911 lines
21 KiB
C++
911 lines
21 KiB
C++
// Copyright (C) 2017 Rémi Bèges - Jérôme Leclercq
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// This file is part of the "Nazara Engine - Mathematics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Math/Quaternion.hpp>
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#include <Nazara/Core/Algorithm.hpp>
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#include <Nazara/Math/Algorithm.hpp>
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#include <Nazara/Math/Config.hpp>
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#include <Nazara/Math/EulerAngles.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <cstring>
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#include <limits>
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#include <sstream>
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#include <Nazara/Core/Debug.hpp>
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namespace Nz
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{
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/*!
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* \ingroup math
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* \class Nz::Quaternion
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* \brief Math class that represents an element of the quaternions
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*
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* \remark The quaternion is meant to be 'unit' to represent rotations in a three dimensional space
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*/
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/*!
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* \brief Constructs a Quaternion object from its components
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*
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* \param W W component
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* \param X X component
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* \param Y Y component
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* \param Z Z component
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*/
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template<typename T>
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Quaternion<T>::Quaternion(T W, T X, T Y, T Z)
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{
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Set(W, X, Y, Z);
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}
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/*!
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* \brief Constructs a Quaternion object from an angle
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*
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* \param angle Angle representing a 2D rotation
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*/
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template<typename T>
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template<AngleUnit Unit>
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Quaternion<T>::Quaternion(const Angle<Unit, T>& angle)
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{
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Set(angle);
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}
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/*!
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* \brief Constructs a Quaternion object from a EulerAngles
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*
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* \param angles Easier representation of rotation of space
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*
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* \see EulerAngles
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*/
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template<typename T>
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Quaternion<T>::Quaternion(const EulerAngles<T>& angles)
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{
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Set(angles);
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}
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/*!
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* \brief Constructs a Quaternion object from an angle and a direction
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*
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* \param angle Unit depends of NAZARA_MATH_ANGLE_RADIAN
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* \param axis Vector3 which represents a direction, no need to be normalized
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*/
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template<typename T>
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Quaternion<T>::Quaternion(T angle, const Vector3<T>& axis)
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{
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Set(angle, axis);
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}
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/*!
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* \brief Constructs a Quaternion object from an array of four elements
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*
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* \param quat[4] quat[0] is W component, quat[1] is X component, quat[2] is Y component and quat[3] is Z component
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*/
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template<typename T>
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Quaternion<T>::Quaternion(const T quat[4])
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{
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Set(quat);
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}
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/*
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template<typename T>
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Quaternion<T>::Quaternion(const Matrix3<T>& mat)
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{
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Set(mat);
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}
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*/
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/*!
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* \brief Constructs a Quaternion object from another type of Quaternion
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*
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* \param quat Quaternion of type U to convert to type T
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*/
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template<typename T>
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template<typename U>
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Quaternion<T>::Quaternion(const Quaternion<U>& quat)
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{
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Set(quat);
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}
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/*!
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* \brief Computes the w component of the quaternion to make it unit
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* \return A reference to this quaternion
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::ComputeW()
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{
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T t = T(1.0) - SquaredMagnitude();
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if (t < T(0.0))
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w = T(0.0);
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else
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w = -std::sqrt(t);
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return *this;
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}
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/*!
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* \brief Returns the rotational conjugate of this quaternion
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* \return A reference to this quaternion
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*
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* The conjugate of a quaternion represents the same rotation in the opposite direction about the rotational axis
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*
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* \see GetConjugate
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::Conjugate()
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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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return *this;
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}
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/*!
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* \brief Calculates the dot (scalar) product with two quaternions
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* \return The value of the dot product
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*
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* \param quat The other quaternion to calculate the dot product with
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*/
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template<typename T>
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T Quaternion<T>::DotProduct(const Quaternion& quat) const
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{
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return w * quat.w + x * quat.x + y * quat.y + z * quat.z;
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}
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/*!
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* \brief Gets the rotational conjugate of this quaternion
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* \return A new quaternion which is the conjugate of this quaternion
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*
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* The conjugate of a quaternion represents the same rotation in the opposite direction about the rotational axis
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*
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* \see Conjugate
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*/
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template<typename T>
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Quaternion<T> Quaternion<T>::GetConjugate() const
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{
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Quaternion<T> quat(*this);
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quat.Conjugate();
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return quat;
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}
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/*!
