrace;
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//Check the main diagonal of the passed-in matrix for positive/negative signs.
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trace = m.r[0].c[0] + m.r[1].c[1] + m.r[2].c[2];
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if (trace > 0.0f)
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{
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//Diagonal is positive.
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sqrtTrace = sqrtf(trace + 1.0f);
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q->w = sqrtTrace / 2.0f;
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sqrtTrace = 0.5 / sqrtTrace;
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q->x = (m.r[1].c[2] - m.r[2].c[1]) * sqrtTrace;
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q->y = (m.r[2].c[0] - m.r[0].c[2]) * sqrtTrace;
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q->z = (m.r[0].c[1] - m.r[1].c[0]) * sqrtTrace;
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}
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else
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{
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//Diagonal is negative or equals to zero. We need to identify which major diagonal element has the greatest value.
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if (m.r[0].c[0] > m.r[1].c[1] && m.r[0].c[0] > m.r[2].c[2])
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{
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sqrtTrace = 2.0f * sqrtf(1.0f + m.r[0].c[0] - m.r[1].c[1] - m.r[2].c[2]);
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q->w = (m.r[2].c[1] - m.r[1].c[2]) / sqrtTrace;
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q->x = 0.25f * sqrtTrace;
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q->y = (m.r[0].c[1] - m.r[1].c[0]) / sqrtTrace;
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q->z = (m.r[0].c[2] - m.r[2].c[0]) / sqrtTrace;
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}
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else if (m.r[1].c[1] > m.r[2].c[2])
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{
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sqrtTrace = 2.0f * sqrtf(1.0f + m.r[1].c[1] - m.r[0].c[0] - m.r[2].c[2]);
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q->w = (m.r[0].c[2] - m.r[2].c[0]) / sqrtTrace;
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q->x = (m.r[0].c[1] - m.r[1].c[0]) / sqrtTrace;
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q->y = 0.25f * sqrtTrace;
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q->z = (m.r[1].c[2] - m.r[2].c[1]) / sqrtTrace;
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}
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else
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{
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sqrtTrace = 2.0f * sqrtf(1.0f + m.r[2].c[2] - m.r[0].c[0] - m.r[1].c[1]);
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q->w = (m.r[1].c[0] - m.r[0].c[1]) / sqrtTrace;
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q->x = (m.r[0].c[2] - m.r[2].c[0]) / sqrtTrace;
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q->y = (m.r[1].c[2] - m.r[2].c[1]) / sqrtTrace;
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q->z = 0.25f * sqrtTrace;
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}
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}
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}
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