mirror of
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator.git
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527 lines
19 KiB
C++
527 lines
19 KiB
C++
/*
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* Copyright 2014 Google Inc. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef MATHFU_QUATERNION_H_
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#define MATHFU_QUATERNION_H_
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#ifdef _WIN32
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#if !defined(_USE_MATH_DEFINES)
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#define _USE_MATH_DEFINES // For M_PI.
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#endif // !defined(_USE_MATH_DEFINES)
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#endif // _WIN32
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#include "mathfu/matrix.h"
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#include "mathfu/vector.h"
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#include <math.h>
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/// @file mathfu/quaternion.h
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/// @brief Quaternion class and functions.
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/// @addtogroup mathfu_quaternion
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///
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/// MathFu provides a Quaternion class that utilizes SIMD optimized
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/// Matrix and Vector classes.
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namespace mathfu {
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/// @addtogroup mathfu_quaternion
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/// @{
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/// @class Quaternion
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///
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/// @brief Stores a Quaternion of type T and provides a set of utility
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/// operations on each Quaternion.
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/// @tparam T Type of each element in the Quaternion.
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template <class T>
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class Quaternion {
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public:
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/// @brief Construct an uninitialized Quaternion.
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inline Quaternion() {}
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/// @brief Construct a Quaternion from a copy.
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/// @param q Quaternion to copy.
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inline Quaternion(const Quaternion<T>& q) {
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s_ = q.s_;
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v_ = q.v_;
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}
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/// @brief Construct a Quaternion using scalar values to initialize each
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/// element.
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///
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/// @param s1 Scalar component.
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/// @param s2 First element of the Vector component.
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/// @param s3 Second element of the Vector component.
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/// @param s4 Third element of the Vector component.
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inline Quaternion(const T& s1, const T& s2, const T& s3, const T& s4) {
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s_ = s1;
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v_ = Vector<T, 3>(s2, s3, s4);
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}
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/// @brief Construct a quaternion from a scalar and 3-dimensional Vector.
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///
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/// @param s1 Scalar component.
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/// @param v1 Vector component.
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inline Quaternion(const T& s1, const Vector<T, 3>& v1) {
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s_ = s1;
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v_ = v1;
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}
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/// @brief Return the scalar component of the quaternion.
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///
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/// @return The scalar component
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inline T& scalar() { return s_; }
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/// @brief Return the scalar component of the quaternion.
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///
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/// @return The scalar component
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inline const T& scalar() const { return s_; }
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/// @brief Set the scalar component of the quaternion.
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///
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/// @param s Scalar component.
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inline void set_scalar(const T& s) { s_ = s; }
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/// @brief Return the vector component of the quaternion.
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///
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/// @return The scalar component
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inline Vector<T, 3>& vector() { return v_; }
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/// @brief Return the vector component of the quaternion.
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///
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/// @return The scalar component
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inline const Vector<T, 3>& vector() const { return v_; }
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/// @brief Set the vector component of the quaternion.
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///
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/// @param v Vector component.
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inline void set_vector(const Vector<T, 3>& v) { v_ = v; }
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/// @brief Calculate the inverse Quaternion.
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///
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/// This calculates the inverse such that <code>(q * q).Inverse()</code>
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/// is the identity.
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///
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/// @return Quaternion containing the result.
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inline Quaternion<T> Inverse() const { return Quaternion<T>(s_, -v_); }
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/// @brief Multiply this Quaternion with another Quaternion.
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///
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/// @note This is equivalent to
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/// <code>FromMatrix(ToMatrix() * q.ToMatrix()).</code>
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/// @param q Quaternion to multiply with.
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/// @return Quaternion containing the result.
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inline Quaternion<T> operator*(const Quaternion<T>& q) const {
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return Quaternion<T>(
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s_ * q.s_ - Vector<T, 3>::DotProduct(v_, q.v_),
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s_ * q.v_ + q.s_ * v_ + Vector<T, 3>::CrossProduct(v_, q.v_));
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}
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/// @brief Multiply this Quaternion by a scalar.
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///
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/// This multiplies the angle of the rotation by a scalar factor.
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/// @param s1 Scalar to multiply with.
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/// @return Quaternion containing the result.
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inline Quaternion<T> operator*(const T& s1) const {
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T angle;
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Vector<T, 3> axis;
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ToAngleAxis(&angle, &axis);
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angle *= s1;
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return Quaternion<T>(cos(0.5f * angle),
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axis.Normalized() * static_cast<T>(sin(0.5f * angle)));
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}
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/// @brief Multiply a Vector by this Quaternion.
