zeus/src/CQuaternion.cpp

282 lines
5.7 KiB
C++

#include "zeus/CQuaternion.hpp"
#include "zeus/Math.hpp"
namespace zeus
{
const CQuaternion CQuaternion::skNoRotation;
void CQuaternion::fromVector3f(const CVector3f& vec)
{
float cosX = std::cos(0.5f * vec.x);
float cosY = std::cos(0.5f * vec.y);
float cosZ = std::cos(0.5f * vec.z);
float sinX = std::sin(0.5f * vec.x);
float sinY = std::sin(0.5f * vec.y);
float sinZ = std::sin(0.5f * vec.z);
w = cosZ * cosY * cosX + sinZ * sinY * sinX;
x = cosZ * cosY * sinX - sinZ * sinY * cosX;
y = cosZ * sinY * cosX + sinZ * cosY * sinX;
z = sinZ * cosY * cosX - cosZ * sinY * sinX;
}
CQuaternion& CQuaternion::operator=(const CQuaternion& q)
{
#if __SSE__
mVec128 = q.mVec128;
#else
w = q.w;
x = q.x;
y = q.y;
z = q.z;
#endif
return *this;
}
CQuaternion CQuaternion::operator+(const CQuaternion& q) const
{
return CQuaternion(w + q.w, x + q.x, y + q.y, z + q.z);
}
CQuaternion CQuaternion::operator-(const CQuaternion& q) const
{
return CQuaternion(w - q.w, x - q.x, y - q.y, z - q.z);
}
CQuaternion CQuaternion::operator*(const CQuaternion& q) const
{
return CQuaternion(w*q.w - CVector3f(x, y, z).dot({q.x, q.y, q.z}),
y * q.z - z * q.y + w * q.x + x*q.w,
z * q.x - x * q.z + w * q.y + y*q.w,
x * q.y - y * q.x + w * q.z + z*q.w);
}
CQuaternion CQuaternion::operator/(const CQuaternion& q) const
{
CQuaternion p(q);
p.invert();
return *this * p;
}
CQuaternion CQuaternion::operator*(float scale) const
{
return CQuaternion(w*scale, x*scale, y*scale, z*scale);
}
CQuaternion CQuaternion::operator/(float scale) const
{
return CQuaternion(w/scale, x/scale, y/scale, z/scale);
}
CQuaternion CQuaternion::operator-() const
{
return CQuaternion(-w, -x, -y, -z);
}
const CQuaternion& CQuaternion::operator+=(const CQuaternion& q)
{
w += q.w;
x += q.x;
y += q.y;
z += q.z;
return *this;
}
const CQuaternion& CQuaternion::operator-=(const CQuaternion& q)
{
w -= q.w;
x -= q.x;
y -= q.y;
z -= q.z;
return *this;
}
const CQuaternion& CQuaternion::operator *=(const CQuaternion& q)
{
w = w*q.w - CVector3f(x, y, z).dot({q.x, q.y, q.z});
x = y * q.z - z * q.y + w * q.x + x*q.w;
y = z * q.x - x * q.z + w * q.y + y*q.w;
z = x * q.y - y * q.x + w * q.z + z*q.w;
return *this;
}
const CQuaternion& CQuaternion::operator *=(float scale)
{
w *= scale;
x *= scale;
y *= scale;
z *= scale;
return *this;
}
const CQuaternion& CQuaternion::operator/=(float scale)
{
w /= scale;
x /= scale;
y /= scale;
z /= scale;
return *this;
}
float CQuaternion::magnitude() const
{
return std::sqrt(magSquared());
}
float CQuaternion::magSquared() const
{
return w*w + x*x + y*y + z*z;
}
void CQuaternion::normalize()
{
*this /= magnitude();
}
CQuaternion CQuaternion::normalized() const
{
return *this/magnitude();
}
void CQuaternion::invert()
{
x = -x;
y = -y;
z = -z;
}
CQuaternion CQuaternion::inverse() const
{
return CQuaternion(w, -x, -y, -z);
}
CAxisAngle CQuaternion::toAxisAngle()
{
// CAxisAngle ret;
// ret.angle = std::acos(r);
// float thetaInv = 1.0f/std::sin(ret.angle);
// ret.axis.x = v.x * thetaInv;
// ret.axis.y = v.y * thetaInv;
// ret.axis.z = v.z * thetaInv;
// ret.angle *= 2.f;
// return ret;
return CAxisAngle();
}
CQuaternion CQuaternion::log() const
{
float a = std::acos(w);
float sina = std::sin(a);
CQuaternion ret;
ret.w = 0.f;
if (sina > 0.f)
{
ret.x = a * x / sina;
ret.y = a * y / sina;
ret.z = a * z / sina;
}
else
{
ret.x = 0.f;
ret.y = 0.f;
ret.z = 0.f;
}
return ret;
}
CQuaternion CQuaternion::exp() const
{
float a = (CVector3f(x, y, z).magnitude());
float sina = std::sin(a);
float cosa = std::cos(a);
CQuaternion ret;
ret.w = cosa;
if (a > 0.f)
{
ret.x = sina * x / a;
ret.y = sina * y / a;
ret.z = sina * z / a;
}
else
{
ret.x = 0.f;
ret.y = 0.f;
ret.z = 0.f;
}
return ret;
}
float CQuaternion::dot(const CQuaternion& b) const
{
return x * b.x + y * b.y + z * b.z + w * b.w;
}
CQuaternion CQuaternion::lerp(const CQuaternion& a, const CQuaternion& b, double t)
{
return (a + t * (b - a));
}
CQuaternion CQuaternion::nlerp(const CQuaternion& a, const CQuaternion& b, double t)
{
return lerp(a, b, t).normalized();
}
CQuaternion CQuaternion::slerp(const CQuaternion& a, const CQuaternion& b, double t)
{
if (t <= 0.0f)
return a;
if (t >= 1.0f)
return b;
CQuaternion ret;
float mag = std::sqrt(a.dot(a) * b.dot(b));
float prod = a.dot(b) / mag;
if (std::fabs(prod) < 1.0f)
{
const double sign = (prod < 0.0f) ? -1.0f : 1.0f;
const double theta = std::acos(sign * prod);
const double s1 = std::sin(sign * t * theta);
const double d = 1.0 / std::sin(theta);
const double s0 = std::sin((1.0 - t) * theta);
ret.x = (float)(a.x * s0 + b.x * s1) * d;
ret.y = (float)(a.y * s0 + b.y * s1) * d;
ret.z = (float)(a.z * s0 + b.z * s1) * d;
ret.w = (float)(a.w * s0 + b.w * s1) * d;
return ret;
}
return a;
}
CQuaternion operator+(float lhs, const CQuaternion& rhs)
{
return CQuaternion(lhs + rhs.w, lhs * rhs.x, lhs * rhs.y, lhs * rhs.z);
}
CQuaternion operator-(float lhs, const CQuaternion& rhs)
{
return CQuaternion(lhs - rhs.w, lhs * rhs.x, lhs * rhs.y, lhs * rhs.z);
}
CQuaternion operator*(float lhs, const CQuaternion& rhs)
{
return CQuaternion(lhs * rhs.w, lhs * rhs.x, lhs * rhs.y, lhs * rhs.z);
}
}