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* \brief Gets the inverse of this quaternion
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* \return A new quaternion which is the inverse of this quaternion
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*
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* \remark If this quaternion is (0, 0, 0, 0), then it returns (0, 0, 0, 0)
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*
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* \see Inverse
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*/
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template<typename T>
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Quaternion<T> Quaternion<T>::GetInverse() const
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{
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Quaternion<T> quat(*this);
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quat.Inverse();
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return quat;
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}
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/*!
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* \brief Gets the normalization of this quaternion
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* \return A new quaternion which is the normalization of this quaternion
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*
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* \param length Optional argument to obtain the length's ratio of the quaternion and the unit-length
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*
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* \remark If this quaternion is (0, 0, 0, 0), then it returns (0, 0, 0, 0) and length is 0
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*
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* \see Normalize
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*/
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template<typename T>
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Quaternion<T> Quaternion<T>::GetNormal(T* length) const
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{
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Quaternion<T> quat(*this);
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quat.Normalize(length);
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return quat;
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}
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/*!
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* \brief Inverts this quaternion
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* \return A reference to this quaternion which is now inverted
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*
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* \remark If this quaternion is (0, 0, 0, 0), then it returns (0, 0, 0, 0)
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*
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* \see GetInverse
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::Inverse()
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{
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T norm = SquaredMagnitude();
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if (norm > T(0.0))
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{
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T invNorm = T(1.0) / std::sqrt(norm);
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w *= invNorm;
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x *= -invNorm;
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y *= -invNorm;
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z *= -invNorm;
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}
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return *this;
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}
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/*!
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* \brief Makes the quaternion (1, 0, 0, 0)
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* \return A reference to this vector with components (1, 0, 0, 0)
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*
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* \see Unit
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::MakeIdentity()
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{
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return Set(T(1.0), T(0.0), T(0.0), T(0.0));
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}
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/*!
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* \brief Makes this quaternion to the rotation required to rotate direction Vector3 from to direction Vector3 to
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* \return A reference to this vector which is the rotation needed
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*
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* \param from Initial vector
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* \param to Target vector
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*
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* \remark Vectors are not required to be normalized
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*
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* \see RotationBetween
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::MakeRotationBetween(const Vector3<T>& from, const Vector3<T>& to)
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{
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// Based on: http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
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T norm = std::sqrt(from.GetSquaredLength() * to.GetSquaredLength());
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Vector3<T> crossProduct = from.CrossProduct(to);
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Set(norm + from.DotProduct(to), crossProduct.x, crossProduct.y, crossProduct.z);
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return Normalize();
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}
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/*!
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* \brief Makes the quaternion (0, 0, 0, 0)
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* \return A reference to this vector with components (0, 0, 0, 0)
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*
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* \see Zero
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::MakeZero()
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{
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return Set(T(0.0), T(0.0), T(0.0), T(0.0));
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}
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/*!
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* \brief Calculates the magnitude (length) of the quaternion
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* \return The magnitude
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*
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* \see SquaredMagnitude
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*/
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template<typename T>
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T Quaternion<T>::Magnitude() const
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{
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return std::sqrt(SquaredMagnitude());
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}
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/*!
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* \brief Normalizes the current quaternion
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* \return A reference to this quaternion which is now normalized
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*
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* \param length Optional argument to obtain the length's ratio of the quaternion and the unit-length
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*
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* \remark If the quaternion is (0, 0, 0, 0), then it returns (0, 0, 0, 0) and length is 0
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*
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* \see GetNormal
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::Normalize(T* length)
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{
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T norm = std::sqrt(SquaredMagnitude());
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if (norm > T(0.0))
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{
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T invNorm = T(1.0) / norm;
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w *= invNorm;
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x *= invNorm;
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y *= invNorm;
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z *= invNorm;
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}
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if (length)
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*length = norm;
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return *this;
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}
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/*!
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* \brief Sets the components of the quaternion
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* \return A reference to this quaternion
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*
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* \param W W component
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* \param X X component
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* \param Y Y component
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* \param Z Z component
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::Set(T W, T X, T Y, T Z)
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{
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w = W;
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x = X;
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y = Y;
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z = Z;
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return *this;
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}
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/*!