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///
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/// This will rotate the specified vector by the rotation specified by this
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/// Quaternion.
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///
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/// @param v1 Vector to multiply by this Quaternion.
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/// @return Rotated Vector.
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inline Vector<T, 3> operator*(const Vector<T, 3>& v1) const {
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T ss = s_ + s_;
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return ss * Vector<T, 3>::CrossProduct(v_, v1) + (ss * s_ - 1) * v1 +
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2 * Vector<T, 3>::DotProduct(v_, v1) * v_;
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}
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/// @brief Normalize this quaterion (in-place).
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///
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/// @return Length of the quaternion.
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inline T Normalize() {
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T length = sqrt(s_ * s_ + Vector<T, 3>::DotProduct(v_, v_));
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T scale = (1 / length);
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s_ *= scale;
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v_ *= scale;
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return length;
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}
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/// @brief Calculate the normalized version of this quaternion.
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///
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/// @return The normalized quaternion.
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inline Quaternion<T> Normalized() const {
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Quaternion<T> q(*this);
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q.Normalize();
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return q;
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}
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/// @brief Convert this Quaternion to an Angle and axis.
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///
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/// The returned angle is the size of the rotation in radians about the
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/// axis represented by this Quaternion.
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///
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/// @param angle Receives the angle.
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/// @param axis Receives the normalized axis.
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inline void ToAngleAxis(T* angle, Vector<T, 3>* axis) const {
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*axis = s_ > 0 ? v_ : -v_;
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*angle = 2 * atan2(axis->Normalize(), s_ > 0 ? s_ : -s_);
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}
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/// @brief Convert this Quaternion to 3 Euler Angles.
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///
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/// @return 3-dimensional Vector where each element is a angle of rotation
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/// (in radians) around the x, y, and z axes.
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inline Vector<T, 3> ToEulerAngles() const {
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Matrix<T, 3> m(ToMatrix());
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T cos2 = m[0] * m[0] + m[1] * m[1];
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if (cos2 < 1e-6f) {
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return Vector<T, 3>(
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0,
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m[2] < 0 ? static_cast<T>(0.5 * M_PI) : static_cast<T>(-0.5 * M_PI),
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-std::atan2(m[3], m[4]));
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} else {
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return Vector<T, 3>(std::atan2(m[5], m[8]),
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std::atan2(-m[2], std::sqrt(cos2)),
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std::atan2(m[1], m[0]));
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}
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}
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/// @brief Convert to a 3x3 Matrix.
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///
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/// @return 3x3 rotation Matrix.
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inline Matrix<T, 3> ToMatrix() const {
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const T x2 = v_[0] * v_[0], y2 = v_[1] * v_[1], z2 = v_[2] * v_[2];
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const T sx = s_ * v_[0], sy = s_ * v_[1], sz = s_ * v_[2];
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const T xz = v_[0] * v_[2], yz = v_[1] * v_[2], xy = v_[0] * v_[1];
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return Matrix<T, 3>(1 - 2 * (y2 + z2), 2 * (xy + sz), 2 * (xz - sy),
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2 * (xy - sz), 1 - 2 * (x2 + z2), 2 * (sx + yz),
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2 * (sy + xz), 2 * (yz - sx), 1 - 2 * (x2 + y2));
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}
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/// @brief Convert to a 4x4 Matrix.
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///
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/// @return 4x4 transform Matrix.
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inline Matrix<T, 4> ToMatrix4() const {
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const T x2 = v_[0] * v_[0], y2 = v_[1] * v_[1], z2 = v_[2] * v_[2];
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const T sx = s_ * v_[0], sy = s_ * v_[1], sz = s_ * v_[2];
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const T xz = v_[0] * v_[2], yz = v_[1] * v_[2], xy = v_[0] * v_[1];
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return Matrix<T, 4>(1 - 2 * (y2 + z2), 2 * (xy + sz), 2 * (xz - sy), 0.0f,
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2 * (xy - sz), 1 - 2 * (x2 + z2), 2 * (sx + yz), 0.0f,
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2 * (sy + xz), 2 * (yz - sx), 1 - 2 * (x2 + y2), 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f);
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}
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/// @brief Create a Quaternion from an angle and axis.
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///
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/// @param angle Angle in radians to rotate by.
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/// @param axis Axis in 3D space to rotate around.
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/// @return Quaternion containing the result.
