/* =========================================================================== 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 . 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__ */