/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __MATH_QUAT_H__ #define __MATH_QUAT_H__ #include "idlib/math/Vector.h" /* =============================================================================== Quaternion =============================================================================== */ class idVec3; class idAngles; class idRotation; class idMat3; class idMat4; class idCQuat; class idQuat { public: float x; float y; float z; float w; idQuat( void ); idQuat( float x, float y, float z, float w ); void Set( float x, float y, float z, float w ); float operator[]( int index ) const; float & operator[]( int index ); idQuat operator-() const; idQuat & operator=( const idQuat &a ); idQuat operator+( const idQuat &a ) const; idQuat & operator+=( const idQuat &a ); idQuat operator-( const idQuat &a ) const; idQuat & operator-=( const idQuat &a ); idQuat operator*( const idQuat &a ) const; idVec3 operator*( const idVec3 &a ) const; idQuat operator*( float a ) const; idQuat & operator*=( const idQuat &a ); idQuat & operator*=( float a ); friend idQuat operator*( const float a, const idQuat &b ); friend idVec3 operator*( const idVec3 &a, const idQuat &b ); bool Compare( const idQuat &a ) const; // exact compare, no epsilon bool Compare( const idQuat &a, const float epsilon ) const; // compare with epsilon bool operator==( const idQuat &a ) const; // exact compare, no epsilon bool operator!=( const idQuat &a ) const; // exact compare, no epsilon idQuat Inverse( void ) const; float Length( void ) const; idQuat & Normalize( void ); float CalcW( void ) const; int GetDimension( void ) const; idAngles ToAngles( void ) const; idRotation ToRotation( void ) const; idMat3 ToMat3( void ) const; idMat4 ToMat4( void ) const; idCQuat ToCQuat( void ) const; idVec3 ToAngularVelocity( void ) const; const float * ToFloatPtr( void ) const; float * ToFloatPtr( void ); const char * ToString( int precision = 2 ) const; idQuat & Slerp( const idQuat &from, const idQuat &to, float t ); }; ID_INLINE idQuat::idQuat( void ) { } ID_INLINE idQuat::idQuat( float x, float y, float z, float w ) { this->x = x; this->y = y; this->z = z; this->w = w; } ID_INLINE float idQuat::operator[]( int index ) const { assert( ( index >= 0 ) && ( index < 4 ) ); return ( &x )[ index ]; } ID_INLINE float& idQuat::operator[]( int index ) { assert( ( index >= 0 ) && ( index < 4 ) ); return ( &x )[ index ]; } ID_INLINE idQuat idQuat::operator-() const { return idQuat( -x, -y, -z, -w ); } ID_INLINE idQuat &idQuat::operator=( const idQuat &a ) { x = a.x; y = a.y; z = a.z; w = a.w; return *this; } ID_INLINE idQuat idQuat::operator+( const idQuat &a ) const { return idQuat( x + a.x, y + a.y, z + a.z, w + a.w ); } ID_INLINE idQuat& idQuat::operator+=( const idQuat &a ) { x += a.x; y += a.y; z += a.z; w += a.w; return *this; } ID_INLINE idQuat idQuat::operator-( const idQuat &a ) const { return idQuat( x - a.x, y - a.y, z - a.z, w - a.w ); } ID_INLINE idQuat& idQuat::operator-=( const idQuat &a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; return *this; } ID_INLINE idQuat idQuat::operator*( const idQuat &a ) const { return idQuat( w*a.x + x*a.w + y*a.z - z*a.y, w*a.y + y*a.w + z*a.x - x*a.z, w*a.z + z*a.w + x*a.y - y*a.x, w*a.w - x*a.x - y*a.y - z*a.z ); } ID_INLINE idVec3 idQuat::operator*( const idVec3 &a ) const { #if 0 // it's faster to do the conversion to a 3x3 matrix and multiply the vector by this 3x3 matrix return ( ToMat3() * a ); #else // result = this->Inverse() * idQuat( a.x, a.y, a.z, 0.0f ) * (*this) float xxzz = x*x - z*z; float wwyy = w*w - y*y; float xw2 = x*w*2.0f; float xy2 = x*y*2.0f; float xz2 = x*z*2.0f; float yw2 = y*w*2.0f; float yz2 = y*z*2.0f; float zw2 = z*w*2.0f; return idVec3( (xxzz + wwyy)*a.x + (xy2 + zw2)*a.y + (xz2 - yw2)*a.z, (xy2 - zw2)*a.x + (y*y+w*w-x*x-z*z)*a.y + (yz2 + xw2)*a.z, (xz2 + yw2)*a.x + (yz2 - xw2)*a.y + (wwyy - xxzz)*a.z ); #endif } ID_INLINE idQuat idQuat::operator*( float a ) const { return idQuat( x * a, y * a, z * a, w * a ); } ID_INLINE idQuat operator*( const float a, const idQuat &b ) { return b * a; } ID_INLINE idVec3 operator*( const idVec3 &a, const idQuat &b ) { return b * a; } ID_INLINE idQuat& idQuat::operator*=( const idQuat &a ) { *this = *this * a; return *this; } ID_INLINE idQuat& idQuat::operator*=( float a ) { x *= a; y *= a; z *= a; w *= a; return *this; } ID_INLINE bool idQuat::Compare( const idQuat &a ) const { return ( ( x == a.x ) && ( y == a.y ) && ( z == a.z ) && ( w == a.w ) ); } ID_INLINE bool idQuat::Compare( const idQuat &a, const float epsilon ) const { if ( idMath::Fabs( x - a.x ) > epsilon ) { return false; } if ( idMath::Fabs( y - a.y ) > epsilon ) { return false; } if ( idMath::Fabs( z - a.z ) > epsilon ) { return false; } if ( idMath::Fabs( w - a.w ) > epsilon ) { return false; } return true; } ID_INLINE bool idQuat::operator==( const idQuat &a ) const { return Compare( a ); } ID_INLINE bool idQuat::operator!=( const idQuat &a ) const { return !Compare( a ); } ID_INLINE void idQuat::Set( float x, float y, float z, float w ) { this->x = x; this->y = y; this->z = z; this->w = w; } ID_INLINE idQuat idQuat::Inverse( void ) const { return idQuat( -x, -y, -z, w ); } ID_INLINE float idQuat::Length( void ) const { float len; len = x * x + y * y + z * z + w * w; return idMath::Sqrt( len ); } ID_INLINE idQuat& idQuat::Normalize( void ) { float len; float ilength; len = this->Length(); if ( len ) { ilength = 1 / len; x *= ilength; y *= ilength; z *= ilength; w *= ilength; } return *this; } ID_INLINE float idQuat::CalcW( void ) const { // take the absolute value because floating point rounding may cause the dot of x,y,z to be larger than 1 return sqrt( fabs( 1.0f - ( x * x + y * y + z * z ) ) ); } ID_INLINE int idQuat::GetDimension( void ) const { return 4; } ID_INLINE const float *idQuat::ToFloatPtr( void ) const { return &x; } ID_INLINE float *idQuat::ToFloatPtr( void ) { return &x; } /* =============================================================================== Compressed quaternion =============================================================================== */ class idCQuat { public: float x; float y; float z; idCQuat( void ); idCQuat( float x, float y, float z ); void Set( float x, float y, float z ); float operator[]( int index ) const; float & operator[]( int index ); bool Compare( const idCQuat &a ) const; // exact compare, no epsilon bool Compare( const idCQuat &a, const float epsilon ) const; // compare with epsilon bool operator==( const idCQuat &a ) const; // exact compare, no epsilon bool operator!=( const idCQuat &a ) const; // exact compare, no epsilon int GetDimension( void ) const; idAngles ToAngles( void ) const; idRotation ToRotation( void ) const; idMat3 ToMat3( void ) const; idMat4 ToMat4( void ) const; idQuat ToQuat( void ) const; const float * ToFloatPtr( void ) const; float * ToFloatPtr( void ); const char * ToString( int precision = 2 ) const; }; ID_INLINE idCQuat::idCQuat( void ) { } ID_INLINE idCQuat::idCQuat( float x, float y, float z ) { this->x = x; this->y = y; this->z = z; } ID_INLINE void idCQuat::Set( float x, float y, float z ) { this->x = x; this->y = y; this->z = z; } ID_INLINE float idCQuat::operator[]( int index ) const { assert( ( index >= 0 ) && ( index < 3 ) ); return ( &x )[ index ]; } ID_INLINE float& idCQuat::operator[]( int index ) { assert( ( index >= 0 ) && ( index < 3 ) ); return ( &x )[ index ]; } ID_INLINE bool idCQuat::Compare( const idCQuat &a ) const { return ( ( x == a.x ) && ( y == a.y ) && ( z == a.z ) ); } ID_INLINE bool idCQuat::Compare( const idCQuat &a, const float epsilon ) const { if ( idMath::Fabs( x - a.x ) > epsilon ) { return false; } if ( idMath::Fabs( y - a.y ) > epsilon ) { return false; } if ( idMath::Fabs( z - a.z ) > epsilon ) { return false; } return true; } ID_INLINE bool idCQuat::operator==( const idCQuat &a ) const { return Compare( a ); } ID_INLINE bool idCQuat::operator!=( const idCQuat &a ) const { return !Compare( a ); } ID_INLINE int idCQuat::GetDimension( void ) const { return 3; } ID_INLINE idQuat idCQuat::ToQuat( void ) const { // take the absolute value because floating point rounding may cause the dot of x,y,z to be larger than 1 return idQuat( x, y, z, sqrt( fabs( 1.0f - ( x * x + y * y + z * z ) ) ) ); } ID_INLINE const float *idCQuat::ToFloatPtr( void ) const { return &x; } ID_INLINE float *idCQuat::ToFloatPtr( void ) { return &x; } #endif /* !__MATH_QUAT_H__ */