//// RotationAccumulator.cpp//// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#include "RotationAccumulator.h"#include <glm/gtx/quaternion.hpp>void RotationAccumulator::add(const glm::quat& rotation, float weight) { // make sure both quaternions are on the same hyper-hemisphere before we add them linearly (lerp) _rotationSum += copysignf(weight, glm::dot(_rotationSum, rotation)) * rotation; ++_numRotations; _isDirty = true;}glm::quat RotationAccumulator::getAverage() { return (_numRotations > 0) ? glm::normalize(_rotationSum) : glm::quat();}void RotationAccumulator::clear() { _rotationSum *= 0.0f; _numRotations = 0;}void RotationAccumulator::clearAndClean() { clear(); _isDirty = false;}
//
// RotationAccumulator.cpp
//
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "RotationAccumulator.h"
#include <glm/gtx/quaternion.hpp>
void RotationAccumulator::add(const glm::quat& rotation, float weight) {
// make sure both quaternions are on the same hyper-hemisphere before we add them linearly (lerp)
_rotationSum += copysignf(weight, glm::dot(_rotationSum, rotation)) * rotation;
++_numRotations;
_isDirty = true;
}
glm::quat RotationAccumulator::getAverage() {
return (_numRotations > 0) ? glm::normalize(_rotationSum) : glm::quat();
}
void RotationAccumulator::clear() {
_rotationSum *= 0.0f;
_numRotations = 0;
}
void RotationAccumulator::clearAndClean() {
clear();
_isDirty = false;
}