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static Quaternion<T> FromAngleAxis(const T& angle, const Vector<T, 3>& axis) {
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const T halfAngle = static_cast<T>(0.5) * angle;
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Vector<T, 3> localAxis(axis);
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return Quaternion<T>(
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cos(halfAngle),
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localAxis.Normalized() * static_cast<T>(sin(halfAngle)));
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}
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/// @brief Create a quaternion from 3 euler angles.
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///
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/// @param angles 3-dimensional Vector where each element contains an
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/// angle in radius to rotate by about the x, y and z axes.
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/// @return Quaternion containing the result.
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static Quaternion<T> FromEulerAngles(const Vector<T, 3>& angles) {
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const Vector<T, 3> halfAngles(static_cast<T>(0.5) * angles[0],
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static_cast<T>(0.5) * angles[1],
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static_cast<T>(0.5) * angles[2]);
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const T sinx = std::sin(halfAngles[0]);
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const T cosx = std::cos(halfAngles[0]);
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const T siny = std::sin(halfAngles[1]);
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const T cosy = std::cos(halfAngles[1]);
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const T sinz = std::sin(halfAngles[2]);
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const T cosz = std::cos(halfAngles[2]);
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return Quaternion<T>(cosx * cosy * cosz + sinx * siny * sinz,
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sinx * cosy * cosz - cosx * siny * sinz,
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cosx * siny * cosz + sinx * cosy * sinz,
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cosx * cosy * sinz - sinx * siny * cosz);
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}
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/// @brief Create a quaternion from a rotation Matrix.
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///
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/// @param m 3x3 rotation Matrix.
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/// @return Quaternion containing the result.
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static Quaternion<T> FromMatrix(const Matrix<T, 3>& m) {
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const T trace = m(0, 0) + m(1, 1) + m(2, 2);
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if (trace > 0) {
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const T s = sqrt(trace + 1) * 2;
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const T oneOverS = 1 / s;
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return Quaternion<T>(static_cast<T>(0.25) * s, (m[5] - m[7]) * oneOverS,
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(m[6] - m[2]) * oneOverS, (m[1] - m[3]) * oneOverS);
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} else if (m[0] > m[4] && m[0] > m[8]) {
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const T s = sqrt(m[0] - m[4] - m[8] + 1) * 2;
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const T oneOverS = 1 / s;
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return Quaternion<T>((m[5] - m[7]) * oneOverS, static_cast<T>(0.25) * s,
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(m[3] + m[1]) * oneOverS, (m[6] + m[2]) * oneOverS);
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} else if (m[4] > m[8]) {
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const T s = sqrt(m[4] - m[0] - m[8] + 1) * 2;
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const T oneOverS = 1 / s;
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return Quaternion<T>((m[6] - m[2]) * oneOverS, (m[3] + m[1]) * oneOverS,
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static_cast<T>(0.25) * s, (m[5] + m[7]) * oneOverS);
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} else {
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const T s = sqrt(m[8] - m[0] - m[4] + 1) * 2;
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const T oneOverS = 1 / s;
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return Quaternion<T>((m[1] - m[3]) * oneOverS, (m[6] + m[2]) * oneOverS,
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(m[5] + m[7]) * oneOverS, static_cast<T>(0.25) * s);
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}
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}
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/// @brief Calculate the dot product of two Quaternions.
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///
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/// @param q1 First quaternion.
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/// @param q2 Second quaternion
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/// @return The scalar dot product of both Quaternions.
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static inline T DotProduct(const Quaternion<T>& q1, const Quaternion<T>& q2) {
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return q1.s_ * q2.s_ + Vector<T, 3>::DotProduct(q1.v_, q2.v_);
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}
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/// @brief Calculate the spherical linear interpolation between two
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/// Quaternions.
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///
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/// @param q1 Start Quaternion.
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/// @param q2 End Quaternion.
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/// @param s1 The scalar value determining how far from q1 and q2 the
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/// resulting quaternion should be. A value of 0 corresponds to q1 and a
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/// value of 1 corresponds to q2.
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/// @result Quaternion containing the result.
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static inline Quaternion<T> Slerp(const Quaternion<T>& q1,
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const Quaternion<T>& q2, const T& s1) {
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if (q1.s_ * q2.s_ + Vector<T, 3>::DotProduct(q1.v_, q2.v_) > 0.999999f)
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return Quaternion<T>(q1.s_ * (1 - s1) + q2.s_ * s1,
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q1.v_ * (1 - s1) + q2.v_ * s1);
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return q1 * ((q1.Inverse() * q2) * s1);
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}
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/// @brief Access an element of the quaternion.
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///
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/// @param i Index of the element to access.
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/// @return A reference to the accessed data that can be modified by the
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/// caller.
