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153 lines
3.5 KiB
C++
153 lines
3.5 KiB
C++
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#pragma once
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#ifndef SEAD_MATH_QUAT_CALC_COMMON_H_
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#include <math/seadQuatCalcCommon.h>
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#endif
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#include <limits>
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#include <math/seadMathCalcCommon.h>
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#include <math/seadQuat.h>
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namespace sead
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{
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template <typename T>
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inline T QuatCalcCommon<T>::length(const Base& v)
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{
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return std::sqrt(dot(v, v));
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}
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template <typename T>
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inline T QuatCalcCommon<T>::normalize(Base& v)
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{
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const T len = length(v);
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if (len > 0)
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{
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const T inv_len = 1 / len;
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v.w *= inv_len;
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v.x *= inv_len;
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v.y *= inv_len;
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v.z *= inv_len;
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}
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return len;
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}
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template <typename T>
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inline T QuatCalcCommon<T>::dot(const Base& u, const Base& v)
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{
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return (u.w * v.w) + (u.x * v.x) + (u.y * v.y) + (u.z * v.z);
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}
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template <typename T>
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inline void QuatCalcCommon<T>::setMul(Base& out, const Base& u, const Base& v)
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{
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T w = (u.w * v.w) - (u.x * v.x) - (u.y * v.y) - (u.z * v.z);
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T x = (u.w * v.x) + (u.x * v.w) + (u.y * v.z) - (u.z * v.y);
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T y = (u.w * v.y) - (u.x * v.z) + (u.y * v.w) + (u.z * v.x);
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T z = (u.w * v.z) + (u.x * v.y) - (u.y * v.x) + (u.z * v.w);
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out.w = w;
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out.x = x;
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out.y = y;
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out.z = z;
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}
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template <typename T>
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inline void QuatCalcCommon<T>::slerpTo(Base& out, const Base& q1, const Base& q2, f32 t)
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{
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T dot = (q1.x * q2.x) + (q1.y * q2.y) + (q1.z * q2.z) + (q1.w * q2.w);
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if (dot > 1)
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dot = 1;
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else if (dot < -1)
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dot = -1;
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const T dot_0 = dot;
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if (dot < 0)
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dot = -dot;
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T a, b;
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const T theta_0 = MathCalcCommon<T>::acos(dot);
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const T sin_theta_0 = std::sin(theta_0);
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if (MathCalcCommon<T>::abs(sin_theta_0) < std::numeric_limits<T>::epsilon())
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{
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a = 1.0f - t;
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b = t;
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}
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else
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{
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const T theta = theta_0 * t;
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const T sin_theta_0_inv = 1.0f / sin_theta_0;
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a = sin_theta_0_inv * std::sin(theta_0 - theta);
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b = sin_theta_0_inv * std::sin(theta);
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}
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if (dot_0 < 0)
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b = -b;
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out.x = a * q1.x + b * q2.x;
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out.y = a * q1.y + b * q2.y;
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out.z = a * q1.z + b * q2.z;
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out.w = a * q1.w + b * q2.w;
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}
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template <typename T>
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inline void QuatCalcCommon<T>::makeUnit(Base& q)
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{
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q = Quat<T>::unit;
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}
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template <typename T>
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inline bool QuatCalcCommon<T>::makeVectorRotation(Base& q, const Vec3& from, const Vec3& to)
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{
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// Based on The Shortest Arc Quaternion from Game Programming Gems 1
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Vec3 cross;
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Vector3CalcCommon<T>::cross(cross, from, to);
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const T dot = Vector3CalcCommon<T>::dot(from, to) + 1;
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if (dot <= MathCalcCommon<T>::epsilon())
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{
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makeUnit(q);
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return false;
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}
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else
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{
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T s = MathCalcCommon<T>::sqrt(2 * dot);
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T rs = 1 / s;
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set(q, s * 0.5f, cross.x * rs, cross.y * rs, cross.z * rs);
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return true;
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}
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}
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template <typename T>
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inline void QuatCalcCommon<T>::set(Base& q, T w, T x, T y, T z)
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{
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q.w = w;
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q.x = x;
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q.y = y;
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q.z = z;
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}
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template <typename T>
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inline void QuatCalcCommon<T>::setRPY(Base& q, T roll, T pitch, T yaw)
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{
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const T cy = std::cos(yaw / 2);
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const T cp = std::cos(pitch / 2);
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const T cr = std::cos(roll / 2);
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const T sy = std::sin(yaw / 2);
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const T sp = std::sin(pitch / 2);
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const T sr = std::sin(roll / 2);
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const T cy_cp = cy * cp;
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const T sy_sp = sy * sp;
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const T cy_sp = cy * sp;
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const T sy_cp = sy * cp;
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const T w = (cy_cp * cr) + (sy_sp * sr);
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const T x = (cy_cp * sr) - (sy_sp * cr);
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const T y = (cy_sp * cr) + (sy_cp * sr);
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const T z = (sy_cp * cr) - (cy_sp * sr);
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set(q, w, x, y, z);
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}
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} // namespace sead
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