The following quaternion calculated by shortestArcQuat in rescue animation leads to nan in asinf: 0.710828841, -0.00974362344, -0.703500867, 0.00481829932 -2.0f * (X * Z - Y * W) equals 1.00004351 with above figures With btAsin it will: if (x<btScalar(-1)) x=btScalar(-1); if (x>btScalar(1)) x=btScalar(1); return asin(x);
58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2008-2015 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "utils/vec3.hpp"
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void Vec3::setHPR(const btQuaternion& q)
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{
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float W = q.getW();
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float X = q.getX();
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float Y = q.getY();
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float Z = q.getZ();
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float WSquared = W * W;
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float XSquared = X * X;
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float YSquared = Y * Y;
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float ZSquared = Z * Z;
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setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared));
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setY(btAsin(-2.0f * (X * Z - Y * W)));
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setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared));
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} // setHPR(btQuaternion)
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// ----------------------------------------------------------------------------
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/** Sets the pitch and the roll of this vector to follow the normal given. The
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* heading is taken from this vector.
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* \param normal The normal vector to which pitch and roll should be aligned.
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*/
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void Vec3::setPitchRoll(const Vec3 &normal)
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{
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const float X = sinf(getHeading());
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const float Z = cosf(getHeading());
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// Compute the angle between the normal of the plane and the line to
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// (x,0,z). (x,0,z) is normalised, so are the coordinates of the plane,
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// which simplifies the computation of the scalar product.
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float pitch = ( normal.getX()*X + normal.getZ()*Z ); // use ( x,0,z)
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float roll = (-normal.getX()*Z + normal.getZ()*X ); // use (-z,0,x)
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// The actual angle computed above is between the normal and the (x,y,0)
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// line, so to compute the actual angles 90 degrees must be subtracted.
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setPitch(-acosf(pitch) + NINETY_DEGREE_RAD);
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setRoll (-acosf(roll) + NINETY_DEGREE_RAD);
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} // setPitchRoll
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