quake4-sdk/source/idlib/math/Quat.h

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2007-06-15 00:00:00 +00:00
#ifndef __MATH_QUAT_H__
#define __MATH_QUAT_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 xx = x * x;
float zz = z * z;
float ww = w * w;
float yy = 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(
( xx - yy - zz + ww ) * a.x + ( xy2 + zw2 ) * a.y + ( xz2 - yw2 ) * a.z,
( xy2 - zw2 ) * a.x + ( -xx + yy - zz + ww )* a.y + ( yz2 + xw2 ) * a.z,
( xz2 + yw2 ) * a.x + ( yz2 - xw2 ) * a.y + ( -xx - yy + zz + ww )* 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 idMath::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, idMath::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__ */