Torque3D/Engine/lib/bullet/src/Bullet3Common/shared/b3Quat.h
Areloch f8750dd8ed Updated SDL, Bullet and OpenAL soft libs
Fixed case sensitivity problem
Fixed clang compiler problem with having the class namespace used in an inline for the == operator
Tweaked some theme stuff to be more consistent.
Added initial test of no-pie for linux
test sidestep of getTexCoord in shadergen hlsl feature so we don't assert when getting the terrain's shaderstuffs(which uses float3 instead of normal float2)
2019-07-07 02:43:49 -05:00

100 lines
2.1 KiB
C

#ifndef B3_QUAT_H
#define B3_QUAT_H
#include "Bullet3Common/shared/b3PlatformDefinitions.h"
#include "Bullet3Common/shared/b3Float4.h"
#ifdef __cplusplus
#include "Bullet3Common/b3Quaternion.h"
#include "Bullet3Common/b3Transform.h"
#define b3Quat b3Quaternion
#define b3QuatConstArg const b3Quaternion&
inline b3Quat b3QuatInverse(b3QuatConstArg orn)
{
return orn.inverse();
}
inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg orientation)
{
b3Transform tr;
tr.setOrigin(translation);
tr.setRotation(orientation);
return tr(point);
}
#else
typedef float4 b3Quat;
#define b3QuatConstArg const b3Quat
inline float4 b3FastNormalize4(float4 v)
{
v = (float4)(v.xyz, 0.f);
return fast_normalize(v);
}
inline b3Quat b3QuatMul(b3Quat a, b3Quat b);
inline b3Quat b3QuatNormalized(b3QuatConstArg in);
inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec);
inline b3Quat b3QuatInvert(b3QuatConstArg q);
inline b3Quat b3QuatInverse(b3QuatConstArg q);
inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b)
{
b3Quat ans;
ans = b3Cross3(a, b);
ans += a.w * b + b.w * a;
// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);
ans.w = a.w * b.w - b3Dot3F4(a, b);
return ans;
}
inline b3Quat b3QuatNormalized(b3QuatConstArg in)
{
b3Quat q;
q = in;
//return b3FastNormalize4(in);
float len = native_sqrt(dot(q, q));
if (len > 0.f)
{
q *= 1.f / len;
}
else
{
q.x = q.y = q.z = 0.f;
q.w = 1.f;
}
return q;
}
inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec)
{
b3Quat qInv = b3QuatInvert(q);
float4 vcpy = vec;
vcpy.w = 0.f;
float4 out = b3QuatMul(b3QuatMul(q, vcpy), qInv);
return out;
}
inline b3Quat b3QuatInverse(b3QuatConstArg q)
{
return (b3Quat)(-q.xyz, q.w);
}
inline b3Quat b3QuatInvert(b3QuatConstArg q)
{
return (b3Quat)(-q.xyz, q.w);
}
inline float4 b3QuatInvRotate(b3QuatConstArg q, b3QuatConstArg vec)
{
return b3QuatRotate(b3QuatInvert(q), vec);
}
inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg orientation)
{
return b3QuatRotate(orientation, point) + (translation);
}
#endif
#endif //B3_QUAT_H