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167 lines
3.7 KiB
C
167 lines
3.7 KiB
C
#ifndef _QUAT_H
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#define _QUAT_H
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#include "types.h"
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#include "Vector3.h"
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#include "Matrixf.h"
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#include "Matrix3f.h"
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/**
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* @struct RPY
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* @brief Represents roll, pitch, and yaw angles in radians.
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*/
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struct RPY {
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f32 mRoll; // _00
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f32 mPitch; // _04
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f32 mYaw; // _08
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};
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/**
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* @brief Represents a quaternion.
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*/
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struct Quat {
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/**
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* @brief Default constructor.
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*/
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Quat();
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/**
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* @brief Copy constructor.
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* @param other The quaternion to copy from.
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*/
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Quat(Quat& other);
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/**
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* @brief Constructor that initializes the quaternion with a scalar and a vector.
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* @param w The scalar component of the quaternion.
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* @param xyz The vector component of the quaternion.
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*/
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Quat(f32 w, Vector3f xyz);
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/**
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* @brief Constructor that initializes the quaternion from roll, pitch, and yaw angles.
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* @param rpy The roll, pitch, and yaw angles.
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* @note This constructor is unused and inlined.
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*/
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Quat(RPY& rpy);
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/**
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* @brief Sets the quaternion using a vector.
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* @param xyz The vector to set the quaternion.
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*/
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void set(Vector3f& xyz);
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/**
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* @brief Sets the values of the quaternion.
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*
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* @param w The w component of the quaternion.
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* @param x The x component of the quaternion.
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* @param y The y component of the quaternion.
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* @param z The z component of the quaternion.
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*/
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void set(f32 w, f32 x, f32 y, f32 z);
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/**
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* @brief Sets the quaternion using a scalar and a vector.
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* @param w The scalar component of the quaternion.
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* @param xyz The vector component of the quaternion.
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*/
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inline void set(f32 w, Vector3f& xyz);
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/**
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* @brief Sets the quaternion using roll, pitch, and yaw angles.
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* @param rpy The roll, pitch, and yaw angles.
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*/
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void set(RPY& rpy);
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/**
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* @brief Normalizes the quaternion.
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* @note Inlined, and is currently a stub.
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*/
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f32 norm();
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/**
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* @brief Computes the conjugate of the quaternion.
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* @note Inlined, and is currently a stub.
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*/
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void conjugate();
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/**
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* @brief Computes the inverse of the quaternion.
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* @return The inverse quaternion.
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*/
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Quat inverse();
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/**
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* @brief Normalizes the quaternion.
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* @note This function is an alias for the `norm()` function.
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*/
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void normalise();
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/**
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* @brief Performs spherical linear interpolation between two quaternions.
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* @param a The first quaternion.
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* @param t The interpolation factor.
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* @param b The second quaternion.
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*/
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void slerp(Quat& a, f32 t, Quat& b);
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/**
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* @brief Sets the quaternion to represent a rotation around an axis.
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* @param axis The axis of rotation.
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* @param angle The angle of rotation, in degrees
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* @note Inline, and is currently a stub for match (not for modding).
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*/
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void setAxisRotation(Vector3f& axis, f32 angle);
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/**
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* @brief Converts the quaternion to a rotation matrix.
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* @param out The output rotation matrix.
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*/
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void toMatrix(Matrix3f& out);
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/**
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* @brief Converts a rotation matrix to a quaternion.
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* @param out The input rotation matrix.
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*/
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void fromMatrixf(Matrixf& out);
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inline const f32 dot(Quat& q1) const { return (w * q1.w) + ((v.z * q1.v.z) + ((v.x * q1.v.x) + (v.y * q1.v.y))); }
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/**
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* @brief Multiplies the quaternion by a scalar.
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* @param other The scalar to multiply by.
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* @return The resulting quaternion.
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*/
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inline Quat operator*(f32 scale)
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{
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Quat result;
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result.w = scale * w;
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result.v.x = scale * v.x;
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result.v.y = scale * v.y;
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result.v.z = scale * v.z;
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return result;
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}
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inline Quat operator+(const Quat& other)
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{
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Quat result;
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result.w = w + other.w;
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result.v = v + other.v;
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return result;
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}
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f32 w; // _00
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Vector3f v; // _04
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};
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inline Quat operator*(Quat& q1, Quat& q2)
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{
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Quat result;
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result.w = q1.w * q2.w - q1.v.dot(q2.v);
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result.v = q1.v.cross(q2.v) + q2.v * q1.w + q1.v * q2.w;
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return Quat(result.w, result.v);
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}
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#endif
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