Files
SlimeVR-Tracker-ESP/lib/math/quat.h
2021-03-05 05:52:43 +03:00

215 lines
4.6 KiB
C++

#pragma once
#include "shared.h"
#include "vector3.h"
#include <cmath>
class Basis;
class Quat {
public:
union {
struct {
double x;
double y;
double z;
double w;
};
double components[4] = { 0, 0, 0, 1.0 };
};
inline double& operator[](int idx) {
return components[idx];
}
inline const double& operator[](int idx) const {
return components[idx];
}
inline double length_squared() const;
bool is_equal_approx(const Quat& p_quat) const;
double length() const;
void normalize();
Quat normalized() const;
bool is_normalized() const;
Quat inverse() const;
inline double dot(const Quat& q) const;
void set_euler_xyz(const Vector3& p_euler);
Vector3 get_euler_xyz() const;
void set_euler_yxz(const Vector3& p_euler);
Vector3 get_euler_yxz() const;
void set_euler(const Vector3& p_euler) { set_euler_yxz(p_euler); };
Vector3 get_euler() const { return get_euler_yxz(); };
Quat slerp(const Quat& q, const double& t) const;
Quat slerpni(const Quat& q, const double& t) const;
Quat cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq, const double& t) const;
void set_axis_angle(const Vector3& axis, const double& angle);
inline void get_axis_angle(Vector3& r_axis, double& r_angle) const {
r_angle = 2 * std::acos(w);
double r = ((double)1) / std::sqrt(1 - w * w);
r_axis.x = x * r;
r_axis.y = y * r;
r_axis.z = z * r;
}
void operator*=(const Quat& q);
Quat operator*(const Quat& q) const;
Quat operator*(const Vector3& v) const {
return Quat(w * v.x + y * v.z - z * v.y,
w * v.y + z * v.x - x * v.z,
w * v.z + x * v.y - y * v.x,
-x * v.x - y * v.y - z * v.z);
}
inline Vector3 xform(const Vector3& v) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized.");
#endif
Vector3 u(x, y, z);
Vector3 uv = u.cross(v);
return v + ((uv * w) + u.cross(uv)) * ((double)2);
}
inline Vector3 xform_inv(const Vector3& v) const {
return inverse().xform(v);
}
inline void operator+=(const Quat& q);
inline void operator-=(const Quat& q);
inline void operator*=(const double& s);
inline void operator/=(const double& s);
inline Quat operator+(const Quat& q2) const;
inline Quat operator-(const Quat& q2) const;
inline Quat operator-() const;
inline Quat operator*(const double& s) const;
inline Quat operator/(const double& s) const;
inline bool operator==(const Quat& p_quat) const;
inline bool operator!=(const Quat& p_quat) const;
inline void set(double p_x, double p_y, double p_z, double p_w) {
x = p_x;
y = p_y;
z = p_z;
w = p_w;
}
inline Quat() {}
inline Quat(double p_x, double p_y, double p_z, double p_w) :
x(p_x),
y(p_y),
z(p_z),
w(p_w) {
}
Quat(const Vector3& axis, const double& angle) { set_axis_angle(axis, angle); }
Quat(const Vector3& euler) { set_euler(euler); }
Quat(const Quat& q) :
x(q.x),
y(q.y),
z(q.z),
w(q.w) {
}
Quat& operator=(const Quat& q) {
x = q.x;
y = q.y;
z = q.z;
w = q.w;
return *this;
}
Quat(const Vector3& v0, const Vector3& v1) // shortest arc
{
Vector3 c = v0.cross(v1);
double d = v0.dot(v1);
if (d < -1.0 + CMP_EPSILON) {
x = 0;
y = 1;
z = 0;
w = 0;
}
else {
double s = std::sqrt((1.0 + d) * 2.0);
double rs = 1.0 / s;
x = c.x * rs;
y = c.y * rs;
z = c.z * rs;
w = s * 0.5;
}
}
};
double Quat::dot(const Quat& q) const {
return x * q.x + y * q.y + z * q.z + w * q.w;
}
double Quat::length_squared() const {
return dot(*this);
}
void Quat::operator+=(const Quat& q) {
x += q.x;
y += q.y;
z += q.z;
w += q.w;
}
void Quat::operator-=(const Quat& q) {
x -= q.x;
y -= q.y;
z -= q.z;
w -= q.w;
}
void Quat::operator*=(const double& s) {
x *= s;
y *= s;
z *= s;
w *= s;
}
void Quat::operator/=(const double& s) {
*this *= 1.0 / s;
}
Quat Quat::operator+(const Quat& q2) const {
const Quat& q1 = *this;
return Quat(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w);
}
Quat Quat::operator-(const Quat& q2) const {
const Quat& q1 = *this;
return Quat(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w);
}
Quat Quat::operator-() const {
const Quat& q2 = *this;
return Quat(-q2.x, -q2.y, -q2.z, -q2.w);
}
Quat Quat::operator*(const double& s) const {
return Quat(x * s, y * s, z * s, w * s);
}
Quat Quat::operator/(const double& s) const {
return *this * (1.0 / s);
}
bool Quat::operator==(const Quat& p_quat) const {
return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w;
}
bool Quat::operator!=(const Quat& p_quat) const {
return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w;
}
inline Quat operator*(const double& p_real, const Quat& p_quat) {
return p_quat * p_real;
}