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https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 00:37:15 +01:00
Implemented various helper functions for the quaternion class.
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f3db1101ab
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@ -11,6 +11,9 @@
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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// ------------------------------------------------------------------------------------------------
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#define STOVAL(v) static_cast< Quaternion::Value >(v)
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// ------------------------------------------------------------------------------------------------
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const Quaternion Quaternion::NIL(0);
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const Quaternion Quaternion::MIN(std::numeric_limits< Quaternion::Value >::min());
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@ -389,18 +392,37 @@ void Quaternion::SetQuaternionEx(Value nx, Value ny, Value nz, Value nw)
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// ------------------------------------------------------------------------------------------------
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void Quaternion::SetVector3(const Vector3 & v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = 0.0;
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SetVector3Ex(v.x, v.y, v.z);
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}
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// ------------------------------------------------------------------------------------------------
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void Quaternion::SetVector3Ex(Value nx, Value ny, Value nz)
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{
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x = nx;
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y = ny;
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z = nz;
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Float64 angle;
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angle = (nx * 0.5);
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const Float64 sr = std::sin(angle);
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const Float64 cr = std::cos(angle);
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angle = (ny * 0.5);
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const Float64 sp = std::sin(angle);
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const Float64 cp = std::cos(angle);
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angle = (nz * 0.5);
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const Float64 sy = std::sin(angle);
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const Float64 cy = std::cos(angle);
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const Float64 cpcy = (cp * cy);
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const Float64 spcy = (sp * cy);
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const Float64 cpsy = (cp * sy);
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const Float64 spsy = (sp * sy);
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x = STOVAL(sr * cpcy - cr * spsy);
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y = STOVAL(cr * spcy + sr * cpsy);
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z = STOVAL(cr * cpsy - sr * spcy);
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w = STOVAL(cr * cpcy + sr * spsy);
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Normalize();
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}
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// ------------------------------------------------------------------------------------------------
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@ -461,6 +483,240 @@ Quaternion Quaternion::Abs() const
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return Quaternion(std::fabs(x), std::fabs(y), std::fabs(z), std::fabs(w));
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}
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// ------------------------------------------------------------------------------------------------
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bool Quaternion::IsNaN() const
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{
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return std::isnan(w) || std::isnan(x) || std::isnan(y) || std::isnan(z);
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion::Quaternion::Value Quaternion::LengthSquared() const
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{
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return (x * x) + (y * y) + (z * z) + (w * w);
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion::Value Quaternion::DotProduct(const Quaternion & quat) const
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{
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return (x * quat.x) + (y * quat.y) + (z * quat.z) + (w * quat.w);
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion Quaternion::Conjugate() const
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{
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return Quaternion(-x, -y, -z, w);;
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}
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// ------------------------------------------------------------------------------------------------
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void Quaternion::Normalize()
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{
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const Value len_squared = LengthSquared();
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if (!EpsEq(len_squared, STOVAL(1.0)) && EpsGt(len_squared, STOVAL(0.0)))
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{
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const Value inv_len = STOVAL(1.0) / std::sqrt(len_squared);
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x *= inv_len;
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y *= inv_len;
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z *= inv_len;
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w *= inv_len;
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}
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion Quaternion::Normalized() const
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{
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const Value len_squared = LengthSquared();
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if (!EpsEq(len_squared, STOVAL(1.0)) && EpsGt(len_squared, STOVAL(0.0)))
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{
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Value inv_len = 1.0f / sqrtf(len_squared);
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return ((*this) * inv_len);
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}
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else
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{
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return (*this);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void Quaternion::FromAngleAxis(Value angle, const Vector3 & axis)
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{
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const Vector3 norm_axis = axis.Normalized();
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angle *= SQMOD_DEGTORAD_2;
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const Value sin_angle = std::sin(angle);
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x = norm_axis.x * sin_angle;
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y = norm_axis.y * sin_angle;
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z = norm_axis.z * sin_angle;
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w = std::cos(angle);
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}
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// ------------------------------------------------------------------------------------------------
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void Quaternion::FromRotationTo(const Vector3 & start, const Vector3 & end)
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{
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const Vector3 norm_start = start.Normalized();
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const Vector3 norm_end = end.Normalized();
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const Value d = norm_start.DotProduct(norm_end);
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if (EpsGt(d, STOVAL(-1.0)))
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{
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const Vector3 c = norm_start.CrossProduct(norm_end);
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const Value s = std::sqrt((STOVAL(1.0) + d) * STOVAL(2.0));
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const Value inv_s = STOVAL(1.0) / s;
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x = c.x * inv_s;
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y = c.y * inv_s;
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z = c.z * inv_s;
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w = STOVAL(0.5) * s;
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}
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else
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{
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Vector3 axis = Vector3::RIGHT.CrossProduct(norm_start);
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if (EpsLt(axis.GetLength(), STOVAL(0.0)))
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{
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FromAngleAxis(STOVAL(180), Vector3::UP.CrossProduct(norm_start));
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}
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else
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{
