Torque3D/Engine/source/math/mQuat.h
marauder2k7 888332a85c rest of the implementation
apparently templated classes need all functions to be inline, otherwise unresolved symbols
macro for switching between matrixf and templated
few functions that were missed
2024-07-28 14:35:34 +01:00

240 lines
5.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _MQUAT_H_
#define _MQUAT_H_
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef USE_TEMPLATE_MATRIX
class MatrixF;
#else
template<typename DATA_TYPE, U32 rows, U32 cols> class Matrix;
typedef Matrix<F32, 4, 4> MatrixF;
#endif
class AngAxisF;
//----------------------------------------------------------------------------
// unit quaternion class:
class QuatF
{
//-------------------------------------- Public static constants
public:
const static QuatF Identity;
public:
F32 x,y,z,w;
QuatF() :x(0.0f), y(0.0f), z(0.0f), w(1.0f) {} //identity constructor
QuatF( F32 _x, F32 _y, F32 _z, F32 w );
QuatF( const Point3F &axis, F32 angle );
QuatF( const MatrixF & m );
QuatF( const AngAxisF & a );
QuatF( const EulerF & e );
QuatF& set( F32 _x, F32 _y, F32 _z, F32 _w );
QuatF& set( const Point3F &axis, F32 angle );
QuatF& set( const MatrixF & m );
QuatF& set( const AngAxisF & a );
QuatF& set( const EulerF & e );
S32 operator ==( const QuatF & c ) const;
S32 operator !=( const QuatF & c ) const;
QuatF& operator *=( const QuatF & c );
QuatF& operator /=( const QuatF & c );
QuatF& operator +=( const QuatF & c );
QuatF& operator -=( const QuatF & c );
QuatF& operator *=( F32 a );
QuatF& operator /=( F32 a );
QuatF operator-( const QuatF &c ) const;
QuatF operator*( F32 a ) const;
QuatF& square();
QuatF& neg();
F32 dot( const QuatF &q ) const;
MatrixF* setMatrix( MatrixF * mat ) const;
QuatF& normalize();
QuatF& inverse();
QuatF& identity();
S32 isIdentity() const;
QuatF& slerp( const QuatF & q, F32 t );
QuatF& extrapolate( const QuatF & q1, const QuatF & q2, F32 t );
QuatF& interpolate( const QuatF & q1, const QuatF & q2, F32 t );
F32 angleBetween( const QuatF & q );
Point3F& mulP(const Point3F& a, Point3F* r) const; // r = p * this
QuatF& mul(const QuatF& a, const QuatF& b); // This = a * b
// Vectors passed in must be normalized
QuatF& shortestArc( const VectorF &normalizedA, const VectorF &normalizedB );
};
// a couple simple utility methods
inline F32 QuatIsEqual(F32 a,F32 b,F32 epsilon = 0.0001f) { return mFabs(a-b) < epsilon; }
inline F32 QuatIsZero(F32 a,F32 epsilon = 0.0001f) { return mFabs(a) < epsilon; }
//----------------------------------------------------------------------------
// quaternion implementation:
inline QuatF::QuatF( F32 _x, F32 _y, F32 _z, F32 _w )
{
set( _x, _y, _z, _w );
}
inline QuatF::QuatF( const Point3F &axis, F32 angle )
{
set( axis, angle );
}
inline QuatF::QuatF( const AngAxisF & a )
{
set( a );
}
inline QuatF::QuatF( const EulerF & e )
{
set( e );
}
inline QuatF::QuatF( const MatrixF & m )
{
set( m );
}
inline QuatF& QuatF::set( F32 _x, F32 _y, F32 _z, F32 _w )
{
x = _x;
y = _y;
z = _z;
w = _w;
return *this;
}
inline int QuatF::operator ==( const QuatF & c ) const
{
QuatF a = *this;
QuatF b = c;
a.normalize();
b.normalize();
b.inverse();
a *= b;
return a.isIdentity();
}
inline int QuatF::isIdentity() const
{
return QuatIsZero( x ) && QuatIsZero( y ) && QuatIsZero( z );
}
inline QuatF& QuatF::identity()
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 1.0f;
return *this;
}
inline int QuatF::operator !=( const QuatF & c ) const
{
return !operator==( c );
}
inline QuatF& QuatF::operator +=( const QuatF & c )
{
x += c.x;
y += c.y;
z += c.z;
w += c.w;
return *this;
}
inline QuatF& QuatF::operator -=( const QuatF & c )
{
x -= c.x;
y -= c.y;
z -= c.z;
w -= c.w;
return *this;
}
inline QuatF& QuatF::operator *=( F32 a )
{
x *= a;
y *= a;
z *= a;
w *= a;
return *this;
}
inline QuatF& QuatF::operator /=( F32 a )
{
x /= a;
y /= a;
z /= a;
w /= a;
return *this;
}
inline QuatF QuatF::operator -( const QuatF &c ) const
{
return QuatF( x - c.x,
y - c.y,
z - c.z,
w - c.w );
}
inline QuatF QuatF::operator *( F32 a ) const
{
return QuatF( x * a,
y * a,
z * a,
w * a );
}
inline QuatF& QuatF::neg()
{
x = -x;
y = -y;
z = -z;
w = -w;
return *this;
}
inline F32 QuatF::dot( const QuatF &q ) const
{
return mClampF(w*q.w + x*q.x + y*q.y + z*q.z, -1.0f, 1.0f);
}
inline F32 QuatF::angleBetween( const QuatF & q )
{
// angle between two normalized quaternions.
return mAcos(q.dot(*this)) * 2.0f;
}
#endif // _MQUAT_H_