mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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235 lines
5.5 KiB
C++
235 lines
5.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MQUAT_H_
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#define _MQUAT_H_
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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class MatrixF;
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class AngAxisF;
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//----------------------------------------------------------------------------
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// unit quaternion class:
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class QuatF
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{
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//-------------------------------------- Public static constants
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public:
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const static QuatF Identity;
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public:
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F32 x,y,z,w;
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QuatF() :x(0.0f), y(0.0f), z(0.0f), w(1.0f) {} //identity constructor
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QuatF( F32 _x, F32 _y, F32 _z, F32 w );
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QuatF( const Point3F &axis, F32 angle );
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QuatF( const MatrixF & m );
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QuatF( const AngAxisF & a );
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QuatF( const EulerF & e );
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QuatF& set( F32 _x, F32 _y, F32 _z, F32 _w );
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QuatF& set( const Point3F &axis, F32 angle );
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QuatF& set( const MatrixF & m );
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QuatF& set( const AngAxisF & a );
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QuatF& set( const EulerF & e );
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S32 operator ==( const QuatF & c ) const;
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S32 operator !=( const QuatF & c ) const;
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QuatF& operator *=( const QuatF & c );
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QuatF& operator /=( const QuatF & c );
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QuatF& operator +=( const QuatF & c );
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QuatF& operator -=( const QuatF & c );
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QuatF& operator *=( F32 a );
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QuatF& operator /=( F32 a );
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QuatF operator-( const QuatF &c ) const;
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QuatF operator*( F32 a ) const;
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QuatF& square();
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QuatF& neg();
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F32 dot( const QuatF &q ) const;
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MatrixF* setMatrix( MatrixF * mat ) const;
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QuatF& normalize();
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QuatF& inverse();
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QuatF& identity();
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S32 isIdentity() const;
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QuatF& slerp( const QuatF & q, F32 t );
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QuatF& extrapolate( const QuatF & q1, const QuatF & q2, F32 t );
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QuatF& interpolate( const QuatF & q1, const QuatF & q2, F32 t );
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F32 angleBetween( const QuatF & q );
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Point3F& mulP(const Point3F& a, Point3F* r) const; // r = p * this
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QuatF& mul(const QuatF& a, const QuatF& b); // This = a * b
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// Vectors passed in must be normalized
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QuatF& shortestArc( const VectorF &normalizedA, const VectorF &normalizedB );
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};
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// a couple simple utility methods
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inline F32 QuatIsEqual(F32 a,F32 b,F32 epsilon = 0.0001f) { return mFabs(a-b) < epsilon; }
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inline F32 QuatIsZero(F32 a,F32 epsilon = 0.0001f) { return mFabs(a) < epsilon; }
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//----------------------------------------------------------------------------
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// quaternion implementation:
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inline QuatF::QuatF( F32 _x, F32 _y, F32 _z, F32 _w )
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{
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set( _x, _y, _z, _w );
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}
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inline QuatF::QuatF( const Point3F &axis, F32 angle )
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{
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set( axis, angle );
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}
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inline QuatF::QuatF( const AngAxisF & a )
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{
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set( a );
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}
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inline QuatF::QuatF( const EulerF & e )
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{
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set( e );
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}
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inline QuatF::QuatF( const MatrixF & m )
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{
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set( m );
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}
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inline QuatF& QuatF::set( F32 _x, F32 _y, F32 _z, F32 _w )
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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return *this;
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}
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inline int QuatF::operator ==( const QuatF & c ) const
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{
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QuatF a = *this;
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QuatF b = c;
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a.normalize();
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b.normalize();
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b.inverse();
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a *= b;
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return a.isIdentity();
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}
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inline int QuatF::isIdentity() const
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{
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return QuatIsZero( x ) && QuatIsZero( y ) && QuatIsZero( z );
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}
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inline QuatF& QuatF::identity()
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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w = 1.0f;
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return *this;
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}
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inline int QuatF::operator !=( const QuatF & c ) const
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{
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return !operator==( c );
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}
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inline QuatF& QuatF::operator +=( const QuatF & c )
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{
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x += c.x;
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y += c.y;
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z += c.z;
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w += c.w;
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return *this;
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}
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inline QuatF& QuatF::operator -=( const QuatF & c )
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{
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x -= c.x;
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y -= c.y;
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z -= c.z;
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w -= c.w;
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return *this;
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}
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inline QuatF& QuatF::operator *=( F32 a )
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{
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x *= a;
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y *= a;
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z *= a;
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w *= a;
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return *this;
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}
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inline QuatF& QuatF::operator /=( F32 a )
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{
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x /= a;
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y /= a;
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z /= a;
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w /= a;
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return *this;
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}
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inline QuatF QuatF::operator -( const QuatF &c ) const
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{
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return QuatF( x - c.x,
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y - c.y,
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z - c.z,
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w - c.w );
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}
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inline QuatF QuatF::operator *( F32 a ) const
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{
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return QuatF( x * a,
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y * a,
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z * a,
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w * a );
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}
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inline QuatF& QuatF::neg()
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{
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x = -x;
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y = -y;
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z = -z;
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w = -w;
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return *this;
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}
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inline F32 QuatF::dot( const QuatF &q ) const
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{
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return mClampF(w*q.w + x*q.x + y*q.y + z*q.z, -1.0f, 1.0f);
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}
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inline F32 QuatF::angleBetween( const QuatF & q )
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{
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// angle between two normalized quaternions.
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return mAcos(q.dot(*this)) * 2.0f;
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}
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#endif // _MQUAT_H_
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