mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
2ffdf3d0e1
Mainly quaternion math and sound system cleanup.
352 lines
8 KiB
C++
352 lines
8 KiB
C++
#pragma once
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#include "vectors.h"
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template<typename vec_t>
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class TQuaternion
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{
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public:
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typedef TVector2<vec_t> Vector2;
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typedef TVector3<vec_t> Vector3;
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vec_t X, Y, Z, W;
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TQuaternion() = default;
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TQuaternion(vec_t x, vec_t y, vec_t z, vec_t w)
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: X(x), Y(y), Z(z), W(w)
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{
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}
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TQuaternion(vec_t *o)
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: X(o[0]), Y(o[1]), Z(o[2]), W(o[3])
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{
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}
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TQuaternion(const TQuaternion &other) = default;
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TQuaternion(const Vector3 &v, vec_t s)
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: X(v.X), Y(v.Y), Z(v.Z), W(s)
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{
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}
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TQuaternion(const vec_t v[4])
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: TQuaternion(v[0], v[1], v[2], v[3])
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{
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}
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void Zero()
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{
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Z = Y = X = W = 0;
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}
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bool isZero() const
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{
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return X == 0 && Y == 0 && Z == 0 && W == 0;
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}
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TQuaternion &operator= (const TQuaternion &other) = default;
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// Access X and Y and Z as an array
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vec_t &operator[] (int index)
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{
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return (&X)[index];
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}
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const vec_t &operator[] (int index) const
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{
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return (&X)[index];
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}
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// Test for equality
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bool operator== (const TQuaternion &other) const
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{
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return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
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}
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// Test for inequality
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bool operator!= (const TQuaternion &other) const
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{
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return X != other.X || Y != other.Y || Z != other.Z || W != other.W;
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}
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// returns the XY fields as a 2D-vector.
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const Vector2& XY() const
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{
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return *reinterpret_cast<const Vector2*>(this);
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}
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Vector2& XY()
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{
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return *reinterpret_cast<Vector2*>(this);
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}
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// returns the XY fields as a 2D-vector.
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const Vector3& XYZ() const
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{
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return *reinterpret_cast<const Vector3*>(this);
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}
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Vector3& XYZ()
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{
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return *reinterpret_cast<Vector3*>(this);
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}
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// Test for approximate equality
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bool ApproximatelyEquals(const TQuaternion &other) const
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{
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return fabs(X - other.X) < EQUAL_EPSILON && fabs(Y - other.Y) < EQUAL_EPSILON && fabs(Z - other.Z) < EQUAL_EPSILON && fabs(W - other.W) < EQUAL_EPSILON;
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}
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// Test for approximate inequality
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bool DoesNotApproximatelyEqual(const TQuaternion &other) const
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{
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return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON || fabs(Z - other.Z) >= EQUAL_EPSILON || fabs(W - other.W) >= EQUAL_EPSILON;
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}
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// Unary negation
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TQuaternion operator- () const
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{
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return TQuaternion(-X, -Y, -Z, -W);
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}
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// Scalar addition
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TQuaternion &operator+= (vec_t scalar)
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{
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X += scalar, Y += scalar, Z += scalar; W += scalar;
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return *this;
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}
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friend TQuaternion operator+ (const TQuaternion &v, vec_t scalar)
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{
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return TQuaternion(v.X + scalar, v.Y + scalar, v.Z + scalar, v.W + scalar);
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}
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friend TQuaternion operator+ (vec_t scalar, const TQuaternion &v)
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{
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return TQuaternion(v.X + scalar, v.Y + scalar, v.Z + scalar, v.W + scalar);
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}
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// Scalar subtraction
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TQuaternion &operator-= (vec_t scalar)
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{
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X -= scalar, Y -= scalar, Z -= scalar, W -= scalar;
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return *this;
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}
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TQuaternion operator- (vec_t scalar) const
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{
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return TQuaternion(X - scalar, Y - scalar, Z - scalar, W - scalar);
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}
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// Scalar multiplication
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TQuaternion &operator*= (vec_t scalar)
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{
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X = vec_t(X *scalar), Y = vec_t(Y * scalar), Z = vec_t(Z * scalar), W = vec_t(W * scalar);
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return *this;
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}
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friend TQuaternion operator* (const TQuaternion &v, vec_t scalar)
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{
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return TQuaternion(v.X * scalar, v.Y * scalar, v.Z * scalar, v.W * scalar);
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}
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friend TQuaternion operator* (vec_t scalar, const TQuaternion &v)
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{
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return TQuaternion(v.X * scalar, v.Y * scalar, v.Z * scalar, v.W * scalar);
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}
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// Scalar division
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TQuaternion &operator/= (vec_t scalar)
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{
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scalar = 1 / scalar, X = vec_t(X * scalar), Y = vec_t(Y * scalar), Z = vec_t(Z * scalar), W = vec_t(W * scalar);
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return *this;
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}
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TQuaternion operator/ (vec_t scalar) const
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{
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scalar = 1 / scalar;
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return TQuaternion(X * scalar, Y * scalar, Z * scalar, W * scalar);
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}
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// Vector addition
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TQuaternion &operator+= (const TQuaternion &other)
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{
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X += other.X, Y += other.Y, Z += other.Z, W += other.W;
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return *this;
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}
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TQuaternion operator+ (const TQuaternion &other) const
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{
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return TQuaternion(X + other.X, Y + other.Y, Z + other.Z, W + other.W);
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}
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// Vector subtraction
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TQuaternion &operator-= (const TQuaternion &other)
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{
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X -= other.X, Y -= other.Y, Z -= other.Z, W -= other.W;
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return *this;
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}
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TQuaternion operator- (const TQuaternion &other) const
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{
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return TQuaternion(X - other.X, Y - other.Y, Z - other.Z, W - other.W);
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}
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// Quaternion length
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double Length() const
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{
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return g_sqrt(X*X + Y*Y + Z*Z + W*W);
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}
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double LengthSquared() const
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{
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return X*X + Y*Y + Z*Z + W*W;
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}
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double Sum() const
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{
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return abs(X) + abs(Y) + abs(Z) + abs(W);
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}
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// Return a unit vector facing the same direction as this one
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TQuaternion Unit() const
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{
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double len = Length();
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if (len != 0) len = 1 / len;
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return *this * (vec_t)len;
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}
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// Scales this vector into a unit vector
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void MakeUnit()
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{
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double len = Length();
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if (len != 0) len = 1 / len;
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*this *= (vec_t)len;
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}
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// Resizes this vector to be the specified length (if it is not 0)
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TQuaternion &MakeResize(double len)
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{
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double vlen = Length();
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if (vlen != 0.)
