Compute quaternion rotating a vector into another

Both `vec3` inputs should be of unit length; returns a unit quaternion.
This commit is contained in:
Sundaram Ramaswamy
2021-06-10 22:53:28 +05:30
parent 8b958e9600
commit b5802b99b2
4 changed files with 61 additions and 2 deletions

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@@ -37,6 +37,10 @@ CGLM_EXPORT
void
glmc_quat_copy(versor q, versor dest);
CGLM_EXPORT
void
glmc_quat_from_vecs(vec3 a, vec3 b, versor dest);
CGLM_EXPORT
float
glmc_quat_norm(versor q);

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@@ -16,6 +16,7 @@
CGLM_INLINE void glm_quat(versor q, float angle, float x, float y, float z);
CGLM_INLINE void glm_quatv(versor q, float angle, vec3 axis);
CGLM_INLINE void glm_quat_copy(versor q, versor dest);
CGLM_INLINE void glm_quat_from_vecs(vec3 a, vec3 b, versor dest);
CGLM_INLINE float glm_quat_norm(versor q);
CGLM_INLINE void glm_quat_normalize(versor q);
CGLM_INLINE void glm_quat_normalize_to(versor q, versor dest);
@@ -69,6 +70,8 @@
# include "simd/neon/quat.h"
#endif
CGLM_INLINE void glm_quat_normalize(versor q);
/*
* IMPORTANT:
* ----------------------------------------------------------------------------
@@ -184,10 +187,40 @@ glm_quat_copy(versor q, versor dest) {
glm_vec4_copy(q, dest);
}
/*!
* @brief compute quaternion rotating vector A to vector B
*
* @param[in] a vec3 (must have unit length)
* @param[in] b vec3 (must have unit length)
* @param[out] dest quaternion (of unit length)
*/
CGLM_INLINE
void
glm_quat_from_vecs(vec3 a, vec3 b, versor dest) {
float cos_theta = glm_vec3_dot(a, b);
if (cos_theta >= 1.f - GLM_FLT_EPSILON) { // a ∥ b
glm_quat_identity(dest);
return;
}
CGLM_ALIGN(8) vec3 axis;
float cos_half_theta;
if (cos_theta < -1.f + GLM_FLT_EPSILON) { // angle(a, b) = 180°
glm_vec3_ortho(a, axis);
cos_half_theta = 0.f;
}
else {
glm_vec3_cross(a, b, axis);
const float cos_zero = 1.0f;
cos_half_theta = cos_zero + cos_theta;
}
glm_quat_init(dest, axis[0], axis[1], axis[2], cos_half_theta);
glm_quat_normalize(dest);
}
/*!
* @brief returns norm (magnitude) of quaternion
*
* @param[out] q quaternion
* @param[in] q quaternion
*/
CGLM_INLINE
float

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@@ -16,6 +16,7 @@
CGLM_INLINE versors glms_quat_init(float x, float y, float z, float w)
CGLM_INLINE versors glms_quatv(float angle, vec3s axis)
CGLM_INLINE versors glms_quat(float angle, float x, float y, float z)
CGLM_INLINE versors glms_quat_from_vecs(vec3s a, vec3s b)
CGLM_INLINE float glms_quat_norm(versors q)
CGLM_INLINE versors glms_quat_normalize(versors q)
CGLM_INLINE float glms_quat_dot(versors p, versors q)
@@ -147,10 +148,25 @@ glms_quat(float angle, float x, float y, float z) {
return dest;
}
/*!
* @brief compute quaternion rotating vector A to vector B
*
* @param[in] a vec3 (must have unit length)
* @param[in] b vec3 (must have unit length)
* @returns quaternion (of unit length)
*/
CGLM_INLINE
versors
glms_quat_from_vecs(vec3s a, vec3s b) {
versors dest;
glm_quat_from_vecs(a.raw, b.raw, dest.raw);
return dest;
}
/*!
* @brief returns norm (magnitude) of quaternion
*
* @param[out] q quaternion
* @param[in] q quaternion
*/
CGLM_INLINE
float

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@@ -44,6 +44,12 @@ glmc_quat_copy(versor q, versor dest) {
glm_quat_copy(q, dest);
}
CGLM_EXPORT
void
glmc_quat_from_vecs(vec3 a, vec3 b, versor dest) {
glm_quat_from_vecs(a, b, dest);
}
CGLM_EXPORT
float
glmc_quat_norm(versor q) {