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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef QUAT_H
#define QUAT_H
// Singe / VecReal Precision Vec 3
// Matthias Mueller
// derived from Quat.h
#include "Vec3.h"
namespace M
{
class Quat
{
public:
Quat() { }
VecReal x,y,z,w;
Quat(VecReal nx, VecReal ny, VecReal nz, VecReal nw) : x(nx),y(ny),z(nz),w(nw) {}
Quat(VecReal angleRadians, const Vec3& unitAxis)
{
const VecReal a = angleRadians * 0.5f;
const VecReal s = vecSin(a);
w = cos(a);
x = unitAxis.x * s;
y = unitAxis.y * s;
z = unitAxis.z * s;
}
Quat(const Quat& v): x(v.x), y(v.y), z(v.z), w(v.w) {}
void toRadiansAndUnitAxis(VecReal& angle, Vec3& axis) const
{
const VecReal quatEpsilon = VecReal(1.0e-8f);
const VecReal s2 = x*x+y*y+z*z;
if(s2<quatEpsilon*quatEpsilon) // can't extract a sensible axis
{
angle = 0;
axis = Vec3(1,0,0);
}
else
{
const VecReal s = 1.0f / vecSqrt(s2);
axis = Vec3(x,y,z) * s;
angle = vecAbs(w)<quatEpsilon ? VEC_PI : vecAtan2(s2*s, w) * 2;
}
}
/**
\brief Gets the angle between this quat and the identity quaternion.
<b>Unit:</b> Radians
*/
VecReal getAngle() const
{
return vecACos(w) * VecReal(2);
}
/**
\brief Gets the angle between this quat and the argument
<b>Unit:</b> Radians
*/
VecReal getAngle(const Quat& q) const
{
return vecACos(dot(q)) * VecReal(2);
}
/**
\brief This is the squared 4D vector length, should be 1 for unit quaternions.
*/
VecReal magnitudeSquared() const
{
return x*x + y*y + z*z + w*w;
}
/**
\brief returns the scalar product of this and other.
*/
VecReal dot(const Quat& v) const
{
return x * v.x + y * v.y + z * v.z + w * v.w;
}
Quat getNormalized() const
{
const VecReal s = (VecReal)1.0/magnitude();
return Quat(x*s, y*s, z*s, w*s);
}
VecReal magnitude() const
{
return vecSqrt(magnitudeSquared());
}
//modifiers:
/**
\brief maps to the closest unit quaternion.
*/
VecReal normalize() // convert this Quat to a unit quaternion
{
const VecReal mag = magnitude();
if (mag)
{
const VecReal imag = VecReal(1) / mag;
x *= imag;
y *= imag;
z *= imag;
w *= imag;
}
return mag;
}
/*
\brief returns the conjugate.
\note for unit quaternions, this is the inverse.
*/
Quat getConjugate() const
{
return Quat(-x,-y,-z,w);
}
/*
\brief returns imaginary part.
