mirror of https://github.com/AxioDL/zeus.git
CQuaternion fixes
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@ -19,9 +19,9 @@ namespace zeus
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static inline float normalize_angle(float angle)
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{
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if (angle > M_PIF)
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angle = -((2.f * angle) - M_PIF);
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angle -= 2.f * M_PIF;
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else if (angle < -M_PIF)
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angle = 2.f * angle + M_PIF;
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angle += 2.f * M_PIF;
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return angle;
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}
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@ -90,74 +90,7 @@ public:
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#endif
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CQuaternion(const CMatrix3f& mat)
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{
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float trace = mat[0][0] + mat[1][1] + mat[2][2];
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if (trace >= 0.f)
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{
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float st = std::sqrt(trace + 1.0f);
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float s = 0.5f / st;
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w = 0.5f * st;
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x = (mat[1][2] - mat[2][1]) * s;
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y = (mat[2][0] - mat[0][2]) * s;
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z = (mat[0][1] - mat[1][0]) * s;
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}
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else
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{
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int idx = 0;
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if (mat[1][1] > mat[0][0])
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{
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idx = 1;
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if (mat[2][2] > mat[1][1])
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idx = 2;
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}
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else if (mat[2][2] > mat[0][0])
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{
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idx = 2;
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}
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switch (idx)
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{
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case 0:
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{
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float st = std::sqrt(mat[0][0] - (mat[1][1] + mat[2][2]) + 1.f);
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float s = 0.5f / st;
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w = (mat[1][2] - mat[2][1]) * s;
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x = 0.5f * st;
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y = (mat[1][0] + mat[0][1]) * s;
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z = (mat[2][0] + mat[0][2]) * s;
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break;
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}
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case 1:
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{
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float st = std::sqrt(mat[1][1] - (mat[2][2] + mat[0][0]) + 1.f);
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float s = 0.5f / st;
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w = (mat[2][0] - mat[0][2]) * s;
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x = (mat[1][0] + mat[0][1]) * s;
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y = 0.5f * st;
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z = (mat[2][1] + mat[1][2]) * s;
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break;
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}
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case 2:
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{
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float st = std::sqrt(mat[2][2] - (mat[0][0] + mat[1][1]) + 1.f);
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float s = 0.5f / st;
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w = (mat[0][1] - mat[1][0]) * s;
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x = (mat[2][0] + mat[0][2]) * s;
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y = (mat[2][1] + mat[1][2]) * s;
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z = 0.5f * st;
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break;
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}
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default:
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w = 0.f;
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x = 0.f;
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y = 0.f;
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z = 0.f;
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break;
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}
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}
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}
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CQuaternion(const CMatrix3f& mat);
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CQuaternion(const CVector3f& vec) { fromVector3f(vec); }
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CQuaternion(const CVector4f& vec)
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{
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@ -224,40 +157,7 @@ public:
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return {q.x, q.y, q.z};
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}
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static inline CQuaternion lookAt(const CUnitVector3f& target, const CUnitVector3f& up, const CRelAngle& c)
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{
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CQuaternion q = skNoRotation;
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zeus::CVector3f upCpy = up;
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zeus::CVector3f targetCpy = target;
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upCpy.z = 0.f;
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targetCpy.z = 0.f;
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zeus::CVector3f tmp;
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if (upCpy.magnitude() > 0.0009f && upCpy.magnitude() > 0.0009f)
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{
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targetCpy.normalize();
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upCpy.normalize();
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CRelAngle angleBetween =
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normalize_angle(std::atan2(targetCpy.x, targetCpy.y) - std::atan2(upCpy.x, upCpy.y));
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CRelAngle realAngle = zeus::clamp<CRelAngle>(-c, angleBetween, c);
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CQuaternion tmpQ;
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tmpQ.rotateZ(realAngle);
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q = tmpQ;
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CQuaternion q2 = (q * CQuaternion{0.f, targetCpy}) * -tmpQ;
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tmp.x = q2.x;
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tmp.y = q2.y;
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tmp.z = q2.z;
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}
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else if (upCpy.magnitude() > 0.0009f)
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tmp = targetCpy.normalized();
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else if (upCpy.magnitude() > 0.0009f)
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tmp = upCpy.normalized();
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else
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return skNoRotation;
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CRelAngle realAngle = zeus::clamp<CRelAngle>(-c, normalize_angle(std::acos(up.z) - std::acos(target.z)), c);
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return CQuaternion::fromAxisAngle(tmp.cross(CVector3f::skUp), realAngle) * q;
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}
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static CQuaternion lookAt(const CUnitVector3f& source, const CUnitVector3f& dest, const CRelAngle& maxAng);
