tge/engine/math/mQuat.h
2017-04-17 06:17:10 -06:00

330 lines
6.8 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _MQUAT_H_
#define _MQUAT_H_
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
class MatrixF;
class QuatF;
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;
}
//----------------------------------------------------------------------------
// rotation about an arbitrary axis through the origin:
class AngAxisF
{
public:
Point3F axis;
F32 angle;
AngAxisF();
AngAxisF( const Point3F & _axis, F32 _angle );
explicit AngAxisF( const MatrixF &m );
explicit AngAxisF( const QuatF &q );
AngAxisF& set( const Point3F & _axis, F32 _angle );
AngAxisF& set( const MatrixF & m );
AngAxisF& set( const QuatF & q );
int operator ==( const AngAxisF & c ) const;
int operator !=( const AngAxisF & c ) const;
MatrixF * setMatrix( MatrixF * mat ) const;
};
//----------------------------------------------------------------------------
// unit quaternion class:
class QuatF
{
public:
F32 x,y,z,w;
QuatF();
QuatF( F32 _x, F32 _y, F32 _z, F32 w );
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 MatrixF & m );
QuatF& set( const AngAxisF & m );
QuatF& set( const EulerF & e );
int operator ==( const QuatF & c ) const;
int 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& square();
QuatF& neg();
F32 dot( const QuatF &q ) const;
MatrixF* setMatrix( MatrixF * mat ) const;
QuatF& normalize();
QuatF& inverse();
QuatF& identity();
int 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* b); // r = p * this
QuatF& mul(const QuatF& a, const QuatF& b); // This = a * b
};
//----------------------------------------------------------------------------
// AngAxisF implementation:
inline AngAxisF::AngAxisF()
{
}
inline AngAxisF::AngAxisF( const Point3F & _axis, F32 _angle )
{
set(_axis,_angle);
}
inline AngAxisF::AngAxisF( const MatrixF & mat )
{
set(mat);
}
inline AngAxisF::AngAxisF( const QuatF & quat )
{
set(quat);
}
inline AngAxisF& AngAxisF::set( const Point3F & _axis, F32 _angle )
{
axis = _axis;
angle = _angle;
return *this;
}
inline int AngAxisF::operator ==( const AngAxisF & c ) const
{
return QuatIsEqual(angle, c.angle) && (axis == c.axis);
}
inline int AngAxisF::operator !=( const AngAxisF & c ) const
{
return !QuatIsEqual(angle, c.angle) || (axis != c.axis);
}
//----------------------------------------------------------------------------
// quaternion implementation:
inline QuatF::QuatF()
{
}
inline QuatF::QuatF( F32 _x, F32 _y, F32 _z, F32 _w )
{
set( _x, _y, _z, _w );
}
inline QuatF::QuatF( const AngAxisF & a )
{
set( a );
}
inline QuatF::QuatF( const EulerF & e )
{
set(e);
}
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( const MatrixF & m )
{
set( m );
}
inline QuatF& QuatF::neg()
{
x = -x;
y = -y;
z = -z;
w = -w;
return *this;
}
inline F32 QuatF::dot( const QuatF &q ) const
{
return (w*q.w + x*q.x + y*q.y + z*q.z);
}
inline F32 QuatF::angleBetween( const QuatF & q )
{
// angle between to quaternions
return mAcos(x * q.x + y * q.y + z * q.z + w * q.w);
}
//----------------------------------------------------------------------------
// TQuatF classes:
class TQuatF : public QuatF
{
public:
enum
{
Matrix_HasRotation = 1,
Matrix_HasTranslation = 2,
Matrix_HasScale = 4
};
Point3F p;
U32 flags;
TQuatF();
TQuatF( bool ident );
TQuatF( const EulerF & e, const Point3F & p );
TQuatF( const AngAxisF & aa, const Point3F & p );
TQuatF( const QuatF & q, const Point3F & p );
TQuatF& set( const EulerF & euler, const Point3F & p );
TQuatF& set( const AngAxisF & aa, const Point3F & p );
TQuatF& set( const QuatF & quat, const Point3F & p );
TQuatF& inverse( void );
TQuatF& identity( void );
Point3F& mulP(const Point3F& p, Point3F* r); // r = p * this
};
//---------------------------------------------------------------------------
inline TQuatF::TQuatF()
{
// Beware: no initialization is done!
}
inline TQuatF::TQuatF( bool ident )
{
if( ident )
identity();
}
inline TQuatF::TQuatF( const EulerF & euler, const Point3F & p )
{
set( euler, p );
}
inline TQuatF::TQuatF( const AngAxisF & aa, const Point3F & p )
{
set( aa, p );
}
inline TQuatF::TQuatF( const QuatF & quat, const Point3F & p )
{
set( quat, p );
}
inline TQuatF& TQuatF::set( const EulerF & e, const Point3F & t )
{
p = t;
QuatF::set( e );
flags |= Matrix_HasTranslation;
return *this;
}
inline TQuatF& TQuatF::set( const AngAxisF & aa, const Point3F & t )
{
p = t;
QuatF::set( aa );
flags |= Matrix_HasTranslation;
return *this;
}
inline TQuatF& TQuatF::set( const QuatF & q, const Point3F & t )
{
p = t;
QuatF::set( q.x, q.y, q.z, q.w );
flags |= Matrix_HasTranslation;
return *this;
}
inline TQuatF& TQuatF::inverse( void )
{
QuatF::inverse();
if( flags & Matrix_HasTranslation )
{
Point3F p2 = p;
p2.neg();
QuatF::mulP(p2,&p);
}
return *this;
}
inline TQuatF& TQuatF::identity( void )
{
QuatF::identity();
p.set(0.0f,0.0f,0.0f);
flags &= ~U32(Matrix_HasTranslation);
return *this;
}
#endif