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* \brief Sets this quaternion from a 2D rotation specified by an Angle
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* \return A reference to this quaternion
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*
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* \param angle 2D angle
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*
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* \see Angle
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*/
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template<typename T>
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template<AngleUnit Unit>
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Quaternion<T>& Quaternion<T>::Set(const Angle<Unit, T>& angle)
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{
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return Set(angle.ToQuaternion());
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}
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/*!
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* \brief Sets this quaternion from rotation specified by Euler angle
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* \return A reference to this quaternion
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*
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* \param angles Easier representation of rotation of space
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*
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* \see EulerAngles
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::Set(const EulerAngles<T>& angles)
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{
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return Set(angles.ToQuaternion());
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}
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/*!
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* \brief Sets this quaternion from rotation specified by axis and angle
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* \return A reference to this quaternion
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*
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* \param angle Unit depends of NAZARA_MATH_ANGLE_RADIAN
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* \param axis Vector3 which represents a direction, no need to be normalized
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::Set(T angle, const Vector3<T>& axis)
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{
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#if !NAZARA_MATH_ANGLE_RADIAN
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angle = DegreeToRadian(angle);
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#endif
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angle /= T(2.0);
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Vector3<T> normalizedAxis = axis.GetNormal();
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T sinAngle = std::sin(angle);
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w = std::cos(angle);
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x = normalizedAxis.x * sinAngle;
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y = normalizedAxis.y * sinAngle;
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z = normalizedAxis.z * sinAngle;
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return Normalize();
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}
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/*!
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* \brief Sets the components of the quaternion from an array of four elements
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* \return A reference to this quaternion
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*
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* \param quat[4] quat[0] is W component, quat[1] is X component, quat[2] is Y component and quat[3] is Z component
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*/
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template<typename T>
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Quaternion<T>& Quaternion<T>::Set(const T quat[4])
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{
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w = quat[0];
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x = quat[1];
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y = quat[2];
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z = quat[3];
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return *this;
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}
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/*!
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* \brief Sets the components of the quaternion from another type of Quaternion
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* \return A reference to this quaternion
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*
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* \param quat Quaternion of type U to convert its components
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*/
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template<typename T>
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template<typename U>
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Quaternion<T>& Quaternion<T>::Set(const Quaternion<U>& quat)
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{
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w = T(quat.w);
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x = T(quat.x);
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y = T(quat.y);
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z = T(quat.z);
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return *this;
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}
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/*!
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* \brief Calculates the squared magnitude (length) of the quaternion
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* \return The squared magnitude
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*
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* \see Magnitude
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*/
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template<typename T>
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T Quaternion<T>::SquaredMagnitude() const
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{
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return w * w + x * x + y * y + z * z;
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}
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/*!
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* \brief Returns the "roll angle" of this quaternion
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* \return Roll rotation
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*
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* \remark This function only has sense when quaternion only represents a "roll rotation"
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*/
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template<typename T>
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RadianAngle<T> Quaternion<T>::To2DAngle() const
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{
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T siny_cosp = T(2.0) * (w * z + x * y);
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T cosy_cosp = T(1.0) - T(2.0) * (y * y + z * z);
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return std::atan2(siny_cosp, cosy_cosp);
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}
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/*!
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* \brief Converts this quaternion to Euler angles representation
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* \return EulerAngles which is the representation of this rotation
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*
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* \remark Rotation are "left-handed"
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*/
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template<typename T>
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EulerAngles<T> Quaternion<T>::ToEulerAngles() const
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{
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T test = x * y + z * w;
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if (test > T(0.499))
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// singularity at north pole
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return EulerAngles<T>(T(0.0), FromRadians(T(2.0) * std::atan2(x, w)), FromDegrees(T(90.0)));
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if (test < T(-0.499))
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// singularity at south pole
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return EulerAngles<T>(T(0.0), FromRadians(T(-2.0) * std::atan2(x, w)), FromDegrees(T(-90.0)));
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return EulerAngles<T>(FromRadians(std::atan2(T(2.0) * x * w - T(2.0) * y * z, T(1.0) - T(2.0) * x * x - T(2.0) * z * z)),
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FromRadians(std::atan2(T(2.0) * y * w - T(2.0) * x * z, T(1.0) - T(2.0) * y * y - T(2.0) * z * z)),
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FromRadians(std::asin(T(2.0) * test)));
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}
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/*!
