Created
April 23, 2016 04:46
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Conversion 4x4 matrix to quaternion cginc
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#ifndef _MATRIX_TO_QUATERNION_ | |
#define _MATRIX_TO_QUATERNION_ | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ | |
float4 matrix_to_quaternion(float4x4 m) { | |
float tr = m[0][0] + m[1][1] + m[2][2]; | |
float4 q = float4(0, 0, 0, 0); | |
if (tr > 0) { | |
float s = sqrt(tr + 1.0) * 2; // S=4*qw | |
q.w = 0.25 * s; | |
q.x = (m[2][1] - m[1][2]) / s; | |
q.y = (m[0][2] - m[2][0]) / s; | |
q.z = (m[1][0] - m[0][1]) / s; | |
} else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) { | |
float s = sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2; // S=4*qx | |
q.w = (m[2][1] - m[1][2]) / s; | |
q.x = 0.25 * s; | |
q.y = (m[0][1] + m[1][0]) / s; | |
q.z = (m[0][2] + m[2][0]) / s; | |
} else if (m[1][1] > m[2][2]) { | |
float s = sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2; // S=4*qy | |
q.w = (m[0][2] - m[2][0]) / s; | |
q.x = (m[0][1] + m[1][0]) / s; | |
q.y = 0.25 * s; | |
q.z = (m[1][2] + m[2][1]) / s; | |
} else { | |
float s = sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2; // S=4*qz | |
q.w = (m[1][0] - m[0][1]) / s; | |
q.x = (m[0][2] + m[2][0]) / s; | |
q.y = (m[1][2] + m[2][1]) / s; | |
q.z = 0.25 * s; | |
} | |
return q; | |
} | |
#endif |
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