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Beef/BeefySysLib/util/Quaternion.h
2021-05-12 07:24:29 -04:00

124 lines
2.7 KiB
C++

#pragma once
#include "Common.h"
#include "Matrix4.h"
#include <math.h>
NS_BF_BEGIN;
const float BF_MS_EPSILON = 1e-03f;
class Quaternion
{
public:
float mX, mY, mZ, mW;
public:
Quaternion()
{}
Quaternion(float x, float y, float z, float w) :
mX(x), mY(y), mZ(z), mW(w)
{
}
Matrix4 ToMatrix2() const
{
// source -> http://content.gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation#Quaternion_to_Matrix
float x2 = mX * mX;
float y2 = mY * mY;
float z2 = mZ * mZ;
float xy = mX * mY;
float xz = mX * mZ;
float yz = mY * mZ;
float wx = mW * mX;
float wy = mW * mY;
float wz = mW * mZ;
// This calculation would be a lot more complicated for non-unit length quaternions
// Note: The constructor of Matrix4 expects the Matrix in column-major format like expected by
// OpenGL
return Matrix4(
1.0f - 2.0f * (y2 + z2), 2.0f * (xy - wz), 2.0f * (xz + wy), 0.0f,
2.0f * (xy + wz), 1.0f - 2.0f * (x2 + z2), 2.0f * (yz - wx), 0.0f,
2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (x2 + y2), 0.0f,
2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (x2 + y2), 0.0f);
}
Matrix4 ToMatrix() const
{
Matrix4 result;
float fTx = mX + mX;
float fTy = mY + mY;
float fTz = mZ + mZ;
float fTwx = fTx*mW;
float fTwy = fTy*mW;
float fTwz = fTz*mW;
float fTxx = fTx*mX;
float fTxy = fTy*mX;
float fTxz = fTz*mX;
float fTyy = fTy*mY;
float fTyz = fTz*mY;
float fTzz = fTz*mZ;
result.m00 = 1.0f - (fTyy + fTzz);
result.m01 = fTxy - fTwz;
result.m02 = fTxz + fTwy;
result.m03 = 0;
result.m10 = fTxy + fTwz;
result.m11 = 1.0f - (fTxx + fTzz);
result.m12 = fTyz - fTwx;
result.m13 = 0;
result.m20 = fTxz - fTwy;
result.m21 = fTyz + fTwx;
result.m22 = 1.0f - (fTxx + fTyy);
result.m23 = 0;
result.m30 = 0;
result.m31 = 0;
result.m32 = 0;
result.m33 = 1.0f;
return result;
}
static float Dot(const Quaternion& rkP, const Quaternion& rkQ)
{
return rkP.mX*rkQ.mX + rkP.mY*rkQ.mY + rkP.mZ*rkQ.mZ + rkP.mW*rkQ.mW;
}
Quaternion operator- () const
{
return Quaternion(-mX, -mY, -mZ, -mW);
}
Quaternion operator* (float fScalar) const
{
return Quaternion(fScalar*mX, fScalar*mY, fScalar*mZ, fScalar*mW);
}
Quaternion operator+ (const Quaternion& rkQ) const
{
return Quaternion(mX + rkQ.mX, mY + rkQ.mY, mZ + rkQ.mZ, mW + rkQ.mW);
}
static Quaternion Slerp(float fT, const Quaternion& rkP, const Quaternion& rkQ, bool shortestPath);
float Norm() const
{
return mX*mX + mY*mY + mZ*mZ + mW*mW;
}
static Quaternion Normalise(const Quaternion& quat)
{
float len = quat.Norm();
float factor = 1.0f / sqrtf(len);
return quat * factor;
}
};
Quaternion operator*(float fScalar, const Quaternion& rkQ);
NS_BF_END;