mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-01 08:22:08 +00:00
434 lines
11 KiB
C
434 lines
11 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition 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 BFG Edition 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__
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Quaternion
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
#include "../containers/Array.h" // for idTupleSize
|
||
|
|
||
|
class idVec3;
|
||
|
class idAngles;
|
||
|
class idRotation;
|
||
|
class idMat3;
|
||
|
class idMat4;
|
||
|
class idCQuat;
|
||
|
|
||
|
class idQuat {
|
||
|
public:
|
||
|
float x;
|
||
|
float y;
|
||
|
float z;
|
||
|
float w;
|
||
|
|
||
|
idQuat();
|
||
|
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() const;
|
||
|
float Length() const;
|
||
|
idQuat & Normalize();
|
||
|
|
||
|
float CalcW() const;
|
||
|
int GetDimension() const;
|
||
|
|
||
|
idAngles ToAngles() const;
|
||
|
idRotation ToRotation() const;
|
||
|
idMat3 ToMat3() const;
|
||
|
idMat4 ToMat4() const;
|
||
|
idCQuat ToCQuat() const;
|
||
|
idVec3 ToAngularVelocity() const;
|
||
|
const float * ToFloatPtr() const;
|
||
|
float * ToFloatPtr();
|
||
|
const char * ToString( int precision = 2 ) const;
|
||
|
|
||
|
idQuat & Slerp( const idQuat &from, const idQuat &to, float t );
|
||
|
idQuat & Lerp( const idQuat &from, const idQuat &to, const float t );
|
||
|
};
|
||
|
|
||
|
// A non-member slerp function allows constructing a const idQuat object with the result of a slerp,
|
||
|
// but without having to explicity create a temporary idQuat object.
|
||
|
idQuat Slerp( const idQuat & from, const idQuat & to, const float t );
|
||
|
|
||
|
ID_INLINE idQuat::idQuat() {
|
||
|
}
|
||
|
|
||
|
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() const {
|
||
|
return idQuat( -x, -y, -z, w );
|
||
|
}
|
||
|
|
||
|
ID_INLINE float idQuat::Length() const {
|
||
|
float len;
|
||
|
|
||
|
len = x * x + y * y + z * z + w * w;
|
||
|
return idMath::Sqrt( len );
|
||
|
}
|
||
|
|
||
|
ID_INLINE idQuat& idQuat::Normalize() {
|
||
|
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() 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() const {
|
||
|
return 4;
|
||
|
}
|
||
|
|
||
|
ID_INLINE const float *idQuat::ToFloatPtr() const {
|
||
|
return &x;
|
||
|
}
|
||
|
|
||
|
ID_INLINE float *idQuat::ToFloatPtr() {
|
||
|
return &x;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Specialization to get size of an idQuat generically.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
template<>
|
||
|
struct idTupleSize< idQuat > {
|
||
|
enum { value = 4 };
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Compressed quaternion
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
class idCQuat {
|
||
|
public:
|
||
|
float x;
|
||
|
float y;
|
||
|
float z;
|
||
|
|
||
|
idCQuat();
|
||
|
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() const;
|
||
|
|
||
|
idAngles ToAngles() const;
|
||
|
idRotation ToRotation() const;
|
||
|
idMat3 ToMat3() const;
|
||
|
idMat4 ToMat4() const;
|
||
|
idQuat ToQuat() const;
|
||
|
const float * ToFloatPtr() const;
|
||
|
float * ToFloatPtr();
|
||
|
const char * ToString( int precision = 2 ) const;
|
||
|
};
|
||
|
|
||
|
ID_INLINE idCQuat::idCQuat() {
|
||
|
}
|
||
|
|
||
|
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() const {
|
||
|
return 3;
|
||
|
}
|
||
|
|
||
|
ID_INLINE idQuat idCQuat::ToQuat() 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() const {
|
||
|
return &x;
|
||
|
}
|
||
|
|
||
|
ID_INLINE float *idCQuat::ToFloatPtr() {
|
||
|
return &x;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
Specialization to get size of an idCQuat generically.
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
template<>
|
||
|
struct idTupleSize< idCQuat > {
|
||
|
enum { value = 3 };
|
||
|
};
|
||
|
|
||
|
#endif /* !__MATH_QUAT_H__ */
|