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#include "base/quat.h" |
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#include <cmath> |
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namespace eu |
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{ |
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v3 Q::get_vec_part() const |
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return {x, y, z}; |
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} |
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[[nodiscard]] Q |
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Q::from(const AA& aa) |
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{ |
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const float sin_a = sin(aa.angle / 2); |
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const float cos_a = cos(aa.angle / 2); |
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Q r(cos_a, aa.axis * sin_a); |
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r.normalize(); |
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return r; |
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} |
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[[nodiscard]] Q |
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Q::from(const Ypr& ypr) |
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{ |
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// Abbreviations for the various angular functions |
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const auto cy = cos(ypr.yaw * 0.5); |
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const auto sy = sin(ypr.yaw * 0.5); |
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const auto cp = cos(ypr.pitch * 0.5); |
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const auto sp = sin(ypr.pitch * 0.5); |
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const auto cr = cos(ypr.roll * 0.5); |
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const auto sr = sin(ypr.roll * 0.5); |
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return |
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{ |
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cr * cp * cy + sr * sp * sy, |
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{ |
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sr * cp * cy - cr * sp * sy, |
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cr * sp * cy + sr * cp * sy, |
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cr * cp * sy - sr * sp * cy |
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} |
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}; |
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} |
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[[nodiscard]] Q |
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Q::from_to(const Q& from, const Q& to) |
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{ |
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// https://stackoverflow.com/a/22167097 |
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return to * from.get_inverse(); |
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} |
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[[nodiscard]] std::optional<Q> |
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Q::look_at(const v3& from, const v3& to, const n3& up) |
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{ |
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const auto direction = v3::from_to(from, to).get_normalized(); |
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if (direction.has_value() == false) |
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{ return std::nullopt; } |
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return look_in_direction(*direction, up); |
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} |
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Q |
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Q::then_get_rotated(const Q& q) const |
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{ |
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return q * *this; |
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} |
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Q |
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Q::get_conjugate() const |
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{ |
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return {w, -get_vec_part()}; |
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} |
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Q |
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Q::get_inverse() const |
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{ |
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ASSERT(is_equal(get_length(), 1.0f)); |
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return get_conjugate(); |
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} |
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// the negated represents the same rotation |
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Q |
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Q::get_negated() const |
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{ |
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return {-w, -get_vec_part()}; |
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} |
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float |
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Q::get_length() const |
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{ |
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const auto l2 = x * x + y * y + z * z + w * w; |
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return std::sqrt(l2); |
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} |
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void |
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Q::normalize() |
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{ |
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const float l = get_length(); |
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if(is_zero(l)) |
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{ |
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*this = q_identity; |
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} |
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else |
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{ |
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x /= l; |
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y /= l; |
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z /= l; |
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w /= l; |
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} |
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} |
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Q |
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Q::get_normalized() const |
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{ |
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Q r = *this; |
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r.normalize(); |
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return r; |
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} |
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n3 Q::get_local_in () const { return get_rotated(-kk::z_axis); } |
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n3 Q::get_local_out () const { return get_rotated( kk::z_axis); } |
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n3 Q::get_local_right() const { return get_rotated( kk::x_axis); } |
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n3 Q::get_local_left () const { return get_rotated(-kk::x_axis); } |
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n3 Q::get_local_up () const { return get_rotated( kk::y_axis); } |
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n3 Q::get_local_down () const { return get_rotated(-kk::y_axis); } |
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n3 |
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Q::get_rotated(const n3& v) const |
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{ |
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// http://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion |
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const Q pure = {0, v}; |
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const Q a = *this * pure; |
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const Q ret = a * get_conjugate(); |
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// todo(Gustav): should we normalize here? Can we get a invalid vector? |
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const auto normalized = ret.get_vec_part().get_normalized(); |
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if(normalized.has_value() == false) |
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{ |
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DIE("invalid rotation vector"); |
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return kk::up; |
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} |
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return *normalized; |
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} |
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Q add(const Q& lhs, const Q& rhs) |
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{ |
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return { lhs.w + rhs.w, {lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z} }; |
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} |
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Q |
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Q::nlerp(const Q& f, const float scale, const Q& t) |
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{ |
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const auto lhs = f * (1 - scale); |
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const auto rhs = t * scale; |
