mirror of https://github.com/PrimeDecomp/prime.git
Add a disaster called CEulerAngles
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@ -60,6 +60,15 @@ public:
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static const CQuaternion& NoRotation() { return sNoRotation; }
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static float Dot(const CQuaternion& a, const CQuaternion& b) {
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return (a.GetW() * b.GetW()) + (a.GetX() * b.GetX()) + (a.GetY() * b.GetY()) + (a.GetZ() * b.GetZ());
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}
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float GetW() const { return w; }
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float GetX() const { return x; }
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float GetY() const { return y; }
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float GetZ() const { return z; }
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private:
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float w;
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float x;
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@ -0,0 +1,14 @@
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#ifndef _CEULERANGLES
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#define _CEULERANGLES
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#include "Kyoto/Math/CVector3f.hpp"
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class CQuaternion;
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class CEulerAngles : public CVector3f {
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public:
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CEulerAngles(float x, float y, float z) : CVector3f(x, y, z) {}
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static CEulerAngles FromQuaternion(const CQuaternion&);
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};
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#endif // _CEULERANGLES
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@ -0,0 +1,36 @@
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#include "MetroidPrime/CEulerAngles.hpp"
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#include "Kyoto/Math/CMath.hpp"
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#include "Kyoto/Math/CQuaternion.hpp"
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#include "Kyoto/Math/CloseEnough.hpp"
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CEulerAngles CEulerAngles::FromQuaternion(const CQuaternion& quat) {
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float quatDot = CQuaternion::Dot(quat, quat);
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float t0 = 0.f;
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if (quatDot > 0.f)
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t0 = 2.f / quatDot;
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double t1 = 1.0 - (t0 * quat.GetX() * quat.GetX() + t0 * quat.GetZ() * quat.GetZ());
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double t2 = t0 * quat.GetY() * quat.GetX() - t0 * quat.GetZ() * quat.GetW();
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double t3 = t1 * t1 + t2 * t2;
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double t4 = 0.0;
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if (t3 > 0.0)
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t4 = CMath::SqrtD(t3);
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double t5 = t0 * quat.GetZ() * quat.GetY() + t0 * quat.GetX() * quat.GetW();
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if (close_enough(t4, 0.0)) {
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return CEulerAngles(
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-atan2(-t5, t4),
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-atan2(-(t0 * quat.GetZ() * quat.GetX() + t0 * quat.GetY() * quat.GetW()),
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1.0 - (t0 * quat.GetY() * quat.GetY() + t0 * quat.GetZ() * quat.GetZ())),
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0.0f);
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} else {
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return CEulerAngles(
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-atan2(-t5, t4),
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-atan2(t0 * quat.GetZ() * quat.GetX() - t0 * quat.GetY() * quat.GetW(),
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1.0 - (t0 * quat.GetX() * quat.GetX() + t0 * quat.GetY() * quat.GetY())),
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-atan2(t2, t1));
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}
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}
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