zeus/include/CQuaternion.hpp

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#ifndef CQUATERNION_HPP
#define CQUATERNION_HPP
#include "Global.hpp"
#include "CAxisAngle.hpp"
#include "CVector3f.hpp"
#include "CVector4f.hpp"
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#include <math.h>
#if ZE_ATHENA_TYPES
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#include <Athena/IStreamReader.hpp>
#endif
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namespace Zeus
{
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class alignas(16) CQuaternion
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{
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#if __atdna__ && ZE_ATHENA_TYPES
float clangVec __attribute__((__vector_size__(16)));
#endif
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public:
ZE_DECLARE_ALIGNED_ALLOCATOR();
CQuaternion() : r(1.0f) {}
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CQuaternion(float r, float x, float y, float z) : v(x, y, z){ this->r = r; }
CQuaternion(float x, float y, float z) { fromVector3f(CVector3f(x, y, z)); }
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CQuaternion(float r, const CVector3f& vec) : v(vec){ this->r = r;}
#if ZE_ATHENA_TYPES
CQuaternion(Athena::io::IStreamReader& input) { r = input.readFloat(); v = CVector3f(input);}
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CQuaternion(const atVec4f& vec)
{
#if __SSE__
v.mVec128 = vec.mVec128;
#else
x = vec.vec[0]; y = vec.vec[1]; z = vec.vec[2]; r = vec.vec[3];
#endif
}
operator atVec4f()
{
atVec4f ret;
#if __SSE__
ret.mVec128 = v.mVec128;
#else
ret.vec = v;
#endif
return ret;
}
operator atVec4f() const
{
atVec4f ret;
#if __SSE__
ret.mVec128 = v.mVec128;
#else
ret.vec = v;
#endif
return ret;
}
#endif
CQuaternion(const CVector3f& vec) { fromVector3f(vec); }
CQuaternion(const CVector4f& vec)
{
#if __SSE__
v.mVec128 = vec.mVec128;
#else
v.x = vec.x; v.y = vec.y; v.z = vec.z; r = vec.w;
#endif
}
virtual ~CQuaternion() {}
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void fromVector3f(const CVector3f& vec);
CQuaternion& operator=(const CQuaternion& q);
CQuaternion operator+(const CQuaternion& q) const;
CQuaternion operator-(const CQuaternion& q) const;
CQuaternion operator*(const CQuaternion& q) const;
CQuaternion operator/(const CQuaternion& q) const;
CQuaternion operator*(float scale) const;
CQuaternion operator/(float scale) const;
CQuaternion operator-() const;
const CQuaternion& operator+=(const CQuaternion& q);
const CQuaternion& operator-=(const CQuaternion& q);
const CQuaternion& operator*=(const CQuaternion& q);
const CQuaternion& operator*=(float scale);
const CQuaternion& operator/=(float scale);
float magnitude() const;
float magSquared() const;
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void normalize();
CQuaternion normalized() const;
void invert();
CQuaternion inverse() const;
/**
* @brief Set the rotation using axis angle notation
* @param axis The axis to rotate around
* @param angle The magnitude of the rotation in radians
* @return
*/
static inline CQuaternion fromAxisAngle(const CVector3f& axis, float angle)
{
return CQuaternion(cosf(angle/2), axis*sinf(angle/2));
}
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void rotateX(float angle) { *this *= fromAxisAngle({1.0f, 0.0f, 0.0f}, angle); }
void rotateY(float angle) { *this *= fromAxisAngle({0.0f, 1.0f, 0.0f}, angle); }
void rotateZ(float angle) { *this *= fromAxisAngle({0.0f, 0.0f, 1.0f}, angle); }
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CAxisAngle toAxisAngle();
static inline CVector3f rotate(const CQuaternion& rotation, const CVector3f& v)
{
CQuaternion q = rotation * v;
q *= rotation.inverse();
return q.v;
}
CQuaternion log() const;
CQuaternion exp() const;
float dot(const CQuaternion& quat);
static CQuaternion lerp(CQuaternion& a, CQuaternion& b, double t);
static CQuaternion slerp(CQuaternion& a, CQuaternion& b, double t);
static CQuaternion nlerp(CQuaternion& a, CQuaternion& b, double t);
inline float roll() const
{
return atan2f(2.0 * (v.x * v.y + r * v.z), r * r + v.x * v.x - v.y * v.y - v.z * v.z);
}
inline float pitch() const
{
return atan2f(2.0 * (v.y * v.z + r * v.x), r * r - v.x * v.x - v.y * v.y + v.z * v.z);
}
inline float yaw() const
{
return asinf(-2.0 * (v.x * v.z - r * v.y));
}
union
{
struct { float x, y, z, r; };
CVector3f v;
};
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};
CQuaternion operator+(float lhs, const CQuaternion& rhs);
CQuaternion operator-(float lhs, const CQuaternion& rhs);
CQuaternion operator*(float lhs, const CQuaternion& rhs);
}
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#endif // CQUATERNION_HPP