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#pragma once |
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#include "base/vec3.h" |
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#include "base/numeric.h" |
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#include "base/axisangle.h" |
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#include "base/angle.h" |
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#include "base/mat4.h" |
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namespace eu |
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{ |
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/** \addtogroup math |
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* @{ |
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*/ |
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/// A quaternion representing a rotation in 3d. |
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struct Q |
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{ |
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float w; |
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float x; |
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float y; |
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float z; |
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constexpr Q(float aw, const v3& v) |
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: w(aw) |
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, x(v.x) |
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, y(v.y) |
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, z(v.z) |
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{ |
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} |
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/// Create a quaternion from an axis angle |
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[[nodiscard]] static Q from(const AA& aa); |
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/// Create a quaternion from a yaw-pitch-roll |
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[[nodiscard]] static Q from(const Ypr& ypr); |
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/// Create a quaternion going from `from` to `to`. |
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[[nodiscard]] static Q from_to(const Q& from, const Q& to); |
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/// Creates a look-at quaternion from 2 positions. |
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/// Standing at `from` and up is `up`, the result will be a quaternion looking at `to` |
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[[nodiscard]] static std::optional<Q> look_at(const v3& from, const v3& to, const n3& up); |
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/// Creates a look-at quaternion looking in a direction. |
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[[nodiscard]] static Q look_in_direction(const n3& dir, const n3& up); |
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/// Normalize the quaternion. |
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/// If it can't be normalized, it is set to the identity. |
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void normalize(); |
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/// Return the passed rotation composed after the current rotation. |
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[[nodiscard]] Q then_get_rotated(const Q& q) const; |
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/// Rotate a unit vector according to the quaternion |
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[[nodiscard]] n3 get_rotated(const n3& v) const; |
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/// Gets the negated quaternion. |
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/// The negated represents the same rotation |
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[[nodiscard]] Q get_negated() const; |
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/// Get the `[x,y,z]` part as a regular 3d vector. |
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[[nodiscard]] v3 get_vec_part() const; |
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/// Returns the conjugate of the quaternion. |
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[[nodiscard]] Q get_conjugate() const; |
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/// Gets the inverse rotation. |
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/// Implemented as a conjugate with assert that the quaternion is normalized. |
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/// @see \ref get_conjugate() |
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[[nodiscard]] Q get_inverse() const; |
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/// Gets the length of the quaternion. |
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/// Since the quaternion should be a unit, this should always be `1` |
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[[nodiscard]] float get_length() const; |
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/// Return a normalized quaternion |
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/// If it can't be normalized, the identity is returned |
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[[nodiscard]] Q get_normalized() const; |
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/// Get the local in vector. |
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[[nodiscard]] n3 get_local_in() const; |
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/// Get the local out vector. |
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[[nodiscard]] n3 get_local_out() const; |
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/// Get the local right vector. |
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[[nodiscard]] n3 get_local_right() const; |
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/// Get the local left vector. |
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[[nodiscard]] n3 get_local_left() const; |
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/// Get the local up vector. |
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[[nodiscard]] n3 get_local_up() const; |
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/// Get the local down vector. |
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[[nodiscard]] n3 get_local_down() const; |
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void operator*=(float rhs); |
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void operator*=(const Q& rhs); |
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/// Normalized lerp between 2 quaternions |
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/// This will result in a non-linear rotation |
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/// @see \ref slerp() |
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static Q nlerp(const Q& f, float scale, const Q& t); |
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/// Spherical lerp between 2 quaternions. |
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/// Will take the longer route sometimes but is technically faster. |
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/// @see \ref nlerp() |
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static Q slerp_fast(const Q& qa, float t, const Q& qb); |
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/// Shortest spherical lerp between 2 quaternions. |
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/// Has extra logic to take the shortest route. |
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/// @see \ref slerp_fast() |
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/// @see \ref nlerp() |
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static Q slerp(const Q& from, float scale, const Q& to); |
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}; |
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/// The identity quaternion. |
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constexpr Q q_identity = Q(1, v3(0, 0, 0)); |
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float dot(const Q& lhs, const Q& rhs); |
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/// Converts a quaternion to string, prefer fmt. |
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std::string string_from(const Q& v); |
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Q operator*(const Q& lhs, const Q& rhs); |
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Q operator*(float scale, const Q& q); |
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Q operator*(const Q& q, float scale); |
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/** @}*/ |
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ADD_CATCH_FORMATTER_DEF(Q) |
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} |
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ADD_DEFAULT_FORMATTER(eu::Q, std::string, eu::string_from); |
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