mathematical writing, and add static constructors to create quaternions from a rotation.legacy
@@ -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; | |||
}; | |||
@@ -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); | |||
@@ -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 */ | |||