// Make a rotation Quat which will rotate vec1 to vec2 // Generally take adot product to get the angle between these // and then use a cross product to get the rotation axis // Watch out for the two special cases of when the vectors // are co-incident or opposite in direction. void Quat::makeRotate_original( const Vec3d& from, const Vec3d& to ) { const value_type epsilon = 0.0000001; value_type length1 = from.length(); value_type length2 = to.length(); // dot product vec1*vec2 value_type cosangle = from*to/(length1*length2); if ( fabs(cosangle - 1) < epsilon ) { //OSG_INFO<<"*** Quat::makeRotate(from,to) with near co-linear vectors, epsilon= "<<fabs(cosangle-1)<<std::endl; // cosangle is close to 1, so the vectors are close to being coincident // Need to generate an angle of zero with any vector we like // We'll choose (1,0,0) makeRotate( 0.0, 0.0, 0.0, 1.0 ); } else if ( fabs(cosangle + 1.0) < epsilon ) { // vectors are close to being opposite, so will need to find a // vector orthogonal to from to rotate about. Vec3d tmp; if (fabs(from.x())<fabs(from.y())) if (fabs(from.x())<fabs(from.z())) tmp.set(1.0,0.0,0.0); // use x axis. else tmp.set(0.0,0.0,1.0); else if (fabs(from.y())<fabs(from.z())) tmp.set(0.0,1.0,0.0); else tmp.set(0.0,0.0,1.0); Vec3d fromd(from.x(),from.y(),from.z()); // find orthogonal axis. Vec3d axis(fromd^tmp); axis.normalize(); _v[0] = axis[0]; // sin of half angle of PI is 1.0. _v[1] = axis[1]; // sin of half angle of PI is 1.0. _v[2] = axis[2]; // sin of half angle of PI is 1.0. _v[3] = 0; // cos of half angle of PI is zero. } else { // This is the usual situation - take a cross-product of vec1 and vec2 // and that is the axis around which to rotate. Vec3d axis(from^to); value_type angle = acos( cosangle ); makeRotate( angle, axis ); } }
// Make a rotation Quat which will rotate vec1 to vec2 // Generally take adot product to get the angle between these // and then use a cross product to get the rotation axis // Watch out for the two special cases of when the vectors // are co-incident or opposite in direction. void t3Quaternion::makeRotate_original(const t3Vector3f& from, const t3Vector3f& to) { const float epsilon = 0.0000001f; float length1 = from.length(); float length2 = to.length(); // dot product vec1*vec2 float cosangle = from.dot(to) / (length1 * length2); if(fabs(cosangle - 1) < epsilon) { //osg::notify(osg::INFO)<<"*** Quat::makeRotate(from,to) with near co-linear vectors, epsilon= "<<fabs(cosangle-1)<<std::endl; // cosangle is close to 1, so the vectors are close to being coincident // Need to generate an angle of zero with any vector we like // We'll choose (1,0,0) makeRotate(0.0, 0.0, 0.0, 1.0); } else if(fabs(cosangle + 1.0) < epsilon) { // vectors are close to being opposite, so will need to find a // vector orthongonal to from to rotate about. t3Vector3f tmp; if(fabs(from.x) < fabs(from.y)) if(fabs(from.x) < fabs(from.z)) tmp.set(1.0, 0.0, 0.0); // use x axis. else tmp.set(0.0, 0.0, 1.0); else if(fabs(from.y) < fabs(from.z)) tmp.set(0.0, 1.0, 0.0); else tmp.set(0.0, 0.0, 1.0); t3Vector3f fromd(from.x, from.y, from.z); // find orthogonal axis. t3Vector3f axis(fromd.getCrossed(tmp)); axis.normalize(); _v.x = axis[0]; // sin of half angle of PI is 1.0. _v.y = axis[1]; // sin of half angle of PI is 1.0. _v.z = axis[2]; // sin of half angle of PI is 1.0. _v.w = 0; // cos of half angle of PI is zero. } else { // This is the usual situation - take a cross-product of vec1 and vec2 // and that is the axis around which to rotate. t3Vector3f axis(from.getCrossed(to)); float angle = acos(cosangle); makeRotate(angle, axis); } }