Created
September 6, 2018 04:08
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Dual Qaternion Vec3 Transform function in GLSL
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vec3 dqVecTransform(mat2x4 dq, vec3 v){ | |
vec4 Qr = dq[0].xyzw; //real (rot) | |
vec4 Qd = dq[1].xyzw; //dual (trans) | |
vec3 pos = v + cross(2.0 * Qr.xyz, cross(Qr.xyz, v) + Qr.w * v); //Rotate Vector | |
vec3 tran = 2.0 * (Qr.w * Qd.xyz - Qd.w * Qr.xyz + cross(Qr.xyz, Qd.xyz)); //Pull out Translation from DQ | |
return pos + tran; | |
} | |
//For Joint / Bone Transformation, you need to blend weighted dual quaternions that you can then apply to a vertex. | |
//This sample is for just two joints, but I commented out use of 4 joints total which is enough for any skinning needs. | |
vec3 dqWeightTransform_2(vec3 vpos, mat2x4[60] jDQ, vec4 jIndex, vec4 jWeight){ | |
/* NORMALIZE DATA First */ | |
float t = 1.0 / (jWeight.x + jWeight.y); // + jWeight.z + jWeight.w | |
mat2x4 dqSum = jDQ[ int( jIndex.x ) ] * jWeight.x * t + | |
jDQ[ int( jIndex.y ) ] * jWeight.y * t; | |
//jDQ[ int( jIndex.z ) ] * jWeight.z * t; | |
//jDQ[ int( jIndex.w ) ] * jWeight.w * t; | |
return dqVecTransform(dqSum, vpos); | |
} |
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