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inline T& operator[](const int i) {
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if (i == 0) return s_;
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return v_[i - 1];
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}
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/// @brief Access an element of the quaternion.
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///
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/// @param i Index of the element to access.
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/// @return A const reference to the accessed.
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inline const T& operator[](const int i) const {
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return const_cast<Quaternion<T>*>(this)->operator[](i);
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}
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/// @brief Returns a vector that is perpendicular to the supplied vector.
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///
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/// @param v1 An arbitrary vector
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/// @return A vector perpendicular to v1. Normally this will just be
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/// the cross product of v1, v2. If they are parallel or opposite though,
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/// the routine will attempt to pick a vector.
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static inline Vector<T, 3> PerpendicularVector(const Vector<T, 3>& v) {
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// We start out by taking the cross product of the vector and the x-axis to
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// find something parallel to the input vectors. If that cross product
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// turns out to be length 0 (i. e. the vectors already lie along the x axis)
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// then we use the y-axis instead.
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Vector<T, 3> axis = Vector<T, 3>::CrossProduct(
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Vector<T, 3>(static_cast<T>(1), static_cast<T>(0), static_cast<T>(0)),
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v);
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// We use a fairly high epsilon here because we know that if this number
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// is too small, the axis we'll get from a cross product with the y axis
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// will be much better and more numerically stable.
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if (axis.LengthSquared() < static_cast<T>(0.05)) {
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axis = Vector<T, 3>::CrossProduct(
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Vector<T, 3>(static_cast<T>(0), static_cast<T>(1), static_cast<T>(0)),
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v);
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}
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return axis;
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}
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/// @brief Returns the a Quaternion that rotates from start to end.
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///
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/// @param v1 The starting vector
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/// @param v2 The vector to rotate to
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/// @param preferred_axis the axis to use, if v1 and v2 are parallel.
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/// @return A Quaternion describing the rotation from v1 to v2
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/// See the comment on RotateFromToWithAxis for an explanation of the math.
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static inline Quaternion<T> RotateFromToWithAxis(
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const Vector<T, 3>& v1, const Vector<T, 3>& v2,
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const Vector<T, 3>& preferred_axis) {
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Vector<T, 3> start = v1.Normalized();
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Vector<T, 3> end = v2.Normalized();
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T dot_product = Vector<T, 3>::DotProduct(start, end);
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// Any rotation < 0.1 degrees is treated as no rotation
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// in order to avoid division by zero errors.
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// So we early-out in cases where it's less then 0.1 degrees.
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// cos( 0.1 degrees) = 0.99999847691
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if (dot_product >= static_cast<T>(0.99999847691)) {
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return Quaternion<T>::identity;
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}
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// If the vectors point in opposite directions, return a 180 degree
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// rotation, on the axis that they asked for.
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if (dot_product <= static_cast<T>(-0.99999847691)) {
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return Quaternion<T>(static_cast<T>(0), preferred_axis);
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}
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// Degenerate cases have been handled, so if we're here, we have to
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// actually compute the angle we want:
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Vector<T, 3> cross_product = Vector<T, 3>::CrossProduct(start, end);
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return Quaternion<T>(static_cast<T>(1.0) + dot_product, cross_product)
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.Normalized();
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}
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/// @brief Returns the a Quaternion that rotates from start to end.
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///
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/// @param v1 The starting vector
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/// @param v2 The vector to rotate to
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/// @return A Quaternion describing the rotation from v1 to v2. In the case
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/// where the vectors are parallel, it returns the identity. In the case
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/// where
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/// they point in opposite directions, it picks an arbitrary axis. (Since
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/// there
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/// are technically infinite possible quaternions to represent a 180 degree
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/// rotation.)
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///
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/// The final equation used here is fairly elegant, but its derivation is
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/// not obvious: We want to find the quaternion that represents the angle
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/// between Start and End.
