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MATH: Add some quaternion-math from plib.
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@ -6,6 +6,7 @@ MODULE_OBJS := \
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matrix4.o \
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matrix4.o \
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line3d.o \
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line3d.o \
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line2d.o \
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line2d.o \
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quat.o \
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rect2d.o \
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rect2d.o \
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vector2d.o \
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vector2d.o \
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vector3d.o \
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vector3d.o \
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93
math/quat.cpp
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93
math/quat.cpp
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/* Residual - A 3D game interpreter
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*/
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// Quaternion-math borrowed from plib http://plib.sourceforge.net/index.html
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// Which is covered by LGPL2
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#include "common/streamdebug.h"
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#include "math/quat.h"
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namespace Math {
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void Quaternion::slerpQuat(Quaternion dst, const Quaternion from, const Quaternion to, const float t) {
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float co, scale0, scale1;
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bool flip = false ;
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/* SWC - Interpolate between to quaternions */
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co = from.scalarProduct(to);
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if (co < 0.0f) {
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co = -co;
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flip = true;
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}
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if ( co < 1.0f - (float) 1e-6 ) {
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float o = (float) acos ( co );
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float so = 1.0f / (float) sin ( o );
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scale0 = (float) sin ( (1.0f - t) * o ) * so;
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scale1 = (float) sin ( t * o ) * so;
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} else {
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scale0 = 1.0f - t;
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scale1 = t;
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}
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if (flip) {
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scale1 = -scale1 ;
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}
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dst.x() = scale0 * from.x() + scale1 * to.x() ;
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dst.x() = scale0 * from.w() + scale1 * to.y() ;
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dst.x() = scale0 * from.w() + scale1 * to.z() ;
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dst.x() = scale0 * from.w() + scale1 * to.w() ;
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}
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Matrix4 Quaternion::toMatrix() {
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float two_xx = x() * (x() + x());
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float two_xy = x() * (y() + y());
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float two_xz = x() * (z() + z());
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float two_wx = w() * (x() + x());
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float two_wy = w() * (y() + y());
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float two_wz = w() * (z() + z());
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float two_yy = y() * (y() + y());
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float two_yz = y() * (z() + z());
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float two_zz = z() * (z() + z());
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float newMat[16] = {
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1.0f-(two_yy+two_zz), two_xy-two_wz, two_xz+two_wy, 0.0f,
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two_xy+two_wz, 1.0f-(two_xx+two_zz), two_yz-two_wx, 0.0f,
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two_xz-two_wy, two_yz+two_wx, 1.0f-(two_xx+two_yy), 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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Matrix4 dst;
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dst.setData(newMat);
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return dst;
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}
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}
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57
math/quat.h
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57
math/quat.h
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@ -0,0 +1,57 @@
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/* Residual - A 3D game interpreter
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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* $URL$
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* $Id$
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*/
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// Quaternion-math borrowed from plib http://plib.sourceforge.net/index.html
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// Which is covered by LGPL2
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#ifndef MATH_QUAT_H
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#define MATH_QUAT_H
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#include "common/scummsys.h"
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#include "common/endian.h"
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#include "math/vector.h"
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#include "math/angle.h"
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#include "math/vector4d.h"
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#include "matrix4.h"
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namespace Math {
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class Quaternion : public Vector4d {
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public:
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Quaternion() : Vector4d(0, 0, 0, 0) {}
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Quaternion(float lx, float ly, float lz, float lw) : Vector4d(lx, ly, lz, lw) {}
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Quaternion(const Quaternion &q) : Vector4d(q.x(), q.y(), q.z(), q.w()) {}
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Matrix4 toMatrix();
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void slerpQuat(Quaternion dst, const Quaternion from, const Quaternion to, const float t);
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inline static Quaternion get_quaternion(const char *data) {
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return Quaternion(get_float(data), get_float(data + 4), get_float(data + 8), get_float(data + 12));
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}
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};
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} // end of namespace Math
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#endif
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@ -54,7 +54,9 @@ public:
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void set(float lx, float ly, float lz, float lw);
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void set(float lx, float ly, float lz, float lw);
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// TODO Add math.
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inline float scalarProduct(const Vector4d b) const {
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return x()*b.x() + y()*b.y() + z()*b.z() + w()*b.w();
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}
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inline static Vector4d get_vector4d(const char *data) {
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inline static Vector4d get_vector4d(const char *data) {
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return Vector4d(get_float(data), get_float(data + 4), get_float(data + 8), get_float(data + 12));
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return Vector4d(get_float(data), get_float(data + 4), get_float(data + 8), get_float(data + 12));
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