#ifndef XNA_COMMON_QUATERNION_HPP #define XNA_COMMON_QUATERNION_HPP #include "numerics.hpp" namespace xna { struct Quaternion { float X{ 0 }; float Y{ 0 }; float Z{ 0 }; float W{ 0 }; constexpr Quaternion() = default; constexpr Quaternion(float X, float Y, float Z, float W) : X(X), Y(Y), Z(Z), W(W) { } constexpr Quaternion(Vector3 vectorPart, float scalarPart) : X(vectorPart.X), Y(vectorPart.Y), Z(vectorPart.Z), W(scalarPart) { } constexpr bool operator==(const Quaternion& other) const { return X == other.X && Y == other.Y && Z == other.Z && W == other.W; } static constexpr Quaternion Identity() { return { 0.0f, 0.0f, 0.0f, 1.0f }; } float constexpr LengthSquared() const { return X * X + Y * Y + Z * Z + W * W; } inline float Length() const { return std::sqrt(LengthSquared()); } void Normalize() { const auto num = 1.0F / Length(); X *= num; Y *= num; Z *= num; W *= num; } static Quaternion Normalize(Quaternion const& quaternion) { auto q = quaternion; q.Normalize(); return q; } constexpr void Conjugate() { X = -X; Y = -Y; Z = -Z; } static constexpr Quaternion Conjugate(Quaternion const& value) { Quaternion quaternion; quaternion.X = -value.X; quaternion.Y = -value.Y; quaternion.Z = -value.Z; quaternion.W = value.W; return quaternion; } static constexpr Quaternion Inverse(Quaternion const& quaternion) { const auto num = 1.0f / quaternion.LengthSquared(); Quaternion quaternion1; quaternion1.X = -quaternion.X * num; quaternion1.Y = -quaternion.Y * num; quaternion1.Z = -quaternion.Z * num; quaternion1.W = quaternion.W * num; return quaternion1; } static Quaternion CreateFromAxisAngle(Vector3 const& axis, float angle); static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll); static Quaternion CreateFromRotationMatrix(Matrix const& matrix); static constexpr float Dot(Quaternion const& quaternion1, Quaternion const& quaternion2) { return quaternion1.X * quaternion2.X + quaternion1.Y * quaternion2.Y + quaternion1.Z * quaternion2.Z + quaternion1.W * quaternion2.W; } static Quaternion Slerp(Quaternion const& quaternion1, Quaternion const& quaternion2, float amount); static Quaternion Lerp(Quaternion const& quaternion1, Quaternion const& quaternion2, float amount); static constexpr Quaternion Concatenate(Quaternion const& value1, Quaternion const& value2) { const auto x1 = value2.X; const auto y1 = value2.Y; const auto z1 = value2.Z; const auto w1 = value2.W; const auto x2 = value1.X; const auto y2 = value1.Y; const auto z2 = value1.Z; const auto w2 = value1.W; const auto num1 = y1 * z2 - z1 * y2; const auto num2 = z1 * x2 - x1 * z2; const auto num3 = x1 * y2 - y1 * x2; const auto num4 = x1 * x2 + y1 * y2 + z1 * z2; Quaternion quaternion; quaternion.X = (x1 * w2 + x2 * w1) + num1; quaternion.Y = (y1 * w2 + y2 * w1) + num2; quaternion.Z = (z1 * w2 + z2 * w1) + num3; quaternion.W = w1 * w2 - num4; return quaternion; } static constexpr Quaternion Negate(Quaternion const& quaternion) { Quaternion quaternion1; quaternion1.X = -quaternion.X; quaternion1.Y = -quaternion.Y; quaternion1.Z = -quaternion.Z; quaternion1.W = -quaternion.W; return quaternion1; } static constexpr Quaternion Add(Quaternion const& quaternion1, Quaternion const& quaternion2) { Quaternion quaternion; quaternion.X = quaternion1.X + quaternion2.X; quaternion.Y = quaternion1.Y + quaternion2.Y; quaternion.Z = quaternion1.Z + quaternion2.Z; quaternion.W = quaternion1.W + quaternion2.W; return quaternion; } static constexpr Quaternion Subtract(Quaternion const& quaternion1, Quaternion const& quaternion2) { Quaternion quaternion; quaternion.X = quaternion1.X - quaternion2.X; quaternion.Y = quaternion1.Y - quaternion2.Y; quaternion.Z = quaternion1.Z - quaternion2.Z; quaternion.W = quaternion1.W - quaternion2.W; return quaternion; } static constexpr Quaternion Multiply(Quaternion const& quaternion1, Quaternion const& quaternion2) { const auto x1 = quaternion1.X; const auto y1 = quaternion1.Y; const auto z1 = quaternion1.Z; const auto w1 = quaternion1.W; const auto x2 = quaternion2.X; const auto y2 = quaternion2.Y; const auto z2 = quaternion2.Z; const auto w2 = quaternion2.W; const auto num1 = y1 * z2 - z1 * y2; const auto num2 = z1 * x2 - x1 * z2; const auto num3 = x1 * y2 - y1 * x2; const auto num4 = x1 * x2 + y1 * y2 + z1 * z2; Quaternion quaternion; quaternion.X = (x1 * w2 + x2 * w1) + num1; quaternion.Y = (y1 * w2 + y2 * w1) + num2; quaternion.Z = (z1 * w2 + z2 * w1) + num3; quaternion.W = w1 * w2 - num4; return quaternion; } static constexpr Quaternion Multiply(Quaternion const& quaternion1, float scaleFactor) { Quaternion quaternion; quaternion.X = quaternion1.X * scaleFactor; quaternion.Y = quaternion1.Y * scaleFactor; quaternion.Z = quaternion1.Z * scaleFactor; quaternion.W = quaternion1.W * scaleFactor; return quaternion; } static constexpr Quaternion Divide(Quaternion const& quaternion1, Quaternion const& quaternion2) { const auto x = quaternion1.X; const auto y = quaternion1.Y; const auto z = quaternion1.Z; const auto w = quaternion1.W; const auto num1 = 1.0f / (quaternion2.X * quaternion2.X + quaternion2.Y * quaternion2.Y + quaternion2.Z * quaternion2.Z + quaternion2.W * quaternion2.W); const auto num2 = -quaternion2.X * num1; const auto num3 = -quaternion2.Y * num1; const auto num4 = -quaternion2.Z * num1; const auto num5 = quaternion2.W * num1; const auto num6 = y * num4 - z * num3; const auto num7 = z * num2 - x * num4; const auto num8 = x * num3 - y * num2; const auto num9 = x * num2 + y * num3 + z * num4; Quaternion quaternion; quaternion.X = (x * num5 + num2 * w) + num6; quaternion.Y = (y * num5 + num3 * w) + num7; quaternion.Z = (z * num5 + num4 * w) + num8; quaternion.W = w * num5 - num9; return quaternion; } constexpr Quaternion operator-(Quaternion const& quaternion) const { return Quaternion::Negate(quaternion); } constexpr friend Quaternion operator+(Quaternion const& q1, Quaternion const& q2) { return Quaternion::Add(q1, q2); } constexpr friend Quaternion operator-(Quaternion const& q1, Quaternion const& q2) { return Quaternion::Add(q1, q2); } constexpr friend Quaternion operator*(Quaternion const& q1, Quaternion const& q2) { return Quaternion::Multiply(q1, q2); } constexpr friend Quaternion operator/(Quaternion const& q1, Quaternion const& q2) { return Quaternion::Divide(q1, q2); } constexpr friend Quaternion operator*(Quaternion const& q1, float scaleValue) { return Quaternion::Multiply(q1, scaleValue); } constexpr friend Quaternion operator*(float scaleValue, Quaternion const& q1) { return Quaternion::Multiply(q1, scaleValue); } }; constexpr Vector2 Vector2::Transform(Vector2 const& value, Quaternion const& rotation) { const