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* \brief Gives a string representation
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* \return A string representation of the object: "Quaternion(w | x, y, z)"
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*/
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template<typename T>
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std::string Quaternion<T>::ToString() const
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{
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std::ostringstream ss;
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ss << *this;
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return ss.str();
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}
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/*!
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* \brief Adds the components of the quaternion with other quaternion
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* \return A quaternion where components are the sum of this quaternion and the other one
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*
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* \param quat The other quaternion to add components with
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*/
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template<typename T>
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Quaternion<T> Quaternion<T>::operator+(const Quaternion& quat) const
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{
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Quaternion result;
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result.w = w + quat.w;
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result.x = x + quat.x;
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result.y = y + quat.y;
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result.z = z + quat.z;
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return result;
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}
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/*!
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* \brief Multiplies of the quaternion with other quaternion
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* \return A quaternion which is the product of those two according to operator* in quaternions
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*
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* \param quat The other quaternion to multiply with
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*/
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template<typename T>
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Quaternion<T> Quaternion<T>::operator*(const Quaternion& quat) const
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{
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Quaternion result;
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result.w = w * quat.w - x * quat.x - y * quat.y - z * quat.z;
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result.x = w * quat.x + x * quat.w + y * quat.z - z * quat.y;
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result.y = w * quat.y + y * quat.w + z * quat.x - x * quat.z;
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result.z = w * quat.z + z * quat.w + x * quat.y - y * quat.x;
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return result;
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}
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/*!
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* \brief Apply the quaternion to the Vector3
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* \return A Vector3f which is the vector rotated by this quaternion
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*
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* \param vec The vector to multiply with
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*/
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template<typename T>
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Vector3<T> Quaternion<T>::operator*(const Vector3<T>& vec) const
|
|
{
|
|
Vector3<T> quatVec(x, y, z);
|
|
Vector3<T> uv = quatVec.CrossProduct(vec);
|
|
Vector3<T> uuv = quatVec.CrossProduct(uv);
|
|
uv *= T(2.0) * w;
|
|
uuv *= T(2.0);
|
|
|
|
return vec + uv + uuv;
|
|
}
|
|
|
|
/*!
|
|
* \brief Multiplies the components of the quaternion with a scalar
|
|
* \return A quaternion where components are the product of this quaternion and the scalar
|
|
*
|
|
* \param scale The scalar to multiply components with
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::operator*(T scale) const
|
|
{
|
|
return Quaternion(w * scale,
|
|
x * scale,
|
|
y * scale,
|
|
z * scale);
|
|
}
|
|
|
|
/*!
|
|
* \brief Divides the quaternion with other quaternion
|
|
* \return A quaternion which is the quotient of those two according to operator* in quaternions
|
|
*
|
|
* \param quat The other quaternion to divide with
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::operator/(const Quaternion& quat) const
|
|
{
|
|
return quat.GetConjugate() * (*this);
|
|
}
|
|
|
|
/*!
|
|
* \brief Adds the components of the quaternion with other quaternion
|
|
* \return A reference to this quaternion where components are the sum of this quaternion and the other one
|
|
*
|
|
* \param quat The other quaternion to add components with
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T>& Quaternion<T>::operator+=(const Quaternion& quat)
|
|
{
|
|
return operator=(operator+(quat));
|
|
}
|
|
|
|
/*!
|
|
* \brief Multiplies of the quaternion with other quaternion
|
|
* \return A reference to this quaternion which is the product of those two according to operator* in quaternions
|
|
*
|
|
* \param quat The other quaternion to multiply with
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T>& Quaternion<T>::operator*=(const Quaternion& quat)
|
|
{
|
|
return operator=(operator*(quat));
|
|
}
|
|
|
|
/*!
|
|
* \brief Multiplies the components of the quaternion with a scalar
|
|
* \return A reference to this quaternion where components are the product of this quaternion and the scalar
|
|
*
|
|
* \param scale The scalar to multiply components with
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T>& Quaternion<T>::operator*=(T scale)
|
|
{
|
|
return operator=(operator*(scale));
|
|
}
|
|
|
|
/*!
|
|
* \brief Divides the quaternion with other quaternion
|
|
* \return A reference to this quaternion which is the quotient of those two according to operator* in quaternions
|
|
*
|
|
* \param quat The other quaternion to divide with
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T>& Quaternion<T>::operator/=(const Quaternion& quat)
|
|
{
|
|
return operator=(operator/(quat));
|
|
}
|
|
|
|
/*!