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{
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double scale = len / vlen;
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X = vec_t(X * scale);
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Y = vec_t(Y * scale);
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Z = vec_t(Z * scale);
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W = vec_t(W * scale);
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}
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return *this;
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}
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TQuaternion Resized(double len) const
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{
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double vlen = Length();
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if (vlen != 0.)
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{
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double scale = len / vlen;
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return{ vec_t(X * scale), vec_t(Y * scale), vec_t(Z * scale), vec_t(W * scale) };
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}
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else
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{
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return *this;
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}
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}
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// Dot product
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vec_t operator | (const TQuaternion &other) const
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{
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return X*other.X + Y*other.Y + Z*other.Z + W*other.W;
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}
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vec_t dot(const TQuaternion &other) const
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{
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return X*other.X + Y*other.Y + Z*other.Z + W*other.W;
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}
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TQuaternion& operator*= (const TQuaternion& q)
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{
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*this = *this * q;
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return *this;
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}
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friend TQuaternion<vec_t> operator* (const TQuaternion<vec_t>& q1, const TQuaternion<vec_t>& q2)
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{
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return TQuaternion(
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q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y,
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q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X,
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q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W,
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q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z
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);
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}
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// Rotate Vector3 by Quaternion q
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friend TVector3<vec_t> operator* (const TQuaternion<vec_t>& q, const TVector3<vec_t>& v)
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{
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auto r = TQuaternion({ v.X, v.Y, v.Z, 0 }) * TQuaternion({ -q.X, -q.Y, -q.Z, q.W });
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r = q * r;
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return TVector3(r.X, r.Y, r.Z);
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}
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TQuaternion<vec_t> Conjugate()
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{
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return TQuaternion(-X, -Y, -Z, +W);
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}
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TQuaternion<vec_t> Inverse()
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{
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return Conjugate() / LengthSquared();
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}
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static TQuaternion<vec_t> AxisAngle(TVector3<vec_t> axis, TAngle<vec_t> angle)
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{
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auto lengthSquared = axis.LengthSquared();
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auto halfAngle = angle * 0.5;
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auto sinTheta = halfAngle.Sin();
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auto cosTheta = halfAngle.Cos();
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auto factor = sinTheta / g_sqrt(lengthSquared);
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TQuaternion<vec_t> ret;
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ret.W = cosTheta;
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ret.XYZ() = factor * axis;
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return ret;
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}
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static TQuaternion<vec_t> FromAngles(TAngle<vec_t> yaw, TAngle<vec_t> pitch, TAngle<vec_t> roll)
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{
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auto zRotation = TQuaternion::AxisAngle(Vector3(vec_t{0.0}, vec_t{0.0}, vec_t{1.0}), yaw);
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auto yRotation = TQuaternion::AxisAngle(Vector3(vec_t{0.0}, vec_t{1.0}, vec_t{0.0}), pitch);
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auto xRotation = TQuaternion::AxisAngle(Vector3(vec_t{1.0}, vec_t{0.0}, vec_t{0.0}), roll);
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return zRotation * yRotation * xRotation;
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}
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static TQuaternion<vec_t> NLerp(TQuaternion<vec_t> from, TQuaternion<vec_t> to, vec_t t)
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{
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return (from * (vec_t{1.0} - t) + to * t).Unit();
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}
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static TQuaternion<vec_t> SLerp(TQuaternion<vec_t> from, TQuaternion<vec_t> to, vec_t t)
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{
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auto dot = from.dot(to);
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const auto dotThreshold = vec_t{0.9995};
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if (dot < vec_t{0.0})
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{
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to = -to;
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dot = -dot;
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}
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if (dot > dotThreshold)
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{
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return NLerp(from, to, t);
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}
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else
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{
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auto robustDot = clamp(dot, vec_t{-1.0}, vec_t{1.0});
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auto theta = TAngle<vec_t>::fromRad(g_acos(robustDot));
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auto scale0 = (theta * (vec_t{1.0} - t)).Sin();
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auto scale1 = (theta * t).Sin();
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return (from * scale0 + to * scale1).Unit();
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}
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}
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};
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typedef TQuaternion<float> FQuaternion;
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typedef TQuaternion<double> DQuaternion;
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