87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
#include "CQuaternion.h"
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#include <cmath>
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#include <math.h>
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CQuaternion::CQuaternion()
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{
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x = 0;
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y = 0;
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z = 0;
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w = 0;
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}
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CQuaternion::CQuaternion(float _x, float _y, float _z, float _w)
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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CQuaternion CQuaternion::operator*(const CQuaternion& other) const
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{
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CQuaternion out;
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out.x = ( x * other.w) + (y * other.z) - (z * other.y) + (w * other.x);
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out.y = (-x * other.z) + (y * other.w) + (z * other.x) + (w * other.y);
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out.z = ( x * other.y) - (y * other.x) + (z * other.w) + (w * other.z);
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out.w = (-x * other.x) - (y * other.y) - (z * other.z) + (w * other.w);
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return out;
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}
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void CQuaternion::operator *= (const CQuaternion& other)
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{
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*this = *this * other;
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}
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// ************ STATIC ************
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CQuaternion CQuaternion::FromEuler(CVector3f euler)
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{
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/**
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* The commented-out code below might be faster but the conversion isn't completely correct
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* So in lieu of fixing it I'm using axis angles to convert from Eulers instead
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* I'm not sure what the difference is performance-wise but the result is 100% accurate
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*/
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/*CQuaternion quat;
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// Convert from degrees to radians
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float pi = 3.14159265358979323846f;
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euler = euler * pi / 180;
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// Convert to quaternion
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float c1 = cos(euler.x / 2);
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float c2 = cos(euler.y / 2);
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float c3 = cos(euler.z / 2);
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float s1 = sin(euler.x / 2);
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float s2 = sin(euler.y / 2);
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float s3 = sin(euler.z / 2);
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quat.w = (c1 * c2 * c3) - (s1 * s2 * s3);
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quat.x = -((s1 * c2 * c3) + (c1 * s2 * s3));
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quat.y = ((c1 * s2 * c3) - (s1 * c2 * s3));
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quat.z = ((s1 * s2 * c3) + (c1 * c2 * s3));*/
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CQuaternion x = CQuaternion::FromAxisAngle(euler.x, CVector3f(1,0,0));
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CQuaternion y = CQuaternion::FromAxisAngle(euler.y, CVector3f(0,1,0));
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CQuaternion z = CQuaternion::FromAxisAngle(euler.z, CVector3f(0,0,1));
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CQuaternion quat = z * y * x;
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return quat;
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}
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CQuaternion CQuaternion::FromAxisAngle(float angle, CVector3f axis)
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{
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CQuaternion quat;
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axis = axis.Normalized();
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angle = angle * 3.14159265358979323846f / 180;
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float sa = sin(angle / 2);
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quat.x = axis.x * sa;
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quat.y = axis.y * sa;
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quat.z = axis.z * sa;
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quat.w = cos(angle / 2);
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return quat;
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}
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CQuaternion CQuaternion::skIdentity = CQuaternion(0.f, 0.f, 0.f, 1.f);
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