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///
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/// The angle can be expressed as a quaternion with the values:
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/// angle: ArcCos(dotproduct(start, end) / (|start|*|end|)
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/// axis: crossproduct(start, end).normalized * sin(angle/2)
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///
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/// or written as:
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/// quaternion(cos(angle/2), axis * sin(angle/2))
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///
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/// Using the trig identity:
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/// sin(angle * 2) = 2 * sin(angle) * cos*angle)
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/// Via substitution, we can turn this into:
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/// sin(angle/2) = 0.5 * sin(angle)/cos(angle/2)
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///
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/// Using this substitution, we get:
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/// quaternion( cos(angle/2),
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/// 0.5 * crossproduct(start, end).normalized
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/// * sin(angle) / cos(angle/2))
|
|
///
|
|
/// If we scale the whole thing up by 2 * cos(angle/2) then we get:
|
|
/// quaternion(2 * cos(angle/2) * cos(angle/2),
|
|
/// crossproduct(start, end).normalized * sin(angle))
|
|
///
|
|
/// (Note that the quaternion is no longer normalized after this scaling)
|
|
///
|
|
/// Another trig identity:
|
|
/// cos(angle/2) = sqrt((1 + cos(angle) / 2)
|
|
///
|
|
/// Substituting this in, we can simplify the quaternion scalar:
|
|
///
|
|
/// quaternion(1 + cos(angle),
|
|
/// crossproduct(start, end).normalized * sin(angle))
|
|
///
|
|
/// Because cross(start, end) has a magnitude of |start|*|end|*sin(angle),
|
|
/// crossproduct(start,end).normalized
|
|
/// is equivalent to
|
|
/// crossproduct(start,end) / |start| * |end| * sin(angle)
|
|
/// So after that substitution:
|
|
///
|
|
/// quaternion(1 + cos(angle),
|
|
/// crossproduct(start, end) / (|start| * |end|))
|
|
///
|
|
/// dotproduct(start, end) has the value of |start| * |end| * cos(angle),
|
|
/// so by algebra,
|
|
/// cos(angle) = dotproduct(start, end) / (|start| * |end|)
|
|
/// we can replace our quaternion scalar here also:
|
|
///
|
|
/// quaternion(1 + dotproduct(start, end) / (|start| * |end|),
|
|
/// crossproduct(start, end) / (|start| * |end|))
|
|
///
|
|
/// If start and end are normalized, then |start| * |end| = 1, giving us a
|
|
/// final quaternion of:
|
|
///
|
|
/// quaternion(1 + dotproduct(start, end), crossproduct(start, end))
|
|
static inline Quaternion<T> RotateFromTo(const Vector<T, 3>& v1,
|
|
const Vector<T, 3>& v2) {
|
|
Vector<T, 3> start = v1.Normalized();
|
|
Vector<T, 3> end = v2.Normalized();
|
|
|
|
T dot_product = Vector<T, 3>::DotProduct(start, end);
|
|
// Any rotation < 0.1 degrees is treated as no rotation
|
|
// in order to avoid division by zero errors.
|
|
// So we early-out in cases where it's less then 0.1 degrees.
|
|
// cos( 0.1 degrees) = 0.99999847691
|
|
if (dot_product >= static_cast<T>(0.99999847691)) {
|
|
return Quaternion<T>::identity;
|
|
}
|
|
// If the vectors point in opposite directions, return a 180 degree
|
|
// rotation, on an arbitrary axis.
|
|
if (dot_product <= static_cast<T>(-0.99999847691)) {
|
|
return Quaternion<T>(0, PerpendicularVector(start));
|
|
}
|
|
// Degenerate cases have been handled, so if we're here, we have to
|
|
// actually compute the angle we want:
|
|
Vector<T, 3> cross_product = Vector<T, 3>::CrossProduct(start, end);
|
|
|
|
return Quaternion<T>(static_cast<T>(1.0) + dot_product, cross_product)
|
|
.Normalized();
|
|
}
|
|
|
|
/// @brief Contains a quaternion doing the identity transform.
|
|
static Quaternion<T> identity;
|
|
|
|
MATHFU_DEFINE_CLASS_SIMD_AWARE_NEW_DELETE
|
|
|
|
private:
|
|
T s_;
|
|
Vector<T, 3> v_;
|
|
};
|
|
|
|
template <typename T>
|
|
Quaternion<T> Quaternion<T>::identity = Quaternion<T>(1, 0, 0, 0);
|
|
/// @}
|
|
|
|
/// @addtogroup mathfu_quaternion
|
|
/// @{
|
|
|
|
/// @brief Multiply a Quaternion by a scalar.
|
|
///
|
|
/// This multiplies the angle of the rotation of the specified Quaternion
|
|
/// by a scalar factor.
|
|
/// @param s Scalar to multiply with.
|
|
/// @param q Quaternion to scale.
|
|
/// @return Quaternion containing the result.
|
|
///
|
|
/// @related Quaternion
|
|
template <class T>
|
|
inline Quaternion<T> operator*(const T& s, const Quaternion<T>& q) {
|
|
return q * s;
|
|
}
|
|
/// @}
|
|
|
|
} // namespace mathfu
|
|
#endif // MATHFU_QUATERNION_H_
|