396 lines
7.6 KiB
C++
396 lines
7.6 KiB
C++
#pragma once
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#include "EHS.h"
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#include "Math.h"
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#include "Mat4.h"
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#include "Vec3.h"
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namespace lwe
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{
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template<typename T>
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class Quat
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{
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public:
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T w;
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T x;
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T y;
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T z;
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Quat()
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: w(0), x(0), y(0), z(0)
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{
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}
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Quat(const T w, const T x, const T y, const T z)
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: w(w), x(x), y(y), z(z)
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{
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}
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Quat(const T yaw, const T pitch, const T roll)
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: w(0), x(0), y(0), z(0)
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{
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T c1 = cos(yaw / 2);
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T c2 = cos(pitch / 2);
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T c3 = cos(roll / 2);
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T s1 = sin(yaw / 2);
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T s2 = sin(pitch / 2);
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T s3 = sin(roll / 2);
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w = c1 * c2 * c3 - s1 * s2 * s3;
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x = s1 * s2 * c3 + c1 * c2 * s3;
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y = s1 * c2 * c3 + c1 * s2 * s3;
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z = c1 * s2 * c3 - s1 * c2 * s3;
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}
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explicit Quat(const Vec3<T>& euler)
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: w(0), x(0), y(0), z(0)
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{
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T c1 = cos(euler.x / 2);
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T c2 = cos(euler.y / 2);
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T c3 = cos(euler.z / 2);
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T s1 = sin(euler.x / 2);
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T s2 = sin(euler.y / 2);
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T s3 = sin(euler.z / 2);
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w = c1 * c2 * c3 - s1 * s2 * s3;
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x = s1 * s2 * c3 + c1 * c2 * s3;
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y = s1 * c2 * c3 + c1 * s2 * s3;
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z = c1 * s2 * c3 - s1 * c2 * s3;
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}
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Quat(const Vec3<T>& n, const T a)
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: w(cosf(a / 2)), x(n.x * sinf(a / 2)), y(n.y * sinf(a / 2)), z(n.z * sinf(a / 2))
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{
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}
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explicit Quat(const Mat4<T>& rotMatrix)
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: w(0), x(0), y(0), z(0)
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{
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ToQuaternion(rotMatrix);
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}
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Quat(const Quat& quat)
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: w(quat.w), x(quat.x), y(quat.y), z(quat.z)
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{
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}
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explicit Quat(const T scalar)
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: w(scalar), x(scalar), y(scalar), z(scalar)
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{
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}
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Quat& operator=(const Quat& quat)
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{
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if (this == &quat)
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return *this;
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w = quat.w;
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x = quat.x;
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y = quat.y;
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z = quat.z;
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return *this;
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}
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Quat& operator=(const Mat4<T>& rotMatrix)
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{
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ToQuaternion(rotMatrix);
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return *this;
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}
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Quat operator+(const Quat& other) const
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{
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return {w + other.w, x + other.x, y + other.y, z + other.z};
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}
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Quat operator-() const
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{
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return {-w, -x, -y, -z};
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}
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Quat operator-(const Quat& other) const
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{
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return {w - other.w, x - other.x, y - other.y, z - other.z};
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}
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Quat operator*(const T scalar)
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{
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return {w * scalar, x * scalar, x * scalar, x * scalar};
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}
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Quat operator*(const Quat& other)
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{
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return Quat
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(
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w * other.w - x * other.x - y * other.y - z * other.z,
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w * other.x + x * other.w + y * other.z - z * other.y,
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w * other.y - x * other.z + y * other.w + z * other.x,
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w * other.z + x * other.y - y * other.x + z * other.w
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);
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}
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Vec3<T> operator*(const Vec3<T>& vect)
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{
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Quat tmp(0, vect[0], vect[1], vect[2]);
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Vec3<T> tmpVect(x, y, z);
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Vec3<T> vcV = tmpVect.CrossProduct(vect);
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return vect + vcV * (2 * w) + tmpVect.CrossProduct(vcV) * 2;
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}
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Quat operator^(const T t)
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{
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Vec3<T> n;
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T a;
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ToAxisAngle(&n, &a);
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float at = a * t;
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return Quat<T>(n, at);
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}
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bool operator==(const Quat& quat) const
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{
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return w == quat.w && x == quat.x && y == quat.y && z == quat.z;
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}
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bool operator!=(const Quat& quat) const
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{
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return w != quat.w || x != quat.x || y != quat.y || z == quat.z;
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}
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T operator[](const UInt_64 index) const
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{
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switch (index)
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{
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case 0:
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return w;
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case 1:
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return x;
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case 2:
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return y;
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case 3:
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return z;
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default:
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return w;
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}
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}
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T& operator[](const UInt_64 index)
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{
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switch (index)
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{
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case 0:
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return w;
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case 1:
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return x;
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case 2:
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return y;
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case 3:
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return z;
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default:
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return w;
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}
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}
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void ToAxisAngle(Vec3<T>* vectAxis, T* flAngle)
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{
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Vec3<T> tmp(x, y, z);
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if (tmp.GetDis2() < 0.0001f)
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*vectAxis = Vec3<T>(1, 0, 0);
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else
