// This code is in the public domain -- castano@gmail.com #pragma once #ifndef NV_MATH_QUATERNION_H #define NV_MATH_QUATERNION_H #include "nvmath/nvmath.h" #include "nvmath/Vector.inl" // @@ Do not include inl files from header files. #include "nvmath/Matrix.h" namespace nv { class NVMATH_CLASS Quaternion { public: typedef Quaternion const & Arg; Quaternion(); explicit Quaternion(float f); Quaternion(float x, float y, float z, float w); Quaternion(Vector4::Arg v); const Quaternion & operator=(Quaternion::Arg v); Vector4 asVector() const; union { struct { float x, y, z, w; }; float component[4]; }; }; inline Quaternion::Quaternion() {} inline Quaternion::Quaternion(float f) : x(f), y(f), z(f), w(f) {} inline Quaternion::Quaternion(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {} inline Quaternion::Quaternion(Vector4::Arg v) : x(v.x), y(v.y), z(v.z), w(v.w) {} // @@ Move all these to Quaternion.inl! inline const Quaternion & Quaternion::operator=(Quaternion::Arg v) { x = v.x; y = v.y; z = v.z; w = v.w; return *this; } inline Vector4 Quaternion::asVector() const { return Vector4(x, y, z, w); } inline Quaternion mul(Quaternion::Arg a, Quaternion::Arg b) { return Quaternion( + a.x*b.w + a.y*b.z - a.z*b.y + a.w*b.x, - a.x*b.z + a.y*b.w + a.z*b.x + a.w*b.y, + a.x*b.y - a.y*b.x + a.z*b.w + a.w*b.z, - a.x*b.x - a.y*b.y - a.z*b.z + a.w*b.w); } inline Quaternion mul(Quaternion::Arg a, Vector3::Arg b) { return Quaternion( + a.y*b.z - a.z*b.y + a.w*b.x, - a.x*b.z + a.z*b.x + a.w*b.y, + a.x*b.y - a.y*b.x + a.w*b.z, - a.x*b.x - a.y*b.y - a.z*b.z ); } inline Quaternion mul(Vector3::Arg a, Quaternion::Arg b) { return Quaternion( + a.x*b.w + a.y*b.z - a.z*b.y, - a.x*b.z + a.y*b.w + a.z*b.x, + a.x*b.y - a.y*b.x + a.z*b.w, - a.x*b.x - a.y*b.y - a.z*b.z); } inline Quaternion operator *(Quaternion::Arg a, Quaternion::Arg b) { return mul(a, b); } inline Quaternion operator *(Quaternion::Arg a, Vector3::Arg b) { return mul(a, b); } inline Quaternion operator *(Vector3::Arg a, Quaternion::Arg b) { return mul(a, b); } inline Quaternion scale(Quaternion::Arg q, float s) { return scale(q.asVector(), s); } inline Quaternion operator *(Quaternion::Arg q, float s) { return scale(q, s); } inline Quaternion operator *(float s, Quaternion::Arg q) { return scale(q, s); } inline Quaternion scale(Quaternion::Arg q, Vector4::Arg s) { return scale(q.asVector(), s); } /*inline Quaternion operator *(Quaternion::Arg q, Vector4::Arg s) { return scale(q, s); } inline Quaternion operator *(Vector4::Arg s, Quaternion::Arg q) { return scale(q, s); }*/ inline Quaternion conjugate(Quaternion::Arg q) { return scale(q, Vector4(-1, -1, -1, 1)); } inline float length(Quaternion::Arg q) { return length(q.asVector()); } inline bool isNormalized(Quaternion::Arg q, float epsilon = NV_NORMAL_EPSILON) { return equal(length(q), 1, epsilon); } inline Quaternion normalize(Quaternion::Arg q, float epsilon = NV_EPSILON) { float l = length(q); nvDebugCheck(!isZero(l, epsilon)); Quaternion n = scale(q, 1.0f / l); nvDebugCheck(isNormalized(n)); return n; } inline Quaternion inverse(Quaternion::Arg q) { return conjugate(normalize(q)); } /// Create a rotation quaternion for @a angle alpha around normal vector @a v. inline Quaternion axisAngle(Vector3::Arg v, float alpha) { float s = sinf(alpha * 0.5f); float c = cosf(alpha * 0.5f); return Quaternion(Vector4(v * s, c)); } inline Vector3 imag(Quaternion::Arg q) { return q.asVector().xyz(); } inline float real(Quaternion::Arg q) { return q.w; } /// Transform vector. inline Vector3 transform(Quaternion::Arg q, Vector3::Arg v) { //Quaternion t = q * v * conjugate(q); //return imag(t); // Faster method by Fabian Giesen and others: // http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/ // http://mollyrocket.com/forums/viewtopic.php?t=833&sid=3a84e00a70ccb046cfc87ac39881a3d0 Vector3 t = 2 * cross(imag(q), v); return v + q.w * t + cross(imag(q), t); } // @@ Not tested. // From Insomniac's Mike Day: // http://www.insomniacgames.com/converting-a-rotation-matrix-to-a-quaternion/ inline Quaternion fromMatrix(const Matrix & m) { if (m(2, 2) < 0) { if (m(0, 0) < m(1,1)) { float t = 1 - m(0, 0) - m(1, 1) - m(2, 2); return Quaternion(t, m(0,1)+m(1,0), m(2,0)+m(0,2), m(1,2)-m(2,1)); } else { float t = 1 - m(0, 0) + m(1, 1) - m(2, 2); return Quaternion(t, m(0,1) + m(1,0), m(1,2) + m(2,1), m(2,0) - m(0,2)); } } else { if (m(0, 0) < -m(1, 1)) { float t = 1 - m(0, 0) - m(1, 1) + m(2, 2); return Quaternion(t, m(2,0) + m(0,2), m(1,2) + m(2,1), m(0,1) - m(1,0)); } else { float t = 1 + m(0, 0) + m(1, 1) + m(2, 2); return Quaternion(t, m(1,2) - m(2,1), m(2,0) - m(0,2), m(0,1) - m(1,0)); } } } } // nv namespace #endif // NV_MATH_QUATERNION_H