367 lines
8.1 KiB
C++
367 lines
8.1 KiB
C++
#ifndef BLUECORE_QUATERNION_H
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#define BLUECORE_QUATERNION_H
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#include "Vector.h"
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namespace BlueCore
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{
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template <class T>
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class QuaternionTemplate
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{
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public:
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T w, x, y, z;
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/**
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* constructor
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*/
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inline QuaternionTemplate()
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{
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w = static_cast<T>(1.0);
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x = static_cast<T>(0.0);
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y = static_cast<T>(0.0);
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z = static_cast<T>(0.0);
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}
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/**
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* contructor
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*/
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template <class S>
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inline QuaternionTemplate( S w, S x, S y, S z )
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{
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this->w = static_cast<T>(w);
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this->x = static_cast<T>(x);
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this->y = static_cast<T>(y);
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this->z = static_cast<T>(z);
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}
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/**
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* contructor
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*/
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template <class S>
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inline QuaternionTemplate( Vector3Template<S> axis, S angle )
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{
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T half_angle = static_cast<T>(angle)/static_cast<T>(2.0);
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T sin_half_angle = static_cast<T>( sin( half_angle ) );
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w = static_cast<T>( cos( half_angle ) );
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x = sin_half_angle * static_cast<T>(axis.x);
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y = sin_half_angle * static_cast<T>(axis.y);
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z = sin_half_angle * static_cast<T>(axis.z);
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}
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/**
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* contructor
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*/
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template <class S>
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inline QuaternionTemplate( S h, S a, S b )
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{
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T c1 = static_cast<T>( cos(h / 2.0) );
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T c2 = static_cast<T>( cos(a / 2.0) );
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T c3 = static_cast<T>( cos(b / 2.0) );
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T s1 = static_cast<T>( sin(h / 2.0) );
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T s2 = static_cast<T>( sin(a / 2.0) );
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T s3 = static_cast<T>( sin(b / 2.0) );
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w = c1 * c2 * c3 - s1 * s2 * s3;
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x = s1 * s2 * c3 + c1 * c2 * s3;
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y = s1 * c2 * c3 + c1 * s2 * s3;
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z = c1 * s2 * c3 - s1 * c2 * s3;
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}
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/**
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* identity
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*/
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inline void identity()
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{
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w = static_cast<T>(1.0);
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x = static_cast<T>(0.0);
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y = static_cast<T>(0.0);
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z = static_cast<T>(0.0);
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}
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/**
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* operator +
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*/
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template <class S>
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inline QuaternionTemplate<T> operator + (
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const QuaternionTemplate<S> &a ) const
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{
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return QuaternionTemplate<T>(
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w + static_cast<T>(a.w),
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x + static_cast<T>(a.x),
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y + static_cast<T>(a.y),
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z + static_cast<T>(a.z) );
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}
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/**
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* operator +=
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*/
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template <class S>
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inline QuaternionTemplate<T> &operator += (
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const QuaternionTemplate<S> &a )
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{
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w += static_cast<T>(a.w);
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x += static_cast<T>(a.x);
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y += static_cast<T>(a.y);
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z += static_cast<T>(a.z);
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return *this;
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}
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/**
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* operator -
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*/
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template <class S>
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inline QuaternionTemplate<T> operator - (
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const QuaternionTemplate<S> &a ) const
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{
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return QuaternionTemplate<T>(
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w - static_cast<T>(a.w),
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x - static_cast<T>(a.x),
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y - static_cast<T>(a.y),
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z - static_cast<T>(a.z) );
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}
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/**
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* operator *
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*/
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template <class S>
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inline QuaternionTemplate<T> operator * (
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const QuaternionTemplate<S> &a ) const
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{
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return QuaternionTemplate<T>(
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w * static_cast<T>(a.w) -
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x * static_cast<T>(a.x) -
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y * static_cast<T>(a.y) -
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z * static_cast<T>(a.z),
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w * static_cast<T>(a.x) +
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x * static_cast<T>(a.w) +
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y * static_cast<T>(a.z) -
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z * static_cast<T>(a.y),
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w * static_cast<T>(a.y) -
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x * static_cast<T>(a.z) +
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y * static_cast<T>(a.w) +
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z * static_cast<T>(a.x),
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w * static_cast<T>(a.z) +
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x * static_cast<T>(a.y) -
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y * static_cast<T>(a.x) +
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z * static_cast<T>(a.w) );
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}
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/**
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* operator *=
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*/
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template <class S>
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inline QuaternionTemplate<T> &operator *=(
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const QuaternionTemplate<S> &a )
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{
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w = w * static_cast<T>(a.w) - x * static_cast<T>(a.x) -
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y * static_cast<T>(a.y) - z * static_cast<T>(a.z);
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x = w * static_cast<T>(a.x) + x * static_cast<T>(a.w) +
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y * static_cast<T>(a.z) - z * static_cast<T>(a.y);
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y = w * static_cast<T>(a.y) - x * static_cast<T>(a.z) +
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y * static_cast<T>(a.w) + z * static_cast<T>(a.x);
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z = w * static_cast<T>(a.z) + x * static_cast<T>(a.y) -
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y * static_cast<T>(a.x) + z * static_cast<T>(a.w);
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return *this;
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}
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/**