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CVector3f transform(const CVector3f& v) const
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{
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@ -17,6 +17,8 @@ struct CRelAngle
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static float MakeRelativeAngle(float angle)
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{
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float absAngle = std::fabs(angle);
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if (absAngle == 2.f * M_PIF)
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return std::copysign(absAngle, angle);
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float ret = absAngle - std::floor(absAngle / (2.f * M_PIF)) * (2.f * M_PIF);
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if (ret < 0.f)
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ret += 2.f * M_PIF;
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@ -5,6 +5,74 @@ namespace zeus
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{
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const CQuaternion CQuaternion::skNoRotation;
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CQuaternion::CQuaternion(const CMatrix3f& mat)
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{
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float trace = mat[0][0] + mat[1][1] + mat[2][2];
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if (trace >= 0.f)
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{
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float st = std::sqrt(trace + 1.0f);
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float s = 0.5f / st;
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w = 0.5f * st;
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x = (mat[1][2] - mat[2][1]) * s;
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y = (mat[2][0] - mat[0][2]) * s;
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z = (mat[0][1] - mat[1][0]) * s;
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}
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else
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{
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int idx = 0;
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if (mat[1][1] > mat[0][0])
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{
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idx = 1;
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if (mat[2][2] > mat[1][1])
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idx = 2;
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}
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else if (mat[2][2] > mat[0][0])
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{
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idx = 2;
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}
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switch (idx)
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{
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case 0:
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{
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float st = std::sqrt(mat[0][0] - (mat[1][1] + mat[2][2]) + 1.f);
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float s = 0.5f / st;
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w = (mat[1][2] - mat[2][1]) * s;
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x = 0.5f * st;
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y = (mat[1][0] + mat[0][1]) * s;
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z = (mat[2][0] + mat[0][2]) * s;
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break;
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}
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case 1:
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{
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float st = std::sqrt(mat[1][1] - (mat[2][2] + mat[0][0]) + 1.f);
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float s = 0.5f / st;
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w = (mat[2][0] - mat[0][2]) * s;
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x = (mat[1][0] + mat[0][1]) * s;
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y = 0.5f * st;
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z = (mat[2][1] + mat[1][2]) * s;
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break;
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}
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case 2:
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{
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float st = std::sqrt(mat[2][2] - (mat[0][0] + mat[1][1]) + 1.f);
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float s = 0.5f / st;
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w = (mat[0][1] - mat[1][0]) * s;
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x = (mat[2][0] + mat[0][2]) * s;
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y = (mat[2][1] + mat[1][2]) * s;
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z = 0.5f * st;
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break;
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}
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default:
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w = 0.f;
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x = 0.f;
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y = 0.f;
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z = 0.f;
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break;
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}
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}
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}
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void CQuaternion::fromVector3f(const CVector3f& vec)
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{
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float cosX = std::cos(0.5f * vec.x);
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@ -295,4 +363,37 @@ CRelAngle CQuaternion::angleFrom(const zeus::CQuaternion& other)
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return std::acos(zeus::clamp(-1.f, dot(other), 1.f));
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}
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CQuaternion CQuaternion::lookAt(const CUnitVector3f& source, const CUnitVector3f& dest, const CRelAngle& maxAng)
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{
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CQuaternion q = skNoRotation;
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zeus::CVector3f destNoZ = dest;
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zeus::CVector3f sourceNoZ = source;
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destNoZ.z = 0.f;
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sourceNoZ.z = 0.f;
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zeus::CVector3f tmp;
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if (sourceNoZ.magSquared() > 0.0001f && destNoZ.magSquared() > 0.0001f)
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{
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sourceNoZ.normalize();
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destNoZ.normalize();
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float angleBetween =
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normalize_angle(std::atan2(destNoZ.x, destNoZ.y) - std::atan2(sourceNoZ.x, sourceNoZ.y));
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float realAngle = zeus::clamp(-maxAng.asRadians(), angleBetween, maxAng.asRadians());
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CQuaternion tmpQ;
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tmpQ.rotateZ(-realAngle);
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q = tmpQ;
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tmp = q.transform(sourceNoZ);
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}
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else if (sourceNoZ.magSquared() > 0.0001f)
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tmp = sourceNoZ.normalized();
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else if (destNoZ.magSquared() > 0.0001f)
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tmp = destNoZ.normalized();
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else
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return skNoRotation;
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float realAngle =
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zeus::clamp(-maxAng.asRadians(), normalize_angle(std::acos(dest.z) - std::acos(source.z)), maxAng.asRadians());
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return CQuaternion::fromAxisAngle(tmp.cross(CVector3f::skUp), -realAngle) * q;
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}
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}
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