tge/lib/maxsdk31/quat.h
2025-02-17 23:17:30 -06:00

164 lines
5.8 KiB
C++
Executable File

/**********************************************************************
*<
FILE: quat.h
DESCRIPTION: Class definitions for Quat
CREATED BY: Dan Silva
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef _QUAT_H
#define _QUAT_H
#include "matrix3.h"
class ostream;
class Quat;
class AngAxis {
public:
Point3 axis;
float angle; // This angle is left-handed!
AngAxis() {}
AngAxis(float x, float y, float z, float ang)
{ axis.x = x; axis.y = y; axis.z = z; angle = ang; }
AngAxis(const Point3& axis,float angle) {this->axis=axis;this->angle=angle;}
DllExport AngAxis(const Quat &q);
AngAxis(const Matrix3& m);
AngAxis& Set(float x, float y, float z, float ang)
{axis.x = x; axis.y = y; axis.z = z; angle = ang; return *this; }
AngAxis& Set(const Point3& ax, float ang)
{axis = ax; angle = ang; return *this; }
DllExport AngAxis& Set(const Quat& q);
DllExport AngAxis& Set(const Matrix3& m);
DllExport int GetNumRevs();
DllExport void SetNumRevs(int num);
};
class Quat {
public:
float x,y,z,w;
// Constructors
Quat(): x(0.0f),y(0.0f),z(0.0f),w(1.0f) {}
Quat(float X, float Y, float Z, float W) { x = X; y = Y; z = Z; w = W; }
Quat(double X, double Y, double Z, double W) {
x = (float)X; y = (float)Y; z = (float)Z; w = (float)W;
}
Quat(const Quat& a) { x = a.x; y = a.y; z = a.z; w = a.w; }
Quat(float af[4]) { x = af[0]; y = af[1]; z = af[2]; w = af[3]; }
DllExport Quat(const Matrix3& mat);
DllExport Quat(const AngAxis& aa);
DllExport Quat(const Point3& V, float W);
// Access operators
float& operator[](int i) { return (&x)[i]; }
const float& operator[](int i) const { return (&x)[i]; }
float Scalar() { return w; }
Point3 Vector() { return Point3(x, y, z); }
// Conversion function
operator float*() { return(&x); }
// Unary operators
Quat operator-() const { return(Quat(-x,-y,-z,-w)); }
Quat operator+() const { return *this; }
// Math functions
DllExport Quat Inverse() const;
DllExport Quat Conjugate() const;
DllExport Quat LogN() const;
DllExport Quat Exp() const;
// Assignment operators
DllExport Quat& operator-=(const Quat&);
DllExport Quat& operator+=(const Quat&);
DllExport Quat& operator*=(const Quat&);
DllExport Quat& operator*=(float);
DllExport Quat& operator/=(float);
Quat& Set(float X, float Y, float Z, float W)
{ x = X; y = Y; z = Z; w = W; return *this; }
Quat& Set(double X, double Y, double Z, double W)
{ x = (float)X; y = (float)Y; z = (float)Z; w = (float)W;
return *this; }
DllExport Quat& Set(const Matrix3& mat);
DllExport Quat& Set(const AngAxis& aa);
Quat& Set(const Point3& V, float W)
{ x = V.x; y = V.y; z = V.z; w = W; return *this; }
DllExport Quat& SetEuler(float X, float Y, float Z);
DllExport Quat& Invert(); // in place
DllExport Quat& MakeClosest(const Quat& qto);
// Comparison
DllExport int operator==(const Quat& a) const;
DllExport int Equals(const Quat& a, float epsilon = 1E-6f) const;
void Identity() { x = y = z = (float)0.0; w = (float) 1.0; }
DllExport int IsIdentity() const;
DllExport void Normalize(); // normalize
DllExport void MakeMatrix(Matrix3 &mat) const;
DllExport void GetEuler(float *X, float *Y, float *Z) const;
// Binary operators
DllExport Quat operator-(const Quat&) const; //RB: Changed these to // difference of two quaternions
DllExport Quat operator+(const Quat&) const; // duplicate * and / // sum of two quaternions
DllExport Quat operator*(const Quat&) const; // product of two quaternions
DllExport Quat operator/(const Quat&) const; // ratio of two quaternions
DllExport float operator%(const Quat&) const; // dot product
DllExport Quat Plus(const Quat&) const; // what + should have done
DllExport Quat Minus(const Quat&) const; // what - should have done
};
Quat DllExport operator*(float, const Quat&); // multiply by scalar
Quat DllExport operator*(const Quat&, float); // multiply by scalar
Quat DllExport operator/(const Quat&, float); // divide by scalar
Quat DllExport Inverse(const Quat& q); // Inverse of quaternion (1/q)
Quat DllExport Conjugate(const Quat& q);
Quat DllExport LogN(const Quat& q);
Quat DllExport Exp(const Quat& q);
Quat DllExport Slerp(const Quat& p, const Quat& q, float t);
Quat DllExport LnDif(const Quat& p, const Quat& q);
Quat DllExport QCompA(const Quat& qprev,const Quat& q, const Quat& qnext);
Quat DllExport Squad(const Quat& p, const Quat& a, const Quat &b, const Quat& q, float t);
Quat DllExport qorthog(const Quat& p, const Point3& axis);
Quat DllExport squadrev(
float angle, // angle of rotation
const Point3& axis, // the axis of rotation
const Quat& p, // start quaternion
const Quat& a, // start tangent quaternion
const Quat& b, // end tangent quaternion
const Quat& q, // end quaternion
float t // parameter, in range [0.0,1.0]
);
void DllExport RotateMatrix(Matrix3& mat, const Quat& q);
void DllExport PreRotateMatrix(Matrix3& mat, const Quat& q);
Quat DllExport QFromAngAxis(float ang, const Point3& axis);
void DllExport AngAxisFromQ(const Quat& q, float *ang, Point3& axis);
float DllExport QangAxis(const Quat& p, const Quat& q, Point3& axis);
void DllExport DecomposeMatrix(const Matrix3& mat, Point3& p, Quat& q, Point3& s);
Quat DllExport TransformQuat(const Matrix3 &m, const Quat&q );
inline Quat IdentQuat() { return(Quat(0.0,0.0,0.0,1.0)); }
// Assumes Euler angles are of the form:
// RotateX(ang[0])
// RotateY(ang[1])
// RotateZ(ang[2])
//
void DllExport QuatToEuler(Quat &q, float *ang);
void DllExport EulerToQuat(float *ang, Quat &q);
ostream DllExport &operator<<(ostream&, const Quat&);
#endif _QUAT_H