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FromAngleAxis(STOVAL(180), axis);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion Quaternion::Inverse() const
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{
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const Value len_squared = LengthSquared();
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if (EpsEq(len_squared, STOVAL(1.0)))
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{
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return Conjugate();
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}
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else if (EpsGtEq(len_squared, STOVAL(0.0)))
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{
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return Conjugate() * (STOVAL(1.0) / len_squared);
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}
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else
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{
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return IDENTITY;
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}
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}
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// ------------------------------------------------------------------------------------------------
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Vector3 Quaternion::ToEuler() const
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{
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const Float64 sqw = (w * w);
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const Float64 sqx = (x * x);
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const Float64 sqy = (y * y);
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const Float64 sqz = (z * z);
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const Float64 test = 2.0 * ((y * w) - (x * z));
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if (EpsEq(test, 1.0))
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{
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return Vector3(
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// bank = rotation about x-axis
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STOVAL(0.0),
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// attitude = rotation about y-axis
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STOVAL(SQMOD_PI64 / 2.0),
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// heading = rotation about z-axis
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STOVAL(-2.0 * std::atan2(x, w))
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);
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}
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else if (EpsEq(test, -1.0))
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{
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return Vector3(
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// bank = rotation about x-axis
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STOVAL(0.0),
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// attitude = rotation about y-axis
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STOVAL(SQMOD_PI64 / -2.0),
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// heading = rotation about z-axis
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STOVAL(2.0 * std::atan2(x, w))
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);
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}
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return Vector3(
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// bank = rotation about x-axis
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STOVAL(std::atan2(2.0 * ((y * z) + (x * w)), (-sqx - sqy + sqz + sqw))),
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// attitude = rotation about y-axis
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STOVAL(std::asin(Clamp(test, -1.0, 1.0))),
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// heading = rotation about z-axis
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STOVAL(std::atan2(2.0 * ((x * y) + (z * w)), (sqx - sqy - sqz + sqw)))
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);
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion::Value Quaternion::YawAngle() const
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{
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return ToEuler().y;
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion::Value Quaternion::PitchAngle() const
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{
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return ToEuler().x;
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion::Value Quaternion::RollAngle() const
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{
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return ToEuler().z;
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion Quaternion::Slerp(Quaternion quat, Value t) const
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{
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// Favor accuracy for native code builds
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Value cos_angle = DotProduct(quat);
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// Enable shortest path rotation
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if (EpsLt(cos_angle, STOVAL(0.0)))
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{
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cos_angle = -cos_angle;
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quat = -quat;
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}
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const Value angle = std::acos(cos_angle);
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Value sin_angle = std::sin(angle);
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Value t1, t2;
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if (sin_angle > STOVAL(0.001))
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{
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Value inv_sin_angle = STOVAL(1.0) / sin_angle;
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t1 = std::sin((STOVAL(1.0) - t) * angle) * inv_sin_angle;
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t2 = std::sin(t * angle) * inv_sin_angle;
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}
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else
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{
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t1 = STOVAL(1.0) - t;
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t2 = t;
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}
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return ((*this) * t1 + quat * t2);
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion Quaternion::Nlerp(const Quaternion & quat, Value t) const
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{
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return NlerpEx(quat, t, false);
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}
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// ------------------------------------------------------------------------------------------------
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Quaternion Quaternion::NlerpEx(const Quaternion & quat, Value t, bool shortest_path) const
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{
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Quaternion result;
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const Value fcos = DotProduct(quat);
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if (EpsLt(fcos, STOVAL(0.0)) && shortest_path)
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{
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result = (*this) + (((-quat) - (*this)) * t);
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}
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else
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{
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result = (*this) + ((quat - (*this)) * t);
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}
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result.Normalize();
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return result;
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}
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// ------------------------------------------------------------------------------------------------
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const Quaternion & Quaternion::Get(CSStr str)
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{
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@ -563,6 +819,15 @@ void Register_Quaternion(HSQUIRRELVM vm)
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.Func< Quaternion (Quaternion::*)(void) const >(_SC("_unm"), &Quaternion::operator -)
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// Properties
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.Prop(_SC("Abs"), &Quaternion::Abs)
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.Prop(_SC("NaN"), &Quaternion::IsNaN)
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.Prop(_SC("LengthSq"), &Quaternion::LengthSquared)
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.Prop(_SC("Conjugate"), &Quaternion::Conjugate)
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.Prop(_SC("Normalized"), &Quaternion::Normalized)
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.Prop(_SC("Inverse"), &Quaternion::Inverse)
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.Prop(_SC("Euler"), &Quaternion::ToEuler, &Quaternion::SetVector3)
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.Prop(_SC("YawAngle"), &Quaternion::YawAngle)
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.Prop(_SC("PitchAngle"), &Quaternion::PitchAngle)
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.Prop(_SC("RollAngle"), &Quaternion::RollAngle)
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// Member Methods
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.Func(_SC("SetScalar"), &Quaternion::SetScalar)
