LCOV - code coverage report
Current view: top level - gfx/2d - Quaternion.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 18 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 5 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
       2             :  * This Source Code Form is subject to the terms of the Mozilla Public
       3             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       4             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       5             : 
       6             : #ifndef MOZILLA_GFX_QUATERNION_H_
       7             : #define MOZILLA_GFX_QUATERNION_H_
       8             : 
       9             : #include "Types.h"
      10             : #include <math.h>
      11             : #include <ostream>
      12             : #include "mozilla/Attributes.h"
      13             : #include "mozilla/DebugOnly.h"
      14             : #include "mozilla/gfx/MatrixFwd.h"
      15             : #include "mozilla/gfx/Point.h"
      16             : 
      17             : namespace mozilla {
      18             : namespace gfx {
      19             : 
      20             : class Quaternion
      21             : {
      22             : public:
      23           0 :   Quaternion()
      24           0 :     : x(0.0f), y(0.0f), z(0.0f), w(1.0f)
      25           0 :   {}
      26             : 
      27             :   Quaternion(Float aX, Float aY, Float aZ, Float aW)
      28             :     : x(aX), y(aY), z(aZ), w(aW)
      29             :   {}
      30             : 
      31             : 
      32             :   Quaternion(const Quaternion& aOther)
      33             :   {
      34             :     memcpy(this, &aOther, sizeof(*this));
      35             :   }
      36             : 
      37             :   Float x, y, z, w;
      38             : 
      39             :   friend std::ostream& operator<<(std::ostream& aStream, const Quaternion& aQuat);
      40             : 
      41             :   void Set(Float aX, Float aY, Float aZ, Float aW)
      42             :   {
      43             :     x = aX; y = aY; z = aZ; w = aW;
      44             :   }
      45             : 
      46             :   // Assumes upper 3x3 of aMatrix is a pure rotation matrix (no scaling)
      47             :   void SetFromRotationMatrix(const Matrix4x4& aMatrix);
      48             : 
      49             :   // result = this * aQuat
      50             :   Quaternion operator*(const Quaternion &aQuat) const
      51             :   {
      52             :     Quaternion o;
      53             :     const Float bx = aQuat.x, by = aQuat.y, bz = aQuat.z, bw = aQuat.w;
      54             : 
      55             :     o.x = x*bw + w*bx + y*bz - z*by;
      56             :     o.y = y*bw + w*by + z*bx - x*bz;
      57             :     o.z = z*bw + w*bz + x*by - y*bx;
      58             :     o.w = w*bw - x*bx - y*by - z*bz;
      59             :     return o;
      60             :   }
      61             : 
      62             :   Quaternion& operator*=(const Quaternion &aQuat)
      63             :   {
      64             :     *this = *this * aQuat;
      65             :     return *this;
      66             :   }
      67             : 
      68           0 :   Float Length() const
      69             :   {
      70           0 :     return sqrt(x*x + y*y + z*z + w*w);
      71             :   }
      72             : 
      73           0 :   Quaternion& Conjugate()
      74             :   {
      75           0 :     x *= -1.f; y *= -1.f; z *= -1.f;
      76           0 :     return *this;
      77             :   }
      78             : 
      79           0 :   Quaternion& Normalize()
      80             :   {
      81           0 :     Float l = Length();
      82           0 :     if (l) {
      83           0 :       l = 1.0f / l;
      84           0 :       x *= l; y *= l; z *= l; w *= l;
      85             :     } else {
      86           0 :       x = y = z = 0.f;
      87           0 :       w = 1.f;
      88             :     }
      89           0 :     return *this;
      90             :   }
      91             : 
      92           0 :   Quaternion& Invert()
      93             :   {
      94           0 :     return Conjugate().Normalize();
      95             :   }
      96             : 
      97             :   Point3D RotatePoint(const Point3D& aPoint) {
      98             :     Float uvx = Float(2.0) * (y*aPoint.z - z*aPoint.y);
      99             :     Float uvy = Float(2.0) * (z*aPoint.x - x*aPoint.z);
     100             :     Float uvz = Float(2.0) * (x*aPoint.y - y*aPoint.x);
     101             : 
     102             :     return Point3D(aPoint.x + w*uvx + y*uvz - z*uvy,
     103             :                    aPoint.y + w*uvy + z*uvx - x*uvz,
     104             :                    aPoint.z + w*uvz + x*uvy - y*uvx);
     105             :   }
     106             : };
     107             : 
     108             : } // namespace gfx
     109             : } // namespace mozilla
     110             : 
     111             : #endif

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