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* operator -=
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*/
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template <class S>
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inline QuaternionTemplate<T> &operator -= (
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const QuaternionTemplate<S> &a )
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{
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w -= static_cast<T>(a.w);
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x -= static_cast<T>(a.x);
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y -= static_cast<T>(a.y);
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z -= static_cast<T>(a.z);
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return *this;
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}
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/**
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* operator =
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*/
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template <class S>
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inline QuaternionTemplate<T> &operator = (
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const QuaternionTemplate<S> &a )
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{
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w = static_cast<T>(a.w);
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x = static_cast<T>(a.x);
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y = static_cast<T>(a.y);
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z = static_cast<T>(a.z);
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return *this;
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}
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/**
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* unit
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*/
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inline QuaternionTemplate<T> unit() const
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{
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T d = 1/sqrt( w*w + x*x + y*y + z*z );
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return QuaternionTemplate<T>( w * d, x * d, y * d, z * d );
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}
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/**
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* inversed
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*/
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inline QuaternionTemplate<T> inversed() const
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{
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return QuaternionTemplate<T>( w, -x, -y, -z );
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}
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/**
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* inversed
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*/
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inline void inverse()
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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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}
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/**
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* normalize
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*/
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inline QuaternionTemplate<T> &normalize()
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{
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T d = 1/sqrt( w*w + x*x + y*y + z*z );
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w *= d;
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x *= d;
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y *= d;
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z *= d;
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return *this;
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}
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/**
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* apply
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*/
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template <class S>
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inline const Vector3Template<T> apply(
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const Vector3Template<S> &a ) const
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{
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T xx = x*x, xy = x*y, xz = x*z, xw = x*w,
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yy = y*y, yz = y*z, yw = y*w,
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zz = z*z, zw = z*w;
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return Vector3Template<T>(
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2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy - zz ) +
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static_cast<T>(a.y) * ( xy - zw ) +
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static_cast<T>(a.z) * ( xz + yw ) ),
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2.0 * ( static_cast<T>(a.x) * ( xy + zw ) +
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static_cast<T>(a.y) * ( 0.5 - xx - zz ) +
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static_cast<T>(a.z) * ( yz - xw ) ),
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2.0 * ( static_cast<T>(a.x) * ( xz - yw ) +
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static_cast<T>(a.y) * ( yz + xw ) +
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static_cast<T>(a.z) * ( 0.5 - xx - yy ) ) );
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}
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/**
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* apply
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*/
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template <class S>
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inline const Vector3Template<T> operator * (
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const Vector3Template<S> &a ) const
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{
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T xx = x*x, xy = x*y, xz = x*z, xw = x*w,
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yy = y*y, yz = y*z, yw = y*w,
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zz = z*z, zw = z*w;
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return Vector3Template<T>(
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2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy - zz ) +
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static_cast<T>(a.y) * ( xy - zw ) +
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static_cast<T>(a.z) * ( xz + yw ) ),
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2.0 * ( static_cast<T>(a.x) * ( xy + zw ) +
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static_cast<T>(a.y) * ( 0.5 - xx - zz ) +
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static_cast<T>(a.z) * ( yz - xw ) ),
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2.0 * ( static_cast<T>(a.x) * ( xz - yw ) +
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static_cast<T>(a.y) * ( yz + xw ) +
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static_cast<T>(a.z) * ( 0.5 - xx - yy ) ) );
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}
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/**
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* applyInversed
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*/
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template <class S>
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inline Vector3Template<T> applyInversed(
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const Vector3Template<S> &a ) const
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{
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T xx = x*x, xy = x*y, xz = x*z, xw = -x*w,
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yy = y*y, yz = y*z, yw = -y*w,
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zz = z*z, zw = -z*w;
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return Vector3Template<T>(
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2.0 * ( static_cast<T>(a.x) * ( 0.5 - yy - zz ) +
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static_cast<T>(a.y) * ( xy - zw ) +
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static_cast<T>(a.z) * ( xz + yw ) ),
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2.0 * ( static_cast<T>(a.x) * ( xy + zw ) +
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static_cast<T>(a.y) * ( 0.5 - xx - zz ) +
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static_cast<T>(a.z) * ( yz - xw ) ),
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2.0 * ( static_cast<T>(a.x) * ( xz - yw ) +
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static_cast<T>(a.y) * ( yz + xw ) +
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static_cast<T>(a.z) * ( 0.5 - xx - yy ) ) );
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}
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/**
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* transform from ode to gl coodinates
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*/
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inline QuaternionTemplate<T> toGl() const
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{
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return QuaternionTemplate<T>( w, x, z, -y );
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}
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/**
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* transform from gl to ode coodinates
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*/
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inline QuaternionTemplate<T> toOde() const
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{
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return QuaternionTemplate<T>( w, x, -z, y );
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}
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inline QuaternionTemplate<T> slerp( const QuaternionTemplate<T> &q, const Scalar &t )
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{
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Scalar phi = acos(w*q.w + x*q.x + y*q.y + z*q.z);
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Scalar s = 1 / sin(phi);
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Scalar a = sin(phi*(1-t)) * s;
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Scalar b = sin(phi*t) * s;
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return QuaternionTemplate<T>( a*w+b*q.w, a*x+b*q.x, a*y+b*q.y, a*z+b*q.z );
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}
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};
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typedef QuaternionTemplate<float> QuaternionFloat;
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typedef QuaternionTemplate<double> QuaternionDouble;
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typedef QuaternionTemplate<Scalar> Quaternion;
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}
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#endif
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