💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2020 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper 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.
*
* Antkeeper 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_MATH_QUATERNION_FUNCTIONS_HPP
#define ANTKEEPER_MATH_QUATERNION_FUNCTIONS_HPP
#include "math/matrix-type.hpp"
#include "math/quaternion-type.hpp"
#include "math/vector-type.hpp"
#include "math/vector-functions.hpp"
#include <cmath>
namespace math {
/// @addtogroup quaternion
/// @{
/**
* Adds two quaternions.
*
* @param x First quaternion.
* @param y Second quaternion.
* @return Sum of the two quaternions.
*/
template <class T>
quaternion<T> add(const quaternion<T>& x, const quaternion<T>& y);
/**
* Calculates the conjugate of a quaternion.
*
* @param x Quaternion from which the conjugate will be calculated.
* @return Conjugate of the quaternion.
*/
template <class T>
quaternion<T> conjugate(const quaternion<T>& x);
/**
* Calculates the dot product of two quaternions.
*
* @param x First quaternion.
* @param y Second quaternion.
* @return Dot product of the two quaternions.
*/
template <class T>
T dot(const quaternion<T>& x, const quaternion<T>& y);
/**
* Divides a quaternion by a scalar.
*
* @param q Quaternion.
* @param s Scalar.
* @return Result of the division.
*/
template <class T>
quaternion<T> div(const quaternion<T>& q, T s);
/**
* Calculates the length of a quaternion.
*
* @param x Quaternion to calculate the length of.
* @return Length of the quaternion.
*/
template <class T>
T length(const quaternion<T>& x);
/**
* Calculates the squared length of a quaternion. The squared length can be calculated faster than the length because a call to `std::sqrt` is saved.
*
* @param x Quaternion to calculate the squared length of.
* @return Squared length of the quaternion.
*/
template <class T>
T length_squared(const quaternion<T>& x);
/**
* Performs linear interpolation between two quaternions.
*
* @param x First quaternion.
* @param y Second quaternion.
* @param a Interpolation factor.
* @return Interpolated quaternion.
*/
template <class T>
quaternion<T> lerp(const quaternion<T>& x, const quaternion<T>& y, T a);
/**
* Creates a unit quaternion rotation using forward and up vectors.
*
* @param forward Unit forward vector.
* @param up Unit up vector.
* @return Unit rotation quaternion.
*/
template <class T>
quaternion<T> look_rotation(const vector<T, 3>& forward, vector<T, 3> up);
/**
* Converts a quaternion to a rotation matrix.
*
* @param q Unit quaternion.
* @return Matrix representing the rotation described by `q`.
*/
template <class T>
matrix<T, 3, 3> matrix_cast(const quaternion<T>& q);
/**
* Multiplies two quaternions.
*
* @param x First quaternion.
* @param y Second quaternion.
* @return Product of the two quaternions.
*/
template <class T>
quaternion<T> mul(const quaternion<T>& x, const quaternion<T>& y);
/**
* Multiplies a quaternion by a scalar.
*
* @param q Quaternion.
* @param s Scalar.
* @return Product of the quaternion and scalar.
*/
template <class T>
quaternion<T> mul(const quaternion<T>& q, T s);
/**
* Rotates a 3-dimensional vector by a quaternion.
*
* @param q Unit quaternion.
* @param v Vector.
* @return Rotated vector.
*/
template <class T>
vector<T, 3> mul(const quaternion<T>& q, const vector<T, 3>& v);
/**
* Negates a quaternion.
*/
template <class T>
quaternion<T> negate(const quaternion<T>& x);
/**
* Performs normalized linear interpolation between two quaternions.
*
* @param x First quaternion.
* @param y Second quaternion.
* @param a Interpolation factor.
* @return Interpolated quaternion.
*/
template <class T>
quaternion<T> nlerp(const quaternion<T>& x, const quaternion<T>& y, T a);
/**
* Normalizes a quaternion.
*/
template <class T>
quaternion<T> normalize(const quaternion<T>& x);
/**
* Creates a rotation from an angle and axis.
*
* @param angle Angle of rotation (in radians).
* @param axis Axis of rotation
* @return Quaternion representing the rotation.
*/
template <class T>
quaternion<T> angle_axis(T angle, const vector<T, 3>& axis);
/**
* Calculates the minimum rotation between two normalized direction vectors.
*
* @param source Normalized source direction.
* @param destination Normalized destination direction.
