📄 urot.c
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/* urot.c *//* Generates a uniform random rotation *//* Ken Shoemake, September 1991 */#include <stdlib.h>#include <math.h>#include "GraphicsGems.h"/* Define an INT32 value to be a 32 bit signed integer */typedef int INT32;typedef struct {float x, y, z, w;} Quat;enum QuatPart {X, Y, Z, W, QuatLen, V=0};/* * * * * * Utility for quaternion conversion * * * * * *//** Qt_ToMatrix * Construct rotation matrix from quaternion (unit or not). * Assumes matrix is used to multiply row vector on the right: * vnew = vold mat. Works correctly for right-handed coordinate system * and right-handed rotations. For column vectors or for left-handed * coordinate systems, transpose the matrix. */void Qt_ToMatrix(Quat q, Matrix3 *out){ double norm = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; double s = (norm > 0.0) ? 2.0/norm : 0.0; double xs = q.x*s, ys = q.y*s, zs = q.z*s; double wx = q.w*xs, wy = q.w*ys, wz = q.w*zs, xx = q.x*xs, xy = q.x*ys, xz = q.x*zs, yy = q.y*ys, yz = q.y*zs, zz = q.z*zs; double (*mat)[3] = out->element; mat[X][X] = 1.0 - (yy + zz); mat[X][Y] = xy + wz; mat[X][Z] = xz - wy; mat[Y][X] = xy - wz; mat[Y][Y] = 1.0 - (xx + zz); mat[Y][Z] = yz + wx; mat[Z][X] = xz + wy; mat[Z][Y] = yz - wx; mat[Z][Z] = 1.0 - (xx + yy);} /* Qt_ToMatrix *//* * * * * * How to do it using gaussians * * * * * *//** Qt_RandomG * Generate uniform random unit quaternion from random seed. */Quat Qt_RandomG(INT32 *argseed){/* This algorithm generates a gaussian deviate for each coordinate, so * the total effect is to generate a symmetric 4-D gaussian distribution, * by separability. Projecting onto the surface of the hypersphere gives * a uniform distribution. */ Quat q; /* uurand generates doubles uniformly distributed between
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