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return add(lhs, rhs).get_normalized(); |
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} |
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Q |
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Q::slerp_fast(const Q& qa, const float t, const Q& qb) |
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{ |
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// from: |
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// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ |
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// Calculate angle between them. |
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const float cos_half_theta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; |
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// if qa=qb or qa=-qb then theta = 0 and we can return qa |
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if(cabs(cos_half_theta) >= 1.0f) |
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{ |
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return qa; |
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} |
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// Calculate temporary values. |
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const auto half_theta = eu::acos(cos_half_theta); |
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const auto sin_half_theta = std::sqrt(1.0f - cos_half_theta * cos_half_theta); |
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if(cabs(sin_half_theta) < 0.001f) |
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{ |
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// if theta = 180 degrees then result is not fully defined |
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// we could rotate around any axis normal to qa or qb |
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const Q qt = add(qa, qb); |
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return Q |
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{ |
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qt.w * 0.5f, |
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v3 |
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{ |
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qt.x * 0.5f, |
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qt.y * 0.5f, |
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qt.z * 0.5f |
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} |
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}; |
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} |
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const float ratio_a = eu::sin((1 - t) * half_theta) / sin_half_theta; |
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const float ratio_b = eu::sin(t * half_theta) / sin_half_theta; |
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return add(qa * ratio_a, qb * ratio_b); |
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} |
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Q |
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Q::slerp(const Q& from, const float scale, const Q& to) |
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{ |
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if(dot(from, to) < 0) |
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{ |
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return slerp_fast(from.get_negated(), scale, to); |
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} |
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else |
216 |
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{ |
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return slerp_fast(from, scale, to); |
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} |
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} |
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void |
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Q::operator*=(float rhs) |
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{ |
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x *= rhs; |
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y *= rhs; |
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z *= rhs; |
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w *= rhs; |
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} |
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void |
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Q::operator*=(const Q& rhs) |
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{ |
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#define VAR(a, b) const float a##1##b##2 = a * rhs.b |
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VAR(w, w); |
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VAR(w, x); |
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VAR(w, y); |
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VAR(w, z); |
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VAR(x, w); |
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VAR(x, x); |
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VAR(x, y); |
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VAR(x, z); |
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VAR(y, w); |
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VAR(y, x); |
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VAR(y, y); |
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VAR(y, z); |
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VAR(z, w); |
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VAR(z, x); |
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VAR(z, y); |
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VAR(z, z); |
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#undef VAR |
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w = w1w2 - x1x2 - y1y2 - z1z2; |
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x = w1x2 + x1w2 + y1z2 - z1y2; |
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y = w1y2 + y1w2 + z1x2 - x1z2; |
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z = w1z2 + z1w2 + x1y2 - y1x2; |
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} |
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6 |
Q Q::look_in_direction(const n3& dir, const n3& up) |
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{ |
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const v3 in = kk::in; |
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const float dot_value = in.dot(dir); |
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if (cabs(dot_value - (-1.0f)) < 0.000001f) |
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{ |
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// todo(Gustav): replace with a constant in general but this line specifically |
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✗ |
return {3.1415926535897932f, up}; |
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} |
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if (cabs(dot_value - (1.0f)) < 0.000001f) |
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{ |
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return q_identity; |
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} |
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const auto rot_angle = acos(dot_value); |
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const auto rot_axis = in.cross(dir).get_normalized(); |
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if(rot_axis.has_value() == false) |
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{ |
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✗ |
DIE("missing rot_axis"); |
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return q_identity; |
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} |
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return Q::from(rha(*rot_axis, rot_angle)); |
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} |
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std::string string_from(const Q& v) |
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{ |
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return fmt::format("({}, ({}, {}, {}))", v.w, v.x, v.y, v.z); |
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} |
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float |
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dot(const Q& lhs, const Q& rhs) |
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{ |
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5 |
return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z + lhs.w * rhs.w; |
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} |
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Q operator*(const Q& lhs, const Q& rhs) |
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{ |
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Q r = lhs; |
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r *= rhs; |
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return r; |
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} |
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Q operator*(float scale, const Q& q) |
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{ |
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Q r = q; |
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r *= scale; |
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return r; |
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} |
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Q operator*(const Q& q, float scale) |
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{ |
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Q r = q; |
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r *= scale; |
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return r; |
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} |
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ADD_CATCH_FORMATTER_IMPL(Q) |
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} |
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