* @return Quaternion representing the minimum rotation between the source and destination vectors.
*/
template <class T>
quaternion<T> rotation(const vector<T, 3>& source, const vector<T, 3>& destination);
/**
* Performs spherical linear interpolation between two quaternions.
*
* @param x First quaternion.
* @param y Second quaternion.
* @param a Interpolation factor.
* @return Interpolated quaternion.
*/
template <class T>
quaternion<T> slerp(const quaternion<T>& x, const quaternion<T>& y, T a);
/**
* Subtracts a quaternion from another quaternion.
*
* @param x First quaternion.
* @param y Second quaternion.
* @return Difference between the quaternions.
*/
template <class T>
quaternion<T> sub(const quaternion<T>& x, const quaternion<T>& y);
/**
* Converts a 3x3 rotation matrix to a quaternion.
*
* @param m Rotation matrix.
* @return Unit quaternion representing the rotation described by `m`.
*/
template <class T>
quaternion<T> quaternion_cast(const matrix<T, 3, 3>& m);
/**
* Types casts each quaternion component and returns a quaternion of the casted type.
*
* @tparam T2 Target quaternion component type.
* @tparam T1 Source quaternion component type.
* @param q Quaternion to type cast.
* @return Type-casted quaternion.
*/
template <class T2, class T1>
quaternion<T2> type_cast(const quaternion<T1>& q);
template <class T>
inline quaternion<T> add(const quaternion<T>& x, const quaternion<T>& y)
{
return {x.w + y.w, x.x + y.x, x.y + y.y, x.z + y.z};
}
template <class T>
inline quaternion<T> conjugate(const quaternion<T>& x)
{
return {x.w, -x.x, -x.y, -x.z};
}
template <class T>
inline T dot(const quaternion<T>& x, const quaternion<T>& y)
{
return {x.w * y.w + x.x * y.x + x.y * y.y + x.z * y.z};
}
template <class T>
inline quaternion<T> div(const quaternion<T>& q, T s)
{
return {q.w / s, q.x / s, q.y / s, q.z / s}
}
template <class T>
inline T length(const quaternion<T>& x)
{
return std::sqrt(x.w * x.w + x.x * x.x + x.y * x.y + x.z * x.z);
}
template <class T>
inline T length_squared(const quaternion<T>& x)
{
return x.w * x.w + x.x * x.x + x.y * x.y + x.z * x.z;
}
template <class T>
inline quaternion<T> lerp(const quaternion<T>& x, const quaternion<T>& y, T a)
{
return
{
(y.w - x.w) * a + x.w,
(y.x - x.x) * a + x.x,
(y.y - x.y) * a + x.y,
(y.z - x.z) * a + x.z
};
}
template <class T>
quaternion<T> look_rotation(const vector<T, 3>& forward, vector<T, 3> up)
{
vector<T, 3> right = normalize(cross(forward, up));
up = cross(right, forward);
matrix<T, 3, 3> m =
{{
{right[0], up[0], -forward[0]},
{right[1], up[1], -forward[1]},
{right[2], up[2], -forward[2]}
}};
// Convert to quaternion
return normalize(quaternion_cast(m));
}
template <class T>
matrix<T, 3, 3> matrix_cast(const quaternion<T>& q)
{
T wx = q.w * q.x;
T wy = q.w * q.y;
T wz = q.w * q.z;
T xx = q.x * q.x;
T xy = q.x * q.y;
T xz = q.x * q.z;
T yy = q.y * q.y;
T yz = q.y * q.z;
T zz = q.z * q.z;
return
{{
{T(1) - (yy + zz) * T(2), (xy + wz) * T(2), (xz - wy) * T(2)},
{(xy - wz) * T(2), T(1) - (xx + zz) * T(2), (yz + wx) * T(2)},
{(xz + wy) * T(2), (yz - wx) * T(2), T(1) - (xx + yy) * T(2)}
}};
}
template <class T>
quaternion<T> mul(const quaternion<T>& x, const quaternion<T>& y)
{
return
{
-x.x * y.x - x.y * y.y - x.z * y.z + x.w * y.w,