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*vectAxis = tmp.GetNorm();
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*flAngle = acosf(w) * 2;
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*flAngle = Math::Degr<T>(*flAngle);
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}
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void ToQuaternion(const Mat4<T>& rotMatrix)
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{
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T trace = rotMatrix[0][0] + rotMatrix[1][1] + rotMatrix[2][2];
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if (trace > 0)
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{
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T s = 0.5f / Math::Sqrt<T>(trace + 1.0f);
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w = 0.25f / s;
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x = (rotMatrix[2][1] - rotMatrix[1][2]) * s;
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y = (rotMatrix[0][2] - rotMatrix[2][0]) * s;
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z = (rotMatrix[1][0] - rotMatrix[0][1]) * s;
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} else
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{
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if ((rotMatrix[0][0] > rotMatrix[1][1]) && (rotMatrix[0][0] > rotMatrix[2][2]))
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{
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T s = 2.0f * Math::Sqrt(1.0f + rotMatrix[0][0] - rotMatrix[1][1] - rotMatrix[2][2]);
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w = (rotMatrix[2][1] - rotMatrix[1][2]) / s;
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x = 0.25f * s;
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y = (rotMatrix[0][1] + rotMatrix[1][0]) / s;
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z = (rotMatrix[0][2] + rotMatrix[2][0]) / s;
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} else if (rotMatrix[1][1] > rotMatrix[2][2])
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{
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T s = 2.0f * sqrtf(1.0f + rotMatrix[1][1] - rotMatrix[0][0] - rotMatrix[2][2]);
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w = (rotMatrix[0][2] - rotMatrix[2][0]) / s;
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x = (rotMatrix[0][1] + rotMatrix[1][0]) / s;
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y = 0.25f * s;
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z = (rotMatrix[1][2] + rotMatrix[2][1]) / s;
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} else
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{
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T s = 2.0f * sqrtf(1.0f + rotMatrix[2][2] - rotMatrix[0][0] - rotMatrix[1][1]);
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w = (rotMatrix[1][0] - rotMatrix[0][1]) / s;
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x = (rotMatrix[0][2] + rotMatrix[2][0]) / s;
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y = (rotMatrix[1][2] + rotMatrix[2][1]) / s;
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z = 0.25f * s;
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}
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}
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}
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/*
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Vec3<T> ToEulerAngle() const
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{
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Vec3<T> euler;
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float ysqr = y * y;
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float t0 = 2 * (w * x + y * z);
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float t1 = 1 - 2 * (x * x + ysqr);
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euler.z = std::atan2(t0, t1);
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float t2 = 2 * (w * y - z * x);
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t2 = t2 > 1 ? 1 : t2;
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t2 = t2 < -1 ? -1 : t2;
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euler.y = std::asin(t2);
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float t3 = 2 * (w * z + x * y);
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float t4 = 1 - 2 * (ysqr + z * z);
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euler.x = std::atan2(t3, t4);
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return euler;
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}
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*/
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Mat4<T> ToMatrix() const
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{
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Mat4<T> result;
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T x2 = x + x;
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T y2 = y + y;
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T z2 = z + z;
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T x2w = x2 * w;
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T y2w = y2 * w;
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T z2w = z2 * w;
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T x2x = x2 * x;
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T y2x = y2 * x;
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T z2x = z2 * x;
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T y2y = y2 * y;
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T z2y = z2 * y;
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T z2z = z2 * y;
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result[0] = T(1) - (y2y + z2z);
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result[1] = y2x - z2w;
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result[2] = z2x + y2w;
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result[3] = T(0);
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result[4] = y2x + z2w;
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result[5] = T(1) - (x2x + z2z);
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result[6] = z2y - x2w;
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result[7] = T(0);
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result[8] = z2x - y2w;
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result[9] = z2y + x2w;
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result[10] = T(1) - (x2x + y2y);
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result[11] = T(0);
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result[12] = T(0);
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result[13] = T(0);
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result[14] = T(0);
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result[15] = T(1);
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return result;
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}
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float GetMagnitude()
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{
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return Math::Sqrt<T>(Math::Pow<T>(w, 2) + Math::Pow<T>(x, 2) + Math::Pow<T>(y, 2) + Math::Pow<T>(z, 2));
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}
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Quat<T> GetNormalized()
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{
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T mag = GetMagnitude();
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return Quat<T>(w / mag, x / mag, y / mag, z / mag);
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}
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void Normalize()
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{
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T mag = GetMagnitude();
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w = w / mag;
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x = x / mag;
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y = y / mag;
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z = z / mag;
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}
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T Dot(const Quat& other) const
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{
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return w * other.w + x * other.x + y * other.y + z * other.z;
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}
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Quat<T> GetConjugate()
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{
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return Quat<T>(w, -x, -y, -z);
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}
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void Conjugate()
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{
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x = -x;
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y = -y;
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z = -z;
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}
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Quat<T> GetInverse()
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{
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return Quat<T>(w, -x, -y, -z);
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}
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void Inverse()
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{
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x = -x;
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y = -y;
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z = -z;
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}
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static Quat<T> Slerp(Quat<T> start, Quat<T> finish, const T t)
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{
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T cosHalfTheta = start.Dot(finish);
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if (Math::Abs(cosHalfTheta) >= 1.0f)
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return start;
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float halfTheta = Math::ACos(cosHalfTheta);
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float sinHalfTheta = Math::Sqrt(1.0f - cosHalfTheta * cosHalfTheta);
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if (Math::Abs(sinHalfTheta) < 0.001f)
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{
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return {
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start.w * 0.5f + finish.w * 0.5f,
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start.x * 0.5f + finish.x * 0.5f,
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start.y * 0.5f + finish.y * 0.5f,
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start.z * 0.5f + finish.z * 0.5f
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};
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}
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float ratioA = Math::Sin((1 - t) * halfTheta) / sinHalfTheta;
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float ratioB = Math::Sin(t * halfTheta) / sinHalfTheta;
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return {
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start.w * ratioA + finish.w * ratioB,
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start.x * ratioA + finish.x * ratioB,
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start.y * ratioA + finish.y * ratioB,
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start.z * ratioA + finish.z * ratioB
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};
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}
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};
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typedef Quat<float> Quat_f;
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} |