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.Func(_SC("SetQuaternion"), &Quaternion::SetQuaternion)
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@ -572,6 +837,13 @@ void Register_Quaternion(HSQUIRRELVM vm)
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.Func(_SC("SetVector4"), &Quaternion::SetVector4)
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.Func(_SC("SetStr"), &Quaternion::SetStr)
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.Func(_SC("Clear"), &Quaternion::Clear)
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.Func(_SC("DotProduct"), &Quaternion::DotProduct)
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.Func(_SC("Normalize"), &Quaternion::Normalize)
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.Func(_SC("FromAngleAxis"), &Quaternion::FromAngleAxis)
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.Func(_SC("FromRotationTo"), &Quaternion::FromRotationTo)
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.Func(_SC("Slerp"), &Quaternion::Slerp)
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.Func(_SC("Nlerp"), &Quaternion::Nlerp)
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.Func(_SC("NlerpEx"), &Quaternion::NlerpEx)
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// Member Overloads
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.Overload< void (Quaternion::*)(void) >(_SC("Generate"), &Quaternion::Generate)
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.Overload< void (Quaternion::*)(Val, Val) >(_SC("Generate"), &Quaternion::Generate)
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@ -41,17 +41,17 @@ struct Quaternion
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Quaternion();
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/* --------------------------------------------------------------------------------------------
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* ...
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* Construct from scalar value.
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*/
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Quaternion(Value sv);
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/* --------------------------------------------------------------------------------------------
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* ...
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* Construct from Euler angles (in degrees.)
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*/
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Quaternion(Value xv, Value yv, Value zv);
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/* --------------------------------------------------------------------------------------------
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* ...
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* Construct from individual values.
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*/
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Quaternion(Value xv, Value yv, Value zv, Value wv);
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@ -333,6 +333,86 @@ struct Quaternion
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*/
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Quaternion Abs() const;
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/* --------------------------------------------------------------------------------------------
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* Return whether is NaN.
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*/
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bool IsNaN() const;
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/* --------------------------------------------------------------------------------------------
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* Return squared length.
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*/
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Value LengthSquared() const;
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/* --------------------------------------------------------------------------------------------
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* Calculate dot product.
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*/
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Value DotProduct(const Quaternion & quat) const;
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/* --------------------------------------------------------------------------------------------
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* Return conjugate.
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*/
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Quaternion Conjugate() const;
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/* --------------------------------------------------------------------------------------------
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* Normalize to unit length.
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*/
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void Normalize();
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/* --------------------------------------------------------------------------------------------
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* Return normalized to unit length.
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*/
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Quaternion Normalized() const;
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/* --------------------------------------------------------------------------------------------
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* Define from an angle (in degrees) and axis.
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*/
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void FromAngleAxis(Value angle, const Vector3 & axis);
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/* --------------------------------------------------------------------------------------------
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* Define from the rotation difference between two direction vectors.
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*/
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void FromRotationTo(const Vector3 & start, const Vector3 & end);
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/* --------------------------------------------------------------------------------------------
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* Return inverse.
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*/
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Quaternion Inverse() const;
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/* --------------------------------------------------------------------------------------------
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* Return Euler angles in degrees.
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*/
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Vector3 ToEuler() const;
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/* --------------------------------------------------------------------------------------------
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* Return yaw angle in degrees.
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*/
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Value YawAngle() const;
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/* --------------------------------------------------------------------------------------------
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* Return pitch angle in degrees.
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*/
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Value PitchAngle() const;
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/* --------------------------------------------------------------------------------------------
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* Return roll angle in degrees.
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*/
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Value RollAngle() const;
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/* --------------------------------------------------------------------------------------------
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* Spherical interpolation with another quaternion.
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*/
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Quaternion Slerp(Quaternion quat, Value t) const;
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/* --------------------------------------------------------------------------------------------
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* Normalized linear interpolation with another quaternion.
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*/
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Quaternion Nlerp(const Quaternion & quat, Value t) const;
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/* --------------------------------------------------------------------------------------------
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* Normalized linear interpolation with another quaternion.
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*/
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Quaternion NlerpEx(const Quaternion & quat, Value t, bool shortest_path) const;
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/* --------------------------------------------------------------------------------------------
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* Extract the values for components of the Quaternion type from a string.
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*/
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@ -347,4 +427,4 @@ struct Quaternion
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} // Namespace:: SqMod
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#endif // _BASE_QUATERNION_HPP_
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#endif // _BASE_QUATERNION_HPP_
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