/*
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* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
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*
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* Bullet Continuous Collision Detection and Physics Library
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* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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package com.bulletphysics.linearmath;
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import com.bulletphysics.BulletGlobals;
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import cz.advel.stack.Stack;
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import javax.vecmath.Quat4f;
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import javax.vecmath.Vector3f;
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/**
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* Utility functions for quaternions.
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*
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* @author jezek2
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*/
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public class QuaternionUtil {
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public static float getAngle(Quat4f q) {
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float s = 2f * (float) Math.acos(q.w);
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return s;
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}
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public static void setRotation(Quat4f q, Vector3f axis, float angle) {
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float d = axis.length();
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assert (d != 0f);
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float s = (float)Math.sin(angle * 0.5f) / d;
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q.set(axis.x * s, axis.y * s, axis.z * s, (float) Math.cos(angle * 0.5f));
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}
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// Game Programming Gems 2.10. make sure v0,v1 are normalized
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public static Quat4f shortestArcQuat(Vector3f v0, Vector3f v1, Quat4f out) {
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Vector3f c = Stack.alloc(Vector3f.class);
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c.cross(v0, v1);
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float d = v0.dot(v1);
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if (d < -1.0 + BulletGlobals.FLT_EPSILON) {
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// just pick any vector
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out.set(0.0f, 1.0f, 0.0f, 0.0f);
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return out;
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}
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float s = (float) Math.sqrt((1.0f + d) * 2.0f);
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float rs = 1.0f / s;
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out.set(c.x * rs, c.y * rs, c.z * rs, s * 0.5f);
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return out;
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}
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public static void mul(Quat4f q, Vector3f w) {
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float rx = q.w * w.x + q.y * w.z - q.z * w.y;
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float ry = q.w * w.y + q.z * w.x - q.x * w.z;
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float rz = q.w * w.z + q.x * w.y - q.y * w.x;
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float rw = -q.x * w.x - q.y * w.y - q.z * w.z;
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q.set(rx, ry, rz, rw);
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}
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public static Vector3f quatRotate(Quat4f rotation, Vector3f v, Vector3f out) {
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Quat4f q = null; // NORMAND Stack.alloc(rotation);
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QuaternionUtil.mul(q, v);
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Quat4f tmp = Stack.alloc(Quat4f.class);
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inverse(tmp, rotation);
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q.mul(tmp);
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out.set(q.x, q.y, q.z);
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return out;
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}
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public static void inverse(Quat4f q) {
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q.x = -q.x;
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q.y = -q.y;
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q.z = -q.z;
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}
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public static void inverse(Quat4f q, Quat4f src) {
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q.x = -src.x;
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q.y = -src.y;
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q.z = -src.z;
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q.w = src.w;
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}
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public static void setEuler(Quat4f q, float yaw, float pitch, float roll) {
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float halfYaw = yaw * 0.5f;
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float halfPitch = pitch * 0.5f;
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float halfRoll = roll * 0.5f;
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float cosYaw = (float)Math.cos(halfYaw);
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float sinYaw = (float)Math.sin(halfYaw);
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float cosPitch = (float)Math.cos(halfPitch);
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float sinPitch = (float)Math.sin(halfPitch);
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float cosRoll = (float)Math.cos(halfRoll);
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float sinRoll = (float)Math.sin(halfRoll);
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q.x = cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw;
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q.y = cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw;
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q.z = sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw;
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q.w = cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw;
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}
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}
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