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math: chage quaternion constructor to wxyz order because it matches the

mathematical writing, and add static constructors to create quaternions
from a rotation.
legacy
Sam Hocevar sam 12 vuotta sitten
vanhempi
commit
8325d8889c
3 muutettua tiedostoa jossa 45 lisäystä ja 15 poistoa
  1. +8
    -4
      src/lol/math/vector.h
  2. +19
    -5
      src/math/vector.cpp
  3. +18
    -6
      test/unit/quat.cpp

+ 8
- 4
src/lol/math/vector.h Näytä tiedosto

@@ -909,21 +909,24 @@ template <typename T> struct Vec4 : BVec4<T>
template <typename T> struct Quat
{
inline Quat() {}
inline Quat(T X) : x(0), y(0), z(0), w(X) {}
inline Quat(T X, T Y, T Z, T W) : x(X), y(Y), z(Z), w(W) {}
inline Quat(T W) : x(0), y(0), z(0), w(W) {}
inline Quat(T W, T X, T Y, T Z) : x(X), y(Y), z(Z), w(W) {}

Quat(Mat3<T> const &m);
Quat(Mat4<T> const &m);

DECLARE_MEMBER_OPS(Quat)

static Quat<T> rotate(T angle, T x, T y, T z);
static Quat<T> rotate(T angle, Vec3<T> const &v);

inline Quat<T> operator *(Quat<T> const &val) const
{
Quat<T> ret;
Vec3<T> v1(x, y, z);
Vec3<T> v2(val.x, val.y, val.z);
Vec3<T> v3 = cross(v1, v2) + w * v2 + val.w * v1;
return Quat<T>(v3.x, v3.y, v3.z, w * val.w - dot(v1, v2));
return Quat<T>(w * val.w - dot(v1, v2), v3.x, v3.y, v3.z);
}

inline Quat<T> operator *=(Quat<T> const &val)
@@ -933,7 +936,7 @@ template <typename T> struct Quat

inline Quat<T> operator ~() const
{
return Quat<T>(-x, -y, -z, w);
return Quat<T>(w, -x, -y, -z);
}

#if !defined __ANDROID__
@@ -941,6 +944,7 @@ template <typename T> struct Quat
friend std::ostream &operator<<(std::ostream &stream, Quat<U> const &v);
#endif

/* Storage order is still xyzw because operator[] uses &this->x */
T x, y, z, w;
};



+ 19
- 5
src/math/vector.cpp Näytä tiedosto

@@ -203,7 +203,7 @@ template<> void ivec4::printf() const

template<> void quat::printf() const
{
Log::Debug("[ %6.6f %6.6f %6.6f %6.6f ]\n", x, y, z, w);
Log::Debug("[ %6.6f %6.6f %6.6f %6.6f ]\n", w, x, y, z);
}

template<> void mat2::printf() const
@@ -340,8 +340,8 @@ template<> mat2 mat2::rotate(float angle)
{
angle *= (M_PI / 180.0f);

float st = sinf(angle);
float ct = cosf(angle);
float st = std::sin(angle);
float ct = std::cos(angle);

mat2 ret;

@@ -358,8 +358,8 @@ template<> mat3 mat3::rotate(float angle, float x, float y, float z)
{
angle *= (M_PI / 180.0f);

float st = sinf(angle);
float ct = cosf(angle);
float st = std::sin(angle);
float ct = std::cos(angle);

float len = sqrtf(x * x + y * y + z * z);
float invlen = len ? 1.0f / len : 0.0f;
@@ -456,6 +456,20 @@ template<> quat::Quat(mat4 const &m)
}
}

template<> quat quat::rotate(float angle, vec3 const &v)
{
angle *= (M_PI / 360.0f);

vec3 tmp = normalize(v) * std::sin(angle);

return quat(tmp.x, tmp.y, tmp.z, std::cos(angle));
}

template<> quat quat::rotate(float angle, float x, float y, float z)
{
return quat::rotate(angle, vec3(x, y, z));
}

template<> mat4 mat4::lookat(vec3 eye, vec3 center, vec3 up)
{
vec3 v3 = normalize(eye - center);


+ 18
- 6
test/unit/quat.cpp Näytä tiedosto

@@ -57,7 +57,7 @@ LOLUNIT_FIXTURE(QuaternionTest)
LOLUNIT_TEST(Conjugate)
{
quat a(1.0f, 3.0f, 2.0f, 4.0f);
quat b(-1.0f, -3.0f, -2.0f, 4.0f);
quat b(1.0f, -3.0f, -2.0f, -4.0f);

LOLUNIT_ASSERT_EQUAL(a, ~b);
LOLUNIT_ASSERT_EQUAL(~a, b);
@@ -70,7 +70,7 @@ LOLUNIT_FIXTURE(QuaternionTest)
LOLUNIT_ASSERT_EQUAL(norm(a), 81.0f);

quat b = a * ~a;
quat c(0.0f, 0.0f, 0.0f, norm(a));
quat c(norm(a), 0.0f, 0.0f, 0.0f);

LOLUNIT_ASSERT_EQUAL(b, c);

@@ -81,10 +81,10 @@ LOLUNIT_FIXTURE(QuaternionTest)

LOLUNIT_TEST(Base)
{
quat i(1.0f, 0.0f, 0.0f, 0.0f);
quat j(0.0f, 1.0f, 0.0f, 0.0f);
quat k(0.0f, 0.0f, 1.0f, 0.0f);
quat one(0.0f, 0.0f, 0.0f, 1.0f);
quat i(0.0f, 1.0f, 0.0f, 0.0f);
quat j(0.0f, 0.0f, 1.0f, 0.0f);
quat k(0.0f, 0.0f, 0.0f, 1.0f);
quat one(1.0f, 0.0f, 0.0f, 0.0f);

LOLUNIT_ASSERT_EQUAL(norm(i), 1.0f);
LOLUNIT_ASSERT_EQUAL(norm(j), 1.0f);
@@ -129,6 +129,18 @@ LOLUNIT_FIXTURE(QuaternionTest)
LOLUNIT_ASSERT_DOUBLES_EQUAL(m1.z, 0.0, 1e-8);
LOLUNIT_ASSERT_DOUBLES_EQUAL(m1.w, 1.0, 1e-8);
}

LOLUNIT_TEST(Rotation)
{
quat a = quat::rotate(10.0f, vec3(1, 0, 0));
quat b = quat::rotate(20.0f, vec3(1, 0, 0));
quat c = a * a;

LOLUNIT_ASSERT_DOUBLES_EQUAL(a.w, a.w, 1e-8);
LOLUNIT_ASSERT_DOUBLES_EQUAL(a.x, a.x, 1e-8);
LOLUNIT_ASSERT_DOUBLES_EQUAL(a.y, a.y, 1e-8);
LOLUNIT_ASSERT_DOUBLES_EQUAL(a.z, a.z, 1e-8);
}
};

} /* namespace lol */


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