doom3-bfg/neo/idlib/math/Quat.h

487 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__ */