IGL_INLINE void igl::mat3_to_quat(const Q_type * mat, Q_type * q) { Q_type trace; Q_type s; Q_type t; int i; int j; int k; static int next[3] = { 1, 2, 0 }; trace = mat[0 * 3 + 0] + mat[1 * 3 + 1] + mat[2 * 3 + 2]; if ( trace > 0.0f ) { t = trace + 1.0f; s = ReciprocalSqrt( t ) * 0.5f; q[3] = s * t; q[0] = ( mat[1 * 3 + 2] - mat[2 * 3 + 1] ) * s; q[1] = ( mat[2 * 3 + 0] - mat[0 * 3 + 2] ) * s; q[2] = ( mat[0 * 3 + 1] - mat[1 * 3 + 0] ) * s; } else { i = 0; if ( mat[1 * 3 + 1] > mat[0 * 3 + 0] ) { i = 1; } if ( mat[2 * 3 + 2] > mat[i * 3 + i] ) { i = 2; } j = next[i]; k = next[j]; t = ( mat[i * 3 + i] - ( mat[j * 3 + j] + mat[k * 3 + k] ) ) + 1.0f; s = ReciprocalSqrt( t ) * 0.5f; q[i] = s * t; q[3] = ( mat[j * 3 + k] - mat[k * 3 + j] ) * s; q[j] = ( mat[i * 3 + j] + mat[j * 3 + i] ) * s; q[k] = ( mat[i * 3 + k] + mat[k * 3 + i] ) * s; } //// Unused translation //jq.t[0] = mat[0 * 4 + 3]; //jq.t[1] = mat[1 * 4 + 3]; //jq.t[2] = mat[2 * 4 + 3]; }
void CMatrix::RotationPart(CQuater& q) { float fT = m[E_11] + m[E_22] + m[E_33]; float fS; if (fT > 0.0) { fT += 1.0; fS = (float)(ReciprocalSqrt(fT) * 0.5); q.w = fS * fT; q.x = (m[E_32] - m[E_23]) * fS; q.y = (m[E_13] - m[E_31]) * fS; q.z = (m[E_21] - m[E_12]) * fS; } else if (m[E_11] > m[E_22] && m[E_11] > m[E_33]) { fT = m[E_11] - m[E_22] - m[E_33] + (float)1.0; fS = (float)(ReciprocalSqrt(fT) * 0.5); q.w = (m[E_32] - m[E_23]) * fS; q.x = fS * fT; q.y = (m[E_21] + m[E_12]) * fS; q.z = (m[E_13] + m[E_31]) * fS; } else if (m[E_22] > m[E_33]) { fT = -m[E_11] + m[E_22] - m[E_33] + (float)1.0; fS = (float)(ReciprocalSqrt(fT) * 0.5); q.w = (m[E_13] - m[E_31]) * fS; q.x = (m[E_21] + m[E_12]) * fS; q.y = fS * fT; q.z = (m[E_32] + m[E_23]) * fS; } else { fT = -m[E_11] - m[E_22] + m[E_33] + (float)1.0; fS = (float)(ReciprocalSqrt(fT) * 0.5); q.w = (m[E_21] - m[E_12]) * fS; q.x = (m[E_13] + m[E_31]) * fS; q.y = (m[E_32] + m[E_23]) * fS; q.z = fS * fT; } }