From 38ec1bd50de234faf476daa15ea41778a860ca0b Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Mon, 14 Sep 2020 20:48:49 +0300 Subject: Move a bunch of math to cpp files + small fixes --- src/math/Quaternion.cpp | 177 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 177 insertions(+) create mode 100644 src/math/Quaternion.cpp (limited to 'src/math/Quaternion.cpp') diff --git a/src/math/Quaternion.cpp b/src/math/Quaternion.cpp new file mode 100644 index 00000000..b0e782e2 --- /dev/null +++ b/src/math/Quaternion.cpp @@ -0,0 +1,177 @@ +#include "common.h" +#include "Quaternion.h" + +void +CQuaternion::Normalise(void) +{ + float sq = MagnitudeSqr(); + if (sq == 0.0f) + w = 1.0f; + else { + float invsqrt = RecipSqrt(sq); + x *= invsqrt; + y *= invsqrt; + z *= invsqrt; + w *= invsqrt; + } +} + +void +CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t) +{ + if (theta == 0.0f) + *this = q2; + else { + float w1, w2; + if (theta > PI / 2) { + theta = PI - theta; + w1 = Sin((1.0f - t) * theta) * invSin; + w2 = -Sin(t * theta) * invSin; + } else { + w1 = Sin((1.0f - t) * theta) * invSin; + w2 = Sin(t * theta) * invSin; + } + // TODO: VU0 code + *this = w1 * q1 + w2 * q2; + } +} + +void +CQuaternion::Multiply(const CQuaternion &q1, const CQuaternion &q2) +{ + x = (q2.z * q1.y) - (q1.z * q2.y) + (q1.x * q2.w) + (q2.x * q1.w); + y = (q2.x * q1.z) - (q1.x * q2.z) + (q1.y * q2.w) + (q2.y * q1.w); + z = (q2.y * q1.x) - (q1.y * q2.x) + (q1.z * q2.w) + (q2.z * q1.w); + w = (q2.w * q1.w) - (q2.x * q1.x) - (q2.y * q1.y) - (q2.z * q1.z); +} + +void +CQuaternion::Get(RwV3d *axis, float *angle) +{ + *angle = Acos(w); + float s = Sin(*angle); + + axis->x = x * (1.0f / s); + axis->y = y * (1.0f / s); + axis->z = z * (1.0f / s); +} + +void +CQuaternion::Set(RwV3d *axis, float angle) +{ + float halfCos = Cos(angle * 0.5f); + float halfSin = Sin(angle * 0.5f); + x = axis->x * halfSin; + y = axis->y * halfSin; + z = axis->z * halfSin; + w = halfCos; +} + +void +CQuaternion::Get(RwMatrix *matrix) +{ + float x2 = x + x; + float y2 = y + y; + float z2 = z + z; + + float x_2x = x * x2; + float x_2y = x * y2; + float x_2z = x * z2; + float y_2y = y * y2; + float y_2z = y * z2; + float z_2z = z * z2; + float w_2x = w * x2; + float w_2y = w * y2; + float w_2z = w * z2; + + matrix->right.x = 1.0f - (y_2y + z_2z); + matrix->up.x = x_2y - w_2z; + matrix->at.x = x_2z + w_2y; + matrix->right.y = x_2y + w_2z; + matrix->up.y = 1.0f - (x_2x + z_2z); + matrix->at.y = y_2z - w_2x; + matrix->right.z = x_2z - w_2y; + matrix->up.z = y_2z + w_2x; + matrix->at.z = 1.0f - (x_2x + y_2y); +} + +void +CQuaternion::Set(const RwMatrix &matrix) +{ + float f, s, m; + + f = matrix.up.y + matrix.right.x + matrix.at.z; + if (f >= 0.0f) { + s = Sqrt(f + 1.0f); + w = 0.5f * s; + m = 0.5f / s; + x = (matrix.up.z - matrix.at.y) * m; + y = (matrix.at.x - matrix.right.z) * m; + z = (matrix.right.y - matrix.up.x) * m; + return; + } + + f = matrix.right.x - matrix.up.y - matrix.at.z; + if (f >= 0.0f) { + s = Sqrt(f + 1.0f); + x = 0.5f * s; + m = 0.5f / s; + y = (matrix.up.x + matrix.right.y) * m; + z = (matrix.at.x + matrix.right.z) * m; + w = (matrix.up.z - matrix.at.y) * m; + return; + } + + f = matrix.up.y - matrix.right.x - matrix.at.z; + if (f >= 0.0f) { + s = Sqrt(f + 1.0f); + y = 0.5f * s; + m = 0.5f / s; + w = (matrix.at.x - matrix.right.z) * m; + x = (matrix.up.x - matrix.right.y) * m; + z = (matrix.at.y + matrix.up.z) * m; + return; + } + + f = matrix.at.z - (matrix.up.y + matrix.right.x); + s = Sqrt(f + 1.0f); + z = 0.5f * s; + m = 0.5f / s; + w = (matrix.right.y - matrix.up.x) * m; + x = (matrix.at.x + matrix.right.z) * m; + y = (matrix.at.y + matrix.up.z) * m; +} + +void +CQuaternion::Get(float *f1, float *f2, float *f3) +{ + RwMatrix matrix; + + Get(&matrix); + *f3 = Atan2(matrix.right.y, matrix.up.y); + if (*f3 < 0.0f) + *f3 += TWOPI; + float s = Sin(*f3); + float c = Cos(*f3); + *f1 = Atan2(-matrix.at.y, s * matrix.right.y + c * matrix.up.y); + if (*f1 < 0.0f) + *f1 += TWOPI; + *f2 = Atan2(-(matrix.right.z * c - matrix.up.z * s), matrix.right.x * c - matrix.up.x * s); + if (*f2 < 0.0f) + *f2 += TWOPI; +} + +void +CQuaternion::Set(float f1, float f2, float f3) +{ + float c1 = Cos(f1 * 0.5f); + float c2 = Cos(f2 * 0.5f); + float c3 = Cos(f3 * 0.5f); + float s1 = Sin(f1 * 0.5f); + float s2 = Sin(f2 * 0.5f); + float s3 = Sin(f3 * 0.5f); + x = ((c2 * c1) * s3) - ((s2 * s1) * c3); + y = ((s1 * c2) * c3) + ((s2 * c1) * s3); + z = ((s2 * c1) * c3) - ((s1 * c2) * s3); + w = ((c2 * c1) * c3) + ((s2 * s1) * s3); +} \ No newline at end of file -- cgit v1.2.3