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https://github.com/devZoGok/vb01.git
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90 lines
4.3 KiB
C++
Executable File
90 lines
4.3 KiB
C++
Executable File
#ifndef QUATERNION_H
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#define QUATERNION_H
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#include <cmath>
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#include "vector.h"
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namespace vb01{
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class Quaternion{
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public:
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Quaternion(float w, float x, float y, float z){
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this->w = w;
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this->x = x;
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this->y = y;
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this->z = z;
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}
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Quaternion(float angle, Vector3 axis){
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*this = this->fromAngle(angle, axis);
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}
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Quaternion(){}
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inline bool operator==(Quaternion q){return w == q.w && x == q.x && y == q.y && z == q.z;}
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inline bool operator!=(Quaternion q){return w != q.w || x != q.x || y != q.y || z != q.z;}
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inline friend Quaternion operator-(Quaternion q){return Quaternion(q.w, -q.x, -q.y, -q.z);}
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inline friend Quaternion operator+(Quaternion q1, Quaternion q2){return Quaternion(q1.w + q2.w, q1.x + q2.x, q1.y + q2.y, q1.z + q2.z);}
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inline friend Quaternion operator-(Quaternion q1, Quaternion q2){return Quaternion(q1.w - q2.w, q1.x - q2.x, q1.y - q2.y, q1.z - q2.z);}
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inline Quaternion operator* (Quaternion q){
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float a1 = this->w, a2 = q.w,
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b1 = this->x, b2 = q.x,
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c1 = this->y, c2 = q.y,
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d1 = this->z, d2 = q.z;
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float w = a1 * a2 - b1 * b2 - c1 * c2 - d1 * d2;
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float x = a1 * b2 + b1 * a2 + c1 * d2 - d1 * c2;
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float y = a1 * c2 - b1 * d2 + c1 * a2 + d1 * b2;
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float z = a1 * d2 + b1 * c2 - c1 * b2 + d1 * a2;
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return Quaternion(w, x, y, z);
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}
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inline Vector3 operator* (Vector3 v){
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Quaternion vQuat = (*this) * Quaternion(0, v.x, v.y, v.z) * recip();
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return Vector3(vQuat.x, vQuat.y, vQuat.z);
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}
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inline float getAngle(){return fabs(w) > 1 ? 0 : 2 * acos(w);}
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inline Vector3 getAxis(){return x == 0 && y == 0 && z == 0 ? Vector3(1, 0, 0) : Vector3(x, y, z).norm();}
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template<typename T> friend Quaternion operator+(Quaternion q, T s){return Quaternion(q.w + s, q.x + s, q.y + s, q.z + s);}
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template<typename T> friend Quaternion operator-(Quaternion q, T s){return Quaternion(q.w - s, q.x - s, q.y - s, q.z - s);}
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template<typename T> friend Quaternion operator*(Quaternion q, T s){return Quaternion(q.w * s, q.x * s, q.y * s, q.z * s);}
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template<typename T> friend Quaternion operator/(Quaternion q, T s){return Quaternion(q.w / s, q.x / s, q.y / s, q.z / s);}
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template<typename T> friend Quaternion operator+(T s, Quaternion q){return Quaternion(q.w + s, q.x + s, q.y + s, q.z + s);}
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template<typename T> friend Quaternion operator-(T s, Quaternion q){return Quaternion(q.w - s, q.x - s, q.y - s, q.z - s);}
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template<typename T> friend Quaternion operator*(T s, Quaternion q){return Quaternion(q.w * s, q.x * s, q.y * s, q.z * s);}
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template<typename T> friend Quaternion operator/(T s, Quaternion q){return Quaternion(q.w / s, q.x / s, q.y / s, q.z / s);}
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void operator+=(Quaternion q){w += q.w, x += q.x, y += q.y, z += q.z;}
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void operator-=(Quaternion q){w -= q.w, x -= q.x, y -= q.y, z -= q.z;}
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void operator*=(Quaternion q){
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float a1 = this->w, a2 = q.w,
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b1 = this->x, b2 = q.x,
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c1 = this->y, c2 = q.y,
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d1 = this->z, d2 = q.z;
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w = a1 * a2 - b1 * b2 - c1 * c2 - d1 * d2;
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x = a1 * b2 + b1 * a2 + c1 * d2 - d1 * c2;
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y = a1 * c2 - b1 * d2 + c1 * a2 + d1 * b2;
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z = a1 * d2 + b1 * c2 - c1 * b2 + d1 * a2;
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}
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template<typename T> void operator+=(T s){w += s, x += s, y += s, z += s;}
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template<typename T> void operator-=(T s){w -= s, x -= s, y -= s, z -= s;}
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template<typename T> void operator*=(T s){w *= s, x *= s, y *= s, z *= s;}
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template<typename T> void operator/=(T s){w /= s, x /= s, y /= s, z /= s;}
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inline Quaternion fromAngle(float angle, Vector3 axis){
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return Quaternion(cos(angle / 2), axis.x * sin(angle / 2), axis.y * sin(angle / 2), axis.z * sin(angle / 2));
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}
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inline Quaternion conj(){
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return (*this + Quaternion(0, 1, 0, 0)
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*(*this) * Quaternion(0, 1, 0, 0) + Quaternion(0, 0, 1, 0)
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*(*this) * Quaternion(0, 0, 1, 0) + Quaternion(0, 0, 0, 1)
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*(*this) * Quaternion(0, 0, 0, 1)) * -.5;
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}
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inline Quaternion norm(){return *this / getLength();}
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inline Quaternion recip(){return conj() / getLengthSq();}
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inline Quaternion invert(){return conj() / (getLengthSq());}
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inline float getLengthSq(){return w * w + x * x + y * y + z * z;}
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inline float getLength(){return std::sqrt(getLengthSq());}
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float w, x, y, z;
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const static Quaternion QUAT_I, QUAT_J, QUAT_K, QUAT_W;
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private:
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};
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}
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#endif
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