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-rw-r--r--src/common/quaternion.h45
1 files changed, 38 insertions, 7 deletions
diff --git a/src/common/quaternion.h b/src/common/quaternion.h
index 370198ae0..4d0871eb4 100644
--- a/src/common/quaternion.h
+++ b/src/common/quaternion.h
@@ -14,35 +14,66 @@ public:
Vec3<T> xyz;
T w{};
- Quaternion<decltype(-T{})> Inverse() const {
+ [[nodiscard]] Quaternion<decltype(-T{})> Inverse() const {
return {-xyz, w};
}
- Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const {
+ [[nodiscard]] Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const {
return {xyz + other.xyz, w + other.w};
}
- Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const {
+ [[nodiscard]] Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const {
return {xyz - other.xyz, w - other.w};
}
- Quaternion<decltype(T{} * T{} - T{} * T{})> operator*(const Quaternion& other) const {
+ [[nodiscard]] Quaternion<decltype(T{} * T{} - T{} * T{})> operator*(
+ const Quaternion& other) const {
return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz),
w * other.w - Dot(xyz, other.xyz)};
}
- Quaternion<T> Normalized() const {
+ [[nodiscard]] Quaternion<T> Normalized() const {
T length = std::sqrt(xyz.Length2() + w * w);
return {xyz / length, w / length};
}
+
+ [[nodiscard]] std::array<decltype(-T{}), 16> ToMatrix() const {
+ const T x2 = xyz[0] * xyz[0];
+ const T y2 = xyz[1] * xyz[1];
+ const T z2 = xyz[2] * xyz[2];
+
+ const T xy = xyz[0] * xyz[1];
+ const T wz = w * xyz[2];
+ const T xz = xyz[0] * xyz[2];
+ const T wy = w * xyz[1];
+ const T yz = xyz[1] * xyz[2];
+ const T wx = w * xyz[0];
+
+ return {1.0f - 2.0f * (y2 + z2),
+ 2.0f * (xy + wz),
+ 2.0f * (xz - wy),
+ 0.0f,
+ 2.0f * (xy - wz),
+ 1.0f - 2.0f * (x2 + z2),
+ 2.0f * (yz + wx),
+ 0.0f,
+ 2.0f * (xz + wy),
+ 2.0f * (yz - wx),
+ 1.0f - 2.0f * (x2 + y2),
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f};
+ }
};
template <typename T>
-auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) {
+[[nodiscard]] auto QuaternionRotate(const Quaternion<T>& q, const Vec3<T>& v) {
return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w);
}
-inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) {
+[[nodiscard]] inline Quaternion<float> MakeQuaternion(const Vec3<float>& axis, float angle) {
return {axis * std::sin(angle / 2), std::cos(angle / 2)};
}