|
|
* \brief Compares the quaternion to other one
|
|
* \return true if the quaternions are the same
|
|
*
|
|
* \param quat Other quaternion to compare with
|
|
*/
|
|
|
|
template<typename T>
|
|
bool Quaternion<T>::operator==(const Quaternion& quat) const
|
|
{
|
|
return NumberEquals(w, quat.w) &&
|
|
NumberEquals(x, quat.x) &&
|
|
NumberEquals(y, quat.y) &&
|
|
NumberEquals(z, quat.z);
|
|
}
|
|
|
|
/*!
|
|
* \brief Compares the quaternion to other one
|
|
* \return false if the quaternions are the same
|
|
*
|
|
* \param quat Other quaternion to compare with
|
|
*/
|
|
|
|
template<typename T>
|
|
bool Quaternion<T>::operator!=(const Quaternion& quat) const
|
|
{
|
|
return !operator==(quat);
|
|
}
|
|
|
|
/*!
|
|
* \brief Shorthand for the quaternion (1, 0, 0, 0)
|
|
* \return A quaternion with components (1, 0, 0, 0)
|
|
*
|
|
* \see MakeIdentity
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::Identity()
|
|
{
|
|
Quaternion quaternion;
|
|
quaternion.MakeIdentity();
|
|
|
|
return quaternion;
|
|
}
|
|
|
|
/*!
|
|
* \brief Interpolates the quaternion to other one with a factor of interpolation
|
|
* \return A new quaternion which is the interpolation of two quaternions
|
|
*
|
|
* \param from Initial quaternion
|
|
* \param to Target quaternion
|
|
* \param interpolation Factor of interpolation
|
|
*
|
|
* \remark interpolation is meant to be between 0 and 1, other values are potentially undefined behavior
|
|
* \remark With NAZARA_DEBUG, a NazaraError is thrown and Zero() is returned
|
|
*
|
|
* \see Lerp, Slerp
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::Lerp(const Quaternion& from, const Quaternion& to, T interpolation)
|
|
{
|
|
#ifdef NAZARA_DEBUG
|
|
if (interpolation < T(0.0) || interpolation > T(1.0))
|
|
{
|
|
NazaraError("Interpolation must be in range [0..1] (Got " + NumberToString(interpolation) + ')');
|
|
return Zero();
|
|
}
|
|
#endif
|
|
|
|
Quaternion interpolated;
|
|
interpolated.w = Nz::Lerp(from.w, to.w, interpolation);
|
|
interpolated.x = Nz::Lerp(from.x, to.x, interpolation);
|
|
interpolated.y = Nz::Lerp(from.y, to.y, interpolation);
|
|
interpolated.z = Nz::Lerp(from.z, to.z, interpolation);
|
|
|
|
return interpolated;
|
|
}
|
|
|
|
/*!
|
|
* \brief Gives the normalized quaternion
|
|
* \return A normalized quaternion from the quat
|
|
*
|
|
* \param quat Quaternion to normalize
|
|
* \param length Optional argument to obtain the length's ratio of the vector and the unit-length
|
|
*
|
|
* \see GetNormal
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::Normalize(const Quaternion& quat, T* length)
|
|
{
|
|
return quat.GetNormal(length);
|
|
}
|
|
|
|
/*!
|
|
* \brief Gets the rotation required to rotate direction Vector3 from to direction Vector3 to
|
|
* \return A quaternion which is the rotation needed between those two Vector3
|
|
*
|
|
* \param from Initial vector
|
|
* \param to Target vector
|
|
*
|
|
* \see MakeRotationBetween
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::RotationBetween(const Vector3<T>& from, const Vector3<T>& to)
|
|
{
|
|
Quaternion quaternion;
|
|
quaternion.MakeRotationBetween(from, to);
|
|
|
|
return quaternion;
|
|
}
|
|
|
|
/*!