auto rx = rotation.X + rotation.X; const auto ry = rotation.Y + rotation.Y; const auto rz = rotation.Z + rotation.Z; const auto rwz = rotation.W * rz; const auto rxx = rotation.X * rx; const auto rxy = rotation.X * ry; const auto ryy = rotation.Y * ry; const auto rzz = rotation.Z * rz; const auto x = value.X * (1.0F - ryy - rzz) + value.Y * (rxy - rwz); const auto y = value.X * (rxy + rwz) + value.Y * (1.0F - rxx - rzz); return{ x,y }; } constexpr Vector3 Vector3::Transform(Vector3 const& value, Quaternion const& rotation) { const auto num1 = rotation.X + rotation.X; const auto num2 = rotation.Y + rotation.Y; const auto num3 = rotation.Z + rotation.Z; const auto num4 = rotation.W * num1; const auto num5 = rotation.W * num2; const auto num6 = rotation.W * num3; const auto num7 = rotation.X * num1; const auto num8 = rotation.X * num2; const auto num9 = rotation.X * num3; const auto num10 = rotation.Y * num2; const auto num11 = rotation.Y * num3; const auto num12 = rotation.Z * num3; const auto num13 = (value.X * (1.0F - num10 - num12) + value.Y * (num8 - num6) + value.Z * (num9 + num5)); const auto num14 = (value.X * (num8 + num6) + value.Y * (1.0F - num7 - num12) + value.Z * (num11 - num4)); const auto num15 = (value.X * (num9 - num5) + value.Y * (num11 + num4) + value.Z * (1.0F - num7 - num10)); Vector3 vector3; vector3.X = num13; vector3.Y = num14; vector3.Z = num15; return vector3; } constexpr Vector4 Vector4::Transform(Vector2 const& value, Quaternion const& rotation) { const auto num1 = rotation.X + rotation.X; const auto num2 = rotation.Y + rotation.Y; const auto num3 = rotation.Z + rotation.Z; const auto num4 = rotation.W * num1; const auto num5 = rotation.W * num2; const auto num6 = rotation.W * num3; const auto num7 = rotation.X * num1; const auto num8 = rotation.X * num2; const auto num9 = rotation.X * num3; const auto num10 = rotation.Y * num2; const auto num11 = rotation.Y * num3; const auto num12 = rotation.Z * num3; const auto num13 = (value.X * (1.0F - num10 - num12) + value.Y * (num8 - num6)); const auto num14 = (value.X * (num8 + num6) + value.Y * (1.0F - num7 - num12)); const auto num15 = (value.X * (num9 - num5) + value.Y * (num11 + num4)); Vector4 vector4; vector4.X = num13; vector4.Y = num14; vector4.Z = num15; vector4.W = 1.0f; return vector4; } constexpr Vector4 Vector4::Transform(Vector3 const& value, Quaternion const& rotation) { const auto num1 = rotation.X + rotation.X; const auto num2 = rotation.Y + rotation.Y; const auto num3 = rotation.Z + rotation.Z; const auto num4 = rotation.W * num1; const auto num5 = rotation.W * num2; const auto num6 = rotation.W * num3; const auto num7 = rotation.X * num1; const auto num8 = rotation.X * num2; const auto num9 = rotation.X * num3; const auto num10 = rotation.Y * num2; const auto num11 = rotation.Y * num3; const auto num12 = rotation.Z * num3; const auto num13 = (value.X * (1.0F - num10 - num12) + value.Y * (num8 - num6) + value.Z * (num9 + num5)); const auto num14 = (value.X * (num8 + num6) + value.Y * (1.0F - num7 - num12) + value.Z * (num11 - num4)); const auto num15 = (value.X * (num9 - num5) + value.Y * (num11 + num4) + value.Z * (1.0F - num7 - num10)); Vector4 vector4; vector4.X = num13; vector4.Y = num14; vector4.Z = num15; vector4.W = 1.0f; return vector4; } } #endif