mirror of
https://github.com/borgesdan/xn65
synced 2024-12-29 21:54:47 +01:00
133 lines
5.4 KiB
C++
133 lines
5.4 KiB
C++
#include "common/quaternion.hpp"
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#include "common/matrix.hpp"
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namespace xna {
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Quaternion Quaternion::CreateFromAxisAngle(Vector3 const& axis, float angle) {
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const auto num1 = angle * 0.5f;
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const auto num2 = std::sin(num1);
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const auto num3 = std::cos(num1);
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Quaternion fromAxisAngle;
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fromAxisAngle.X = axis.X * num2;
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fromAxisAngle.Y = axis.Y * num2;
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fromAxisAngle.Z = axis.Z * num2;
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fromAxisAngle.W = num3;
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return fromAxisAngle;
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}
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Quaternion Quaternion::CreateFromYawPitchRoll(float yaw, float pitch, float roll) {
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const auto num1 = roll * 0.5f;
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const auto num2 = std::sin(num1);
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const auto num3 = std::cos(num1);
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const auto num4 = pitch * 0.5f;
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const auto num5 = std::sin(num4);
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const auto num6 = std::cos(num4);
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const auto num7 = yaw * 0.5f;
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const auto num8 = std::sin(num7);
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const auto num9 = std::cos(num7);
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Quaternion fromYawPitchRoll;
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fromYawPitchRoll.X = (num9 * num5 * num3 + num8 * num6 * num2);
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fromYawPitchRoll.Y = (num8 * num6 * num3 - num9 * num5 * num2);
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fromYawPitchRoll.Z = (num9 * num6 * num2 - num8 * num5 * num3);
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fromYawPitchRoll.W = (num9 * num6 * num3 + num8 * num5 * num2);
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return fromYawPitchRoll;
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}
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Quaternion Quaternion::CreateFromRotationMatrix(Matrix const& matrix) {
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const auto num1 = matrix.M11 + matrix.M22 + matrix.M33;
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Quaternion fromRotationMatrix;
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if (num1 > 0.0)
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{
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const auto num2 = std::sqrt(num1 + 1.0F);
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fromRotationMatrix.W = num2 * 0.5f;
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const auto num3 = 0.5f / num2;
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fromRotationMatrix.X = (matrix.M23 - matrix.M32) * num3;
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fromRotationMatrix.Y = (matrix.M31 - matrix.M13) * num3;
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fromRotationMatrix.Z = (matrix.M12 - matrix.M21) * num3;
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}
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else if (matrix.M11 >= matrix.M22 && matrix.M11 >= matrix.M33)
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{
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const auto num4 = std::sqrt(1.0F + matrix.M11 - matrix.M22 - matrix.M33);
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const auto num5 = 0.5f / num4;
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fromRotationMatrix.X = 0.5f * num4;
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fromRotationMatrix.Y = (matrix.M12 + matrix.M21) * num5;
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fromRotationMatrix.Z = (matrix.M13 + matrix.M31) * num5;
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fromRotationMatrix.W = (matrix.M23 - matrix.M32) * num5;
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}
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else if (matrix.M22 > matrix.M33)
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{
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const auto num6 = std::sqrt(1.0F + matrix.M22 - matrix.M11 - matrix.M33);
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const auto num7 = 0.5f / num6;
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fromRotationMatrix.X = (matrix.M21 + matrix.M12) * num7;
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fromRotationMatrix.Y = 0.5f * num6;
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fromRotationMatrix.Z = (matrix.M32 + matrix.M23) * num7;
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fromRotationMatrix.W = (matrix.M31 - matrix.M13) * num7;
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}
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else
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{
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const auto num8 = std::sqrt(1.0F + matrix.M33 - matrix.M11 - matrix.M22);
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const auto num9 = 0.5f / num8;
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fromRotationMatrix.X = (matrix.M31 + matrix.M13) * num9;
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fromRotationMatrix.Y = (matrix.M32 + matrix.M23) * num9;
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fromRotationMatrix.Z = 0.5f * num8;
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fromRotationMatrix.W = (matrix.M12 - matrix.M21) * num9;
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}
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return fromRotationMatrix;
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}
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Quaternion Quaternion::Slerp(Quaternion const& quaternion1, Quaternion const& quaternion2, float amount) {
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const auto num1 = amount;
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auto d = quaternion1.X * quaternion2.X + quaternion1.Y * quaternion2.Y + quaternion1.Z * quaternion2.Z + quaternion1.W * quaternion2.W;
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bool flag = false;
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if (d < 0.0) {
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flag = true;
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d = -d;
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}
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float num2 = 0;
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float num3 = 0;
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if (d > 0.99999898672103882) {
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num2 = 1.0f - num1;
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num3 = flag ? -num1 : num1;
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}
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else {
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const auto a = std::acos(d);
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const auto num4 = 1.0F / std::sin(a);
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num2 = std::sin((1.0F - num1) * a) * num4;
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num3 = flag ? -std::sin(num1 * a) * num4 : std::sin(num1 * a) * num4;
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}
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Quaternion quaternion;
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quaternion.X = num2 * quaternion1.X + num3 * quaternion2.X;
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quaternion.Y = num2 * quaternion1.Y + num3 * quaternion2.Y;
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quaternion.Z = num2 * quaternion1.Z + num3 * quaternion2.Z;
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quaternion.W = num2 * quaternion1.W + num3 * quaternion2.W;
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return quaternion;
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}
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Quaternion Quaternion::Lerp(Quaternion const& quaternion1, Quaternion const& quaternion2, float amount) {
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const auto num1 = amount;
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const auto num2 = 1.0f - num1;
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Quaternion quaternion;
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if (quaternion1.X * quaternion2.X + quaternion1.Y * quaternion2.Y + quaternion1.Z * quaternion2.Z + quaternion1.W * quaternion2.W >= 0.0) {
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quaternion.X = num2 * quaternion1.X + num1 * quaternion2.X;
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quaternion.Y = num2 * quaternion1.Y + num1 * quaternion2.Y;
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quaternion.Z = num2 * quaternion1.Z + num1 * quaternion2.Z;
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quaternion.W = num2 * quaternion1.W + num1 * quaternion2.W;
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}
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else {
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quaternion.X = num2 * quaternion1.X - num1 * quaternion2.X;
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quaternion.Y = num2 * quaternion1.Y - num1 * quaternion2.Y;
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quaternion.Z = num2 * quaternion1.Z - num1 * quaternion2.Z;
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quaternion.W = num2 * quaternion1.W - num1 * quaternion2.W;
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}
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const auto num3 = 1.0f / std::sqrt(quaternion.X * quaternion.X + quaternion.Y * quaternion.Y + quaternion.Z * quaternion.Z + quaternion.W * quaternion.W);
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quaternion.X *= num3;
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quaternion.Y *= num3;
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quaternion.Z *= num3;
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quaternion.W *= num3;
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return quaternion;
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}
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} |