|
|
* \brief Interpolates spherically the quaternion to other one with a factor of interpolation
|
|
* \return A new quaternion which is the interpolation of two quaternions
|
|
*
|
|
* \param from Initial quaternion
|
|
* \param to Target quaternion
|
|
* \param interpolation Factor of interpolation
|
|
*
|
|
* \remark interpolation is meant to be between 0 and 1, other values are potentially undefined behavior
|
|
* \remark With NAZARA_DEBUG, a NazaraError is thrown and Zero() is returned
|
|
*
|
|
* \see Lerp
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::Slerp(const Quaternion& from, const Quaternion& to, T interpolation)
|
|
{
|
|
#ifdef NAZARA_DEBUG
|
|
if (interpolation < T(0.0) || interpolation > T(1.0))
|
|
{
|
|
NazaraError("Interpolation must be in range [0..1] (Got " + NumberToString(interpolation) + ')');
|
|
return Zero();
|
|
}
|
|
#endif
|
|
|
|
Quaternion q;
|
|
|
|
T cosOmega = from.DotProduct(to);
|
|
if (cosOmega < T(0.0))
|
|
{
|
|
// We invert everything
|
|
q.Set(-to.w, -to.x, -to.y, -to.z);
|
|
cosOmega = -cosOmega;
|
|
}
|
|
else
|
|
q.Set(to);
|
|
|
|
T k0, k1;
|
|
if (cosOmega > T(0.9999))
|
|
{
|
|
// Linear interpolation to avoid division by zero
|
|
k0 = T(1.0) - interpolation;
|
|
k1 = interpolation;
|
|
}
|
|
else
|
|
{
|
|
T sinOmega = std::sqrt(T(1.0) - cosOmega*cosOmega);
|
|
T omega = std::atan2(sinOmega, cosOmega);
|
|
|
|
// To avoid two divisions
|
|
sinOmega = T(1.0)/sinOmega;
|
|
|
|
k0 = std::sin((T(1.0) - interpolation) * omega) * sinOmega;
|
|
k1 = std::sin(interpolation*omega) * sinOmega;
|
|
}
|
|
|
|
Quaternion result(k0 * from.w, k0 * from.x, k0 * from.y, k0 * from.z);
|
|
return result += q * k1;
|
|
}
|
|
|
|
/*!
|
|
* \brief Shorthand for the quaternion (0, 0, 0, 0)
|
|
* \return A quaternion with components (0, 0, 0, 0)
|
|
*
|
|
* \see MakeZero
|
|
*/
|
|
|
|
template<typename T>
|
|
Quaternion<T> Quaternion<T>::Zero()
|
|
{
|
|
Quaternion quaternion;
|
|
quaternion.MakeZero();
|
|
|
|
return quaternion;
|
|
}
|
|
|
|
|
|
/*!
|
|
* \brief Serializes a Quaternion
|
|
* \return true if successfully serialized
|
|
*
|
|
* \param context Serialization context
|
|
* \param quat Input Quaternion
|
|
*/
|
|
template<typename T>
|
|
bool Serialize(SerializationContext& context, const Quaternion<T>& quat, TypeTag<Quaternion<T>>)
|
|
{
|
|
if (!Serialize(context, quat.x))
|
|
return false;
|
|
|
|
if (!Serialize(context, quat.y))
|
|
return false;
|
|
|
|
if (!Serialize(context, quat.z))
|
|
return false;
|
|
|
|
if (!Serialize(context, quat.w))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*!
|
|
* \brief Unserializes a Quaternion
|
|
* \return true if successfully unserialized
|
|
*
|
|
* \param context Serialization context
|
|
* \param quat Output Quaternion
|
|
*/
|
|
template<typename T>
|
|
bool Unserialize(SerializationContext& context, Quaternion<T>* quat, TypeTag<Quaternion<T>>)
|
|
{
|
|
if (!Unserialize(context, &quat->x))
|
|
return false;
|
|
|
|
if (!Unserialize(context, &quat->y))
|
|
return false;
|
|
|
|
if (!Unserialize(context, &quat->z))
|
|
return false;
|
|
|
|
if (!Unserialize(context, &quat->w))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* \brief Output operator
|
|
* \return The stream
|
|
*
|
|
* \param out The stream
|
|
* \param quat The quaternion to output
|
|
*/
|
|
|
|
template<typename T>
|
|
std::ostream& operator<<(std::ostream& out, const Nz::Quaternion<T>& quat)
|
|
{
|
|
return out << "Quaternion(" << quat.w << " | " << quat.x << ", " << quat.y << ", " << quat.z << ')';
|
|
}
|
|
|
|
#include <Nazara/Core/DebugOff.hpp>
|