x.x * y.w + x.y * y.z - x.z * y.y + x.w * y.x,
-x.x * y.z + x.y * y.w + x.z * y.x + x.w * y.y,
x.x * y.y - x.y * y.x + x.z * y.w + x.w * y.z
};
}
template <class T>
inline quaternion<T> mul(const quaternion<T>& q, T s)
{
return {q.w * s, q.x * s, q.y * s, q.z * s};
}
template <class T>
vector<T, 3> mul(const quaternion<T>& q, const vector<T, 3>& v)
{
const T r = q.w; // Real part
const vector<T, 3>& i = reinterpret_cast<const vector<T, 3>&>(q.x); // Imaginary part
return i * dot(i, v) * T(2) + v * (r * r - dot(i, i)) + cross(i, v) * r * T(2);
}
template <class T>
inline quaternion<T> negate(const quaternion<T>& x)
{
return {-x.w, -x.x, -x.y, -x.z};
}
template <class T>
quaternion<T> nlerp(const quaternion<T>& x, const quaternion<T>& y, T a)
{
if (dot(x, y) < T(0))
{
return normalize(add(mul(x, T(1) - a), mul(y, -a)));
}
else
{
return normalize(add(mul(x, T(1) - a), mul(y, a)));
}
}
template <class T>
inline quaternion<T> normalize(const quaternion<T>& x)
{
return mul(x, T(1) / length(x));
}
template <class T>
quaternion<T> angle_axis(T angle, const vector<T, 3>& axis)
{
T s = std::sin(angle * T(0.5));
return {static_cast<T>(std::cos(angle * T(0.5))), axis.x * s, axis.y * s, axis.z * s};
}
template <class T>
quaternion<T> rotation(const vector<T, 3>& source, const vector<T, 3>& destination)
{
quaternion<T> q;
q.w = dot(source, destination);
reinterpret_cast<vector<T, 3>&>(q.x) = cross(source, destination);
q.w += length(q);
return normalize(q);
}
template <class T>
quaternion<T> slerp(const quaternion<T>& x, const quaternion<T>& y, T a)
{
T cos_theta = dot(x, y);
constexpr T epsilon = T(0.0005);
if (cos_theta > T(1) - epsilon)
{
return normalize(lerp(x, y, a));
}
cos_theta = std::max<T>(T(-1), std::min<T>(T(1), cos_theta));
T theta = static_cast<T>(std::acos(cos_theta)) * a;
quaternion<T> z = normalize(sub(y, mul(x, cos_theta)));
return add(mul(x, static_cast<T>(std::cos(theta))), mul(z, static_cast<T>(std::sin(theta))));
}
template <class T>
inline quaternion<T> sub(const quaternion<T>& x, const quaternion<T>& y)
{
return {x.w - y.w, x.x - y.x, x.y - y.y, x.z - y.z};
}
template <class T>
quaternion<T> quaternion_cast(const matrix<T, 3, 3>& m)
{
T r;
vector<T, 3> i;
T trace = m[0][0] + m[1][1] + m[2][2];
if (trace > T(0))
{
T s = T(0.5) / std::sqrt(trace + T(1));
r = T(0.25) / s;
i =
{
(m[2][1] - m[1][2]) * s,
(m[0][2] - m[2][0]) * s,
(m[1][0] - m[0][1]) * s
};
}
else
{
if (m[0][0] > m[1][1] && m[0][0] > m[2][2])
{
T s = T(2) * std::sqrt(T(1) + m[0][0] - m[1][1] - m[2][2]);
r = (m[2][1] - m[1][2]) / s;
i =
{
T(0.25) * s,
(m[0][1] + m[1][0]) / s,
(m[0][2] + m[2][0]) / s
};
}
else if (m[1][1] > m[2][2])
{
T s = T(2) * std::sqrt(T(1) + m[1][1] - m[0][0] - m[2][2]);
r = (m[0][2] - m[2][0]) / s;
i =
{
(m[0][1] + m[1][0]) / s,
T(0.25) * s,
(m[1][2] + m[2][1]) / s
};
}
else
{
T s = T(2) * std::sqrt(T(1) + m[2][2] - m[0][0] - m[1][1]);
r = (m[1][0] - m[0][1]) / s;
i =
{
(m[0][2] + m[2][0]) / s,
(m[1][2] + m[2][1]) / s,
T(0.25) * s
};
}
}
return {r, i.x, i.y, i.z};
}
template <class T2, class T1>
inline quaternion<T2> type_cast(const quaternion<T1>& q)
{
return quaternion<T2>
{
static_cast<T2>(q.w),
static_cast<T2>(q.x),
static_cast<T2>(q.y),
static_cast<T2>(q.z)
};
}
/// @}
} // namespace math
#endif // ANTKEEPER_MATH_QUATERNION_FUNCTIONS_HPP