*/
Vec3 getImaginaryPart() const
{
return Vec3(x,y,z);
}
/** brief computes rotation of x-axis */
Vec3 getBasisVector0() const
{
// return rotate(Vec3(1,0,0));
const VecReal x2 = x*(VecReal)2.0;
const VecReal w2 = w*(VecReal)2.0;
return Vec3( (w * w2) - 1.0f + x*x2,
(z * w2) + y*x2,
(-y * w2) + z*x2);
}
/** brief computes rotation of y-axis */
Vec3 getBasisVector1() const
{
// return rotate(Vec3(0,1,0));
const VecReal y2 = y*(VecReal)2.0;
const VecReal w2 = w*(VecReal)2.0;
return Vec3( (-z * w2) + x*y2,
(w * w2) - 1.0f + y*y2,
(x * w2) + z*y2);
}
/** brief computes rotation of z-axis */
Vec3 getBasisVector2() const
{
// return rotate(Vec3(0,0,1));
const VecReal z2 = z*(VecReal)2.0;
const VecReal w2 = w*(VecReal)2.0;
return Vec3( (y * w2) + x*z2,
(-x * w2) + y*z2,
(w * w2) - 1.0f + z*z2);
}
/**
rotates passed vec by this (assumed unitary)
*/
const Vec3 rotate(const Vec3& v) const
// const Vec3 rotate(const Vec3& v) const
{
const VecReal vx = (VecReal)2.0*v.x;
const VecReal vy = (VecReal)2.0*v.y;
const VecReal vz = (VecReal)2.0*v.z;
const VecReal w2 = w*w-(VecReal)0.5;
const VecReal dot2 = (x*vx + y*vy +z*vz);
return Vec3
(
(vx*w2 + (y * vz - z * vy)*w + x*dot2),
(vy*w2 + (z * vx - x * vz)*w + y*dot2),
(vz*w2 + (x * vy - y * vx)*w + z*dot2)
);
/*
const Vec3 qv(x,y,z);
return (v*(w*w-0.5f) + (qv.cross(v))*w + qv*(qv.dot(v)))*2;
*/
}
/**
inverse rotates passed vec by this (assumed unitary)
*/
const Vec3 rotateInv(const Vec3& v) const
// const Vec3 rotateInv(const Vec3& v) const
{
const VecReal vx = (VecReal)2.0*v.x;
const VecReal vy = (VecReal)2.0*v.y;
const VecReal vz = (VecReal)2.0*v.z;
const VecReal w2 = w*w-(VecReal)0.5;
const VecReal dot2 = (x*vx + y*vy +z*vz);
return Vec3
(
(vx*w2 - (y * vz - z * vy)*w + x*dot2),
(vy*w2 - (z * vx - x * vz)*w + y*dot2),
(vz*w2 - (x * vy - y * vx)*w + z*dot2)
);
// const Vec3 qv(x,y,z);
// return (v*(w*w-0.5f) - (qv.cross(v))*w + qv*(qv.dot(v)))*2;
}
/**
\brief Assignment operator
*/
Quat& operator=(const Quat& p) { x = p.x; y = p.y; z = p.z; w = p.w; return *this; }
Quat& operator*= (const Quat& q)
{
const VecReal tx = w*q.x + q.w*x + y*q.z - q.y*z;
const VecReal ty = w*q.y + q.w*y + z*q.x - q.z*x;
const VecReal tz = w*q.z + q.w*z + x*q.y - q.x*y;
w = w*q.w - q.x*x - y*q.y - q.z*z;
x = tx;
y = ty;
z = tz;
return *this;
}
Quat& operator+= (const Quat& q)
{
x+=q.x;
y+=q.y;
z+=q.z;
w+=q.w;
return *this;
}
Quat& operator-= (const Quat& q)
{
x-=q.x;
y-=q.y;
z-=q.z;
w-=q.w;
return *this;
}
Quat& operator*= (const VecReal s)
{
x*=s;
y*=s;
z*=s;
w*=s;
return *this;
}
/** quaternion multiplication */
Quat operator*(const Quat& q) const
{
return Quat(w*q.x + q.w*x + y*q.z - q.y*z,
w*q.y + q.w*y + z*q.x - q.z*x,
w*q.z + q.w*z + x*q.y - q.x*y,
w*q.w - x*q.x - y*q.y - z*q.z);
}
/** quaternion addition */
Quat operator+(const Quat& q) const
{
return Quat(x+q.x,y+q.y,z+q.z,w+q.w);
}
/** quaternion subtraction */
Quat operator-() const
{
return Quat(-x,-y,-z,-w);
}
Quat operator-(const Quat& q) const
{
return Quat(x-q.x,y-q.y,z-q.z,w-q.w);
}
Quat operator*(VecReal r) const
{
return Quat(x*r,y*r,z*r,w*r);
}
static Quat createIdentity() { return Quat(0,0,0,1); }
};
}
#endif
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