vec4 quaternionFromAxisAngle (float angle, vec3 axis){ angle /= 2.; float s = sin(angle); vec4 res; res.xyz = s * axis; res.w = cos(angle); return res; } vec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){ mat3 m = mat3(xAxis,yAxis,zAxis); float trace = m[0][0] + m[1][1] + m[2][2]; vec4 quat; if (trace > 0.) { float s = 0.5 / sqrt(trace + 1.0); quat.w = 0.25 / s; quat.x = (m[2][1] - m[1][2]) * s; quat.y = (m[0][2] - m[2][0]) * s; quat.z = (m[1][0] - m[0][1]) * s; } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) { float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]); quat.w = (m[2][1] - m[1][2]) / s; quat.x = 0.25 * s; quat.y = (m[0][1] + m[1][0]) / s; quat.z = (m[0][2] + m[2][0]) / s; } else if (m[1][1] > m[2][2]) { float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]); quat.w = (m[0][2] - m[2][0]) / s; quat.x = (m[0][1] + m[1][0]) / s; quat.y = 0.25 * s; quat.z = (m[1][2] + m[2][1]) / s; } else { float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]); quat.w = (m[1][0] - m[0][1]) / s; quat.x = (m[0][2] + m[2][0]) / s; quat.y = (m[1][2] + m[2][1]) / s; quat.z = 0.25 * s; } float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w; if (len > 0.) { len = 1. / sqrt(len); quat.x = quat.x * len; quat.y = quat.y * len; quat.z = quat.z * len; quat.w = quat.w * len; } return quat; } vec4 quaternionFromEuler (vec3 angle){ float x = angle.x / 2.; float y = angle.y / 2.; float z = angle.z / 2.; float sx = sin(x); float cx = cos(x); float sy = sin(y); float cy = cos(y); float sz = sin(z); float cz = cos(z); vec4 quat = vec4(0); quat.x = sx * cy * cz + cx * sy * sz; quat.y = cx * sy * cz + sx * cy * sz; quat.z = cx * cy * sz - sx * sy * cz; quat.w = cx * cy * cz - sx * sy * sz; return quat; } mat4 matrixFromRT (vec4 q, vec3 p){ float x2 = q.x + q.x; float y2 = q.y + q.y; float z2 = q.z + q.z; float xx = q.x * x2; float xy = q.x * y2; float xz = q.x * z2; float yy = q.y * y2; float yz = q.y * z2; float zz = q.z * z2; float wx = q.w * x2; float wy = q.w * y2; float wz = q.w * z2; return mat4( 1. - (yy + zz), xy + wz, xz - wy, 0, xy - wz, 1. - (xx + zz), yz + wx, 0, xz + wy, yz - wx, 1. - (xx + yy), 0, p.x, p.y, p.z, 1 ); } mat4 matFromRTS (vec4 q, vec3 t, vec3 s){ float x = q.x, y = q.y, z = q.z, w = q.w; float x2 = x + x; float y2 = y + y; float z2 = z + z; float xx = x * x2; float xy = x * y2; float xz = x * z2; float yy = y * y2; float yz = y * z2; float zz = z * z2; float wx = w * x2; float wy = w * y2; float wz = w * z2; float sx = s.x; float sy = s.y; float sz = s.z; return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0, (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0, (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0, t.x, t.y, t.z, 1); } void scaleMatrix (inout mat4 m, float s){ m[0].xyz *= s; m[1].xyz *= s; m[2].xyz *= s; } vec4 quatMultiply (vec4 a, vec4 b){ vec4 quat; quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y; quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z; quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x; quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z; return quat; } void rotateVecFromQuat (inout vec3 v, vec4 q){ float ix = q.w * v.x + q.y * v.z - q.z * v.y; float iy = q.w * v.y + q.z * v.x - q.x * v.z; float iz = q.w * v.z + q.x * v.y - q.y * v.x; float iw = -q.x * v.x - q.y * v.y - q.z * v.z; // calculate result * inverse quat v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y; v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z; v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x; } vec3 rotateVecFromAxis (vec3 v, vec3 axis, float theta){ return cos(theta) * v + sin(theta) * cross(v, axis) + (1. - cos(theta)) * dot(v, axis) * axis; } vec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){ vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis); vec4 rotQuat = quatMultiply(viewQuat, q); rotateVecFromQuat(pos, rotQuat); return pos; } void rotateCorner (inout vec2 corner, float angle){ float xOS = cos(angle) * corner.x - sin(angle) * corner.y; float yOS = sin(angle) * corner.x + cos(angle) * corner.y; corner.x = xOS; corner.y = yOS; } mat3 quatToMat3(vec4 q) { vec3 m0 = vec3( 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z, 2.0 * q.x * q.y + 2.0 * q.w * q.z, 2.0 * q.x * q.z - 2.0 * q.w * q.y); vec3 m1 = vec3( 2.0 * q.x * q.y - 2.0 * q.w * q.z, 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z, 2.0 * q.y * q.z + 2.0 * q.w * q.x); vec3 m2 = vec3( 2.0 * q.x * q.z + 2.0 * q.w * q.y, 2.0 * q.y * q.z - 2.0 * q.w * q.x, 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y); return mat3(m0, m1, m2); } mat4 quatToMat4(vec4 q) { mat3 m3 = quatToMat3(q); return mat4(vec4(m3[0], 0.0), vec4(m3[1], 0.0), vec4(m3[2], 0.0), vec4(0.0, 0.0, 0.0, 1.0)); } vec4 mat3ToQuat(mat3 mat) { float tr = mat[0][0] + mat[1][1] + mat[2][2]; float qw, qx, qy, qz; if (tr > 0.0) { float S = sqrt(tr + 1.0) * 2.0; // S=4*qw float invS = 1.0 / S; qw = 0.25 * S; qx = (mat[1][2] - mat[2][1]) * invS; qy = (mat[2][0] - mat[0][2]) * invS; qz = (mat[0][1] - mat[1][0]) * invS; } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) { float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0; // S=4*qx float invS = 1.0 / S; qw = (mat[1][2] - mat[2][1]) * invS; qx = 0.25 * S; qy = (mat[1][0] + mat[0][1]) * invS; qz = (mat[2][0] + mat[0][2]) * invS; } else if (mat[1][1] > mat[2][2]) { float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0; // S=4*qy float invS = 1.0 / S; qw = (mat[2][0] - mat[0][2]) * invS; qx = (mat[1][0] + mat[0][1]) * invS; qy = 0.25 * S; qz = (mat[2][1] + mat[1][2]) * invS; } else { float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0; // S=4*qz float invS = 1.0 / S; qw = (mat[0][1] - mat[1][0]) * invS; qx = (mat[2][0] + mat[0][2]) * invS; qy = (mat[2][1] + mat[1][2]) * invS; qz = 0.25 * S; } return vec4(qx, qy, qz, qw); } vec4 eulerToQuat(vec3 euler) { vec3 er = euler * 0.5; float x = er.x, y = er.y, z = er.z; float sx = sin(x); float cx = cos(x); float sy = sin(y); float cy = cos(y); float sz = sin(z); float cz = cos(z); vec4 quat; quat.x = sx * cy * cz + cx * sy * sz; quat.y = cx * sy * cz + sx * cy * sz; quat.z = cx * cy * sz - sx * sy * cz; quat.w = cx * cy * cz - sx * sy * sz; return quat; } float atan2(float y, float x) { return x == 0.0 ? sign(y) * 3.1416 * 0.5 : atan(y, x); } vec3 quatToEuler(vec4 q) { float x = q.x, y = q.y, z = q.z, w = q.w; float bank = 0.0, heading = 0.0, attitude = 0.0; float test = x * y + z * w; if (test > 0.499999) { bank = 0.0; // default to zero heading = (2.0 * atan2(x, w)); attitude = 3.1416 * 0.5; } else if (test < -0.499999) { bank = 0.0; // default to zero heading = -(2.0 * atan2(x, w)); attitude = -3.1416 * 0.5; } else { float sqx = x * x; float sqy = y * y; float sqz = z * z; bank = (atan2(2.0 * x * w - 2.0 * y * z, 1.0 - 2.0 * sqx - 2.0 * sqz)); heading = (atan2(2.0 * y * w - 2.0 * x * z, 1.0 - 2.0 * sqy - 2.0 * sqz)); attitude = (asin(2.0 * test)); } return vec3(bank, heading, attitude); } void departWorldMatrix(out vec3 translation, out vec3 scale, mat4 matWorld) { scale = vec3(length(matWorld[0].xyz), length(matWorld[1].xyz), length(matWorld[2].xyz)); translation = vec3(matWorld[0].w, matWorld[1].w, matWorld[2].w); } void departWorldMatrix(out vec3 translation, out vec3 scale, out mat3 matRotation, mat4 matWorld) { departWorldMatrix(translation, scale, matWorld); matRotation[0] = matWorld[0].xyz / scale.x; matRotation[1] = matWorld[1].xyz / scale.y; matRotation[2] = matWorld[2].xyz / scale.z; }