#include C3D_FQuat Quat_FromMtx(const C3D_Mtx* m) { //Taken from Gamasutra: //http://www.gamasutra.com/view/feature/131686/rotating_objects_using_quaternions.php //Expanded upon from: //http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ //Variables we need. float trace, sqrtTrace; C3D_FQuat q; //Check the main diagonal of the passed-in matrix for positive/negative signs. trace = m->r[0].c[0] + m->r[1].c[1] + m->r[2].c[2]; if (trace > 0.0f) { //Diagonal is positive. sqrtTrace = sqrtf(trace + 1.0f); q.w = sqrtTrace / 2.0f; sqrtTrace = 0.5 / sqrtTrace; q.x = (m->r[1].c[2] - m->r[2].c[1]) * sqrtTrace; q.y = (m->r[2].c[0] - m->r[0].c[2]) * sqrtTrace; q.z = (m->r[0].c[1] - m->r[1].c[0]) * sqrtTrace; } else { //Diagonal is negative or equals to zero. We need to identify which major diagonal element has the greatest value. if (m->r[0].c[0] > m->r[1].c[1] && m->r[0].c[0] > m->r[2].c[2]) { sqrtTrace = 2.0f * sqrtf(1.0f + m->r[0].c[0] - m->r[1].c[1] - m->r[2].c[2]); q.w = (m->r[2].c[1] - m->r[1].c[2]) / sqrtTrace; q.x = 0.25f * sqrtTrace; q.y = (m->r[0].c[1] - m->r[1].c[0]) / sqrtTrace; q.z = (m->r[0].c[2] - m->r[2].c[0]) / sqrtTrace; } else if (m->r[1].c[1] > m->r[2].c[2]) { sqrtTrace = 2.0f * sqrtf(1.0f + m->r[1].c[1] - m->r[0].c[0] - m->r[2].c[2]); q.w = (m->r[0].c[2] - m->r[2].c[0]) / sqrtTrace; q.x = (m->r[0].c[1] - m->r[1].c[0]) / sqrtTrace; q.y = 0.25f * sqrtTrace; q.z = (m->r[1].c[2] - m->r[2].c[1]) / sqrtTrace; } else { sqrtTrace = 2.0f * sqrtf(1.0f + m->r[2].c[2] - m->r[0].c[0] - m->r[1].c[1]); q.w = (m->r[1].c[0] - m->r[0].c[1]) / sqrtTrace; q.x = (m->r[0].c[2] - m->r[2].c[0]) / sqrtTrace; q.y = (m->r[1].c[2] - m->r[2].c[1]) / sqrtTrace; q.z = 0.25f * sqrtTrace; } } return q; }