bf05309af7
As requested by reduz, an import of thekla_atlas into thirdparty/
213 lines
5.8 KiB
C++
213 lines
5.8 KiB
C++
// This code is in the public domain -- castano@gmail.com
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#pragma once
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#ifndef NV_MATH_QUATERNION_H
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#define NV_MATH_QUATERNION_H
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#include "nvmath/nvmath.h"
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#include "nvmath/Vector.inl" // @@ Do not include inl files from header files.
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#include "nvmath/Matrix.h"
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namespace nv
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{
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class NVMATH_CLASS Quaternion
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{
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public:
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typedef Quaternion const & Arg;
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Quaternion();
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explicit Quaternion(float f);
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Quaternion(float x, float y, float z, float w);
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Quaternion(Vector4::Arg v);
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const Quaternion & operator=(Quaternion::Arg v);
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Vector4 asVector() const;
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union {
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struct {
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float x, y, z, w;
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};
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float component[4];
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};
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};
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inline Quaternion::Quaternion() {}
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inline Quaternion::Quaternion(float f) : x(f), y(f), z(f), w(f) {}
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inline Quaternion::Quaternion(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
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inline Quaternion::Quaternion(Vector4::Arg v) : x(v.x), y(v.y), z(v.z), w(v.w) {}
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// @@ Move all these to Quaternion.inl!
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inline const Quaternion & Quaternion::operator=(Quaternion::Arg v) {
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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return *this;
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}
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inline Vector4 Quaternion::asVector() const { return Vector4(x, y, z, w); }
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inline Quaternion mul(Quaternion::Arg a, Quaternion::Arg b)
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{
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return Quaternion(
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+ a.x*b.w + a.y*b.z - a.z*b.y + a.w*b.x,
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- a.x*b.z + a.y*b.w + a.z*b.x + a.w*b.y,
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+ a.x*b.y - a.y*b.x + a.z*b.w + a.w*b.z,
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- a.x*b.x - a.y*b.y - a.z*b.z + a.w*b.w);
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}
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inline Quaternion mul(Quaternion::Arg a, Vector3::Arg b)
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{
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return Quaternion(
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+ a.y*b.z - a.z*b.y + a.w*b.x,
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- a.x*b.z + a.z*b.x + a.w*b.y,
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+ a.x*b.y - a.y*b.x + a.w*b.z,
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- a.x*b.x - a.y*b.y - a.z*b.z );
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}
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inline Quaternion mul(Vector3::Arg a, Quaternion::Arg b)
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{
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return Quaternion(
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+ a.x*b.w + a.y*b.z - a.z*b.y,
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- a.x*b.z + a.y*b.w + a.z*b.x,
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+ a.x*b.y - a.y*b.x + a.z*b.w,
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- a.x*b.x - a.y*b.y - a.z*b.z);
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}
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inline Quaternion operator *(Quaternion::Arg a, Quaternion::Arg b)
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{
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return mul(a, b);
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}
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inline Quaternion operator *(Quaternion::Arg a, Vector3::Arg b)
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{
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return mul(a, b);
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}
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inline Quaternion operator *(Vector3::Arg a, Quaternion::Arg b)
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{
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return mul(a, b);
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}
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inline Quaternion scale(Quaternion::Arg q, float s)
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{
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return scale(q.asVector(), s);
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}
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inline Quaternion operator *(Quaternion::Arg q, float s)
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{
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return scale(q, s);
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}
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inline Quaternion operator *(float s, Quaternion::Arg q)
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{
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return scale(q, s);
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}
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inline Quaternion scale(Quaternion::Arg q, Vector4::Arg s)
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{
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return scale(q.asVector(), s);
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}
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/*inline Quaternion operator *(Quaternion::Arg q, Vector4::Arg s)
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{
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return scale(q, s);
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}
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inline Quaternion operator *(Vector4::Arg s, Quaternion::Arg q)
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{
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return scale(q, s);
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}*/
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inline Quaternion conjugate(Quaternion::Arg q)
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{
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return scale(q, Vector4(-1, -1, -1, 1));
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}
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inline float length(Quaternion::Arg q)
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{
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return length(q.asVector());
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}
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inline bool isNormalized(Quaternion::Arg q, float epsilon = NV_NORMAL_EPSILON)
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{
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return equal(length(q), 1, epsilon);
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}
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inline Quaternion normalize(Quaternion::Arg q, float epsilon = NV_EPSILON)
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{
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float l = length(q);
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nvDebugCheck(!isZero(l, epsilon));
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Quaternion n = scale(q, 1.0f / l);
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nvDebugCheck(isNormalized(n));
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return n;
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}
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inline Quaternion inverse(Quaternion::Arg q)
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{
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return conjugate(normalize(q));
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}
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/// Create a rotation quaternion for @a angle alpha around normal vector @a v.
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inline Quaternion axisAngle(Vector3::Arg v, float alpha)
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{
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float s = sinf(alpha * 0.5f);
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float c = cosf(alpha * 0.5f);
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return Quaternion(Vector4(v * s, c));
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}
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inline Vector3 imag(Quaternion::Arg q)
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{
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return q.asVector().xyz();
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}
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inline float real(Quaternion::Arg q)
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{
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return q.w;
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}
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/// Transform vector.
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inline Vector3 transform(Quaternion::Arg q, Vector3::Arg v)
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{
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//Quaternion t = q * v * conjugate(q);
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//return imag(t);
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// Faster method by Fabian Giesen and others:
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// http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
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// http://mollyrocket.com/forums/viewtopic.php?t=833&sid=3a84e00a70ccb046cfc87ac39881a3d0
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Vector3 t = 2 * cross(imag(q), v);
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return v + q.w * t + cross(imag(q), t);
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}
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// @@ Not tested.
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// From Insomniac's Mike Day:
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// http://www.insomniacgames.com/converting-a-rotation-matrix-to-a-quaternion/
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inline Quaternion fromMatrix(const Matrix & m) {
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if (m(2, 2) < 0) {
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if (m(0, 0) < m(1,1)) {
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float t = 1 - m(0, 0) - m(1, 1) - m(2, 2);
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return Quaternion(t, m(0,1)+m(1,0), m(2,0)+m(0,2), m(1,2)-m(2,1));
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}
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else {
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float t = 1 - m(0, 0) + m(1, 1) - m(2, 2);
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return Quaternion(t, m(0,1) + m(1,0), m(1,2) + m(2,1), m(2,0) - m(0,2));
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}
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}
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else {
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if (m(0, 0) < -m(1, 1)) {
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float t = 1 - m(0, 0) - m(1, 1) + m(2, 2);
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return Quaternion(t, m(2,0) + m(0,2), m(1,2) + m(2,1), m(0,1) - m(1,0));
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}
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else {
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float t = 1 + m(0, 0) + m(1, 1) + m(2, 2);
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return Quaternion(t, m(1,2) - m(2,1), m(2,0) - m(0,2), m(0,1) - m(1,0));
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}
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}
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}
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} // nv namespace
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#endif // NV_MATH_QUATERNION_H
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