// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Math/Matrix3.h" #ifdef ATOMIC_SSE #include #endif namespace Atomic { /// Rotation represented as a four-dimensional normalized vector. class ATOMIC_API Quaternion { public: /// Construct an identity quaternion. Quaternion() #ifndef ATOMIC_SSE :w_(1.0f), x_(0.0f), y_(0.0f), z_(0.0f) #endif { #ifdef ATOMIC_SSE _mm_storeu_ps(&w_, _mm_set_ps(0.f, 0.f, 0.f, 1.f)); #endif } /// Copy-construct from another quaternion. Quaternion(const Quaternion& quat) #if defined(ATOMIC_SSE) && (!defined(_MSC_VER) || _MSC_VER >= 1700) /* Visual Studio 2012 and newer. VS2010 has a bug with these, see https://github.com/urho3d/Urho3D/issues/1044 */ { _mm_storeu_ps(&w_, _mm_loadu_ps(&quat.w_)); } #else :w_(quat.w_), x_(quat.x_), y_(quat.y_), z_(quat.z_) { } #endif /// Construct from values. Quaternion(float w, float x, float y, float z) #ifndef ATOMIC_SSE :w_(w), x_(x), y_(y), z_(z) #endif { #ifdef ATOMIC_SSE _mm_storeu_ps(&w_, _mm_set_ps(z, y, x, w)); #endif } /// Construct from a float array. explicit Quaternion(const float* data) #ifndef ATOMIC_SSE :w_(data[0]), x_(data[1]), y_(data[2]), z_(data[3]) #endif { #ifdef ATOMIC_SSE _mm_storeu_ps(&w_, _mm_loadu_ps(data)); #endif } /// Construct from an angle (in degrees) and axis. Quaternion(float angle, const Vector3& axis) { FromAngleAxis(angle, axis); } /// Construct from an angle (in degrees, for Atomic2D). explicit Quaternion(float angle) { FromAngleAxis(angle, Vector3::FORWARD); } /// Construct from Euler angles (in degrees.) Quaternion(float x, float y, float z) { FromEulerAngles(x, y, z); } /// Construct from the rotation difference between two direction vectors. Quaternion(const Vector3& start, const Vector3& end) { FromRotationTo(start, end); } /// Construct from orthonormal axes. Quaternion(const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis) { FromAxes(xAxis, yAxis, zAxis); } /// Construct from a rotation matrix. explicit Quaternion(const Matrix3& matrix) { FromRotationMatrix(matrix); } #ifdef ATOMIC_SSE explicit Quaternion(__m128 wxyz) { _mm_storeu_ps(&w_, wxyz); } #endif /// Assign from another quaternion. Quaternion& operator =(const Quaternion& rhs) { #if defined(ATOMIC_SSE) && (!defined(_MSC_VER) || _MSC_VER >= 1700) /* Visual Studio 2012 and newer. VS2010 has a bug with these, see https://github.com/urho3d/Urho3D/issues/1044 */ _mm_storeu_ps(&w_, _mm_loadu_ps(&rhs.w_)); #else w_ = rhs.w_; x_ = rhs.x_; y_ = rhs.y_; z_ = rhs.z_; #endif return *this; } /// Add-assign a quaternion. Quaternion& operator +=(const Quaternion& rhs) { #ifdef ATOMIC_SSE _mm_storeu_ps(&w_, _mm_add_ps(_mm_loadu_ps(&w_), _mm_loadu_ps(&rhs.w_))); #else w_ += rhs.w_; x_ += rhs.x_; y_ += rhs.y_; z_ += rhs.z_; #endif return *this; } /// Multiply-assign a scalar. Quaternion& operator *=(float rhs) { #ifdef ATOMIC_SSE _mm_storeu_ps(&w_, _mm_mul_ps(_mm_loadu_ps(&w_), _mm_set1_ps(rhs))); #else w_ *= rhs; x_ *= rhs; y_ *= rhs; z_ *= rhs; #endif return *this; } /// Test for equality with another quaternion without epsilon. bool operator ==(const Quaternion& rhs) const { #ifdef ATOMIC_SSE __m128 c = _mm_cmpeq_ps(_mm_loadu_ps(&w_), _mm_loadu_ps(&rhs.w_)); c = _mm_and_ps(c, _mm_movehl_ps(c, c)); c = _mm_and_ps(c, _mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1))); return _mm_cvtsi128_si32(_mm_castps_si128(c)) == -1; #else return w_ == rhs.w_ && x_ == rhs.x_ && y_ == rhs.y_ && z_ == rhs.z_; #endif } /// Test for inequality with another quaternion without epsilon. bool operator !=(const Quaternion& rhs) const { return !(*this == rhs); } /// Multiply with a scalar. Quaternion operator *(float rhs) const { #ifdef ATOMIC_SSE return Quaternion(_mm_mul_ps(_mm_loadu_ps(&w_), _mm_set1_ps(rhs))); #else return Quaternion(w_ * rhs, x_ * rhs, y_ * rhs, z_ * rhs); #endif } /// Return negation. Quaternion operator -() const { #ifdef ATOMIC_SSE return Quaternion(_mm_xor_ps(_mm_loadu_ps(&w_), _mm_castsi128_ps(_mm_set1_epi32((int)0x80000000UL)))); #else return Quaternion(-w_, -x_, -y_, -z_); #endif } /// Add a quaternion. Quaternion operator +(const Quaternion& rhs) const { #ifdef ATOMIC_SSE return Quaternion(_mm_add_ps(_mm_loadu_ps(&w_), _mm_loadu_ps(&rhs.w_))); #else return Quaternion(w_ + rhs.w_, x_ + rhs.x_, y_ + rhs.y_, z_ + rhs.z_); #endif } /// Subtract a quaternion. Quaternion operator -(const Quaternion& rhs) const { #ifdef ATOMIC_SSE return Quaternion(_mm_sub_ps(_mm_loadu_ps(&w_), _mm_loadu_ps(&rhs.w_))); #else return Quaternion(w_ - rhs.w_, x_ - rhs.x_, y_ - rhs.y_, z_ - rhs.z_); #endif } /// Multiply a quaternion. Quaternion operator *(const Quaternion& rhs) const { #ifdef ATOMIC_SSE __m128 q1 = _mm_loadu_ps(&w_); __m128 q2 = _mm_loadu_ps(&rhs.w_); q2 = _mm_shuffle_ps(q2, q2, _MM_SHUFFLE(0, 3, 2, 1)); const __m128 signy = _mm_castsi128_ps(_mm_set_epi32((int)0x80000000UL, (int)0x80000000UL, 0, 0)); const __m128 signx = _mm_shuffle_ps(signy, signy, _MM_SHUFFLE(2, 0, 2, 0)); const __m128 signz = _mm_shuffle_ps(signy, signy, _MM_SHUFFLE(3, 0, 0, 3)); __m128 out = _mm_mul_ps(_mm_shuffle_ps(q1, q1, _MM_SHUFFLE(1, 1, 1, 1)), _mm_shuffle_ps(q2, q2, _MM_SHUFFLE(0, 1, 2, 3))); out = _mm_add_ps(_mm_mul_ps(_mm_xor_ps(signy, _mm_shuffle_ps(q1, q1, _MM_SHUFFLE(2, 2, 2, 2))), _mm_shuffle_ps(q2, q2, _MM_SHUFFLE(1, 0, 3, 2))), _mm_xor_ps(signx, out)); out = _mm_add_ps(_mm_mul_ps(_mm_xor_ps(signz, _mm_shuffle_ps(q1, q1, _MM_SHUFFLE(3, 3, 3, 3))), _mm_shuffle_ps(q2, q2, _MM_SHUFFLE(2, 3, 0, 1))), out); out = _mm_add_ps(_mm_mul_ps(_mm_shuffle_ps(q1, q1, _MM_SHUFFLE(0, 0, 0, 0)), q2), out); return Quaternion(_mm_shuffle_ps(out, out, _MM_SHUFFLE(2, 1, 0, 3))); #else return Quaternion( w_ * rhs.w_ - x_ * rhs.x_ - y_ * rhs.y_ - z_ * rhs.z_, w_ * rhs.x_ + x_ * rhs.w_ + y_ * rhs.z_ - z_ * rhs.y_, w_ * rhs.y_ + y_ * rhs.w_ + z_ * rhs.x_ - x_ * rhs.z_, w_ * rhs.z_ + z_ * rhs.w_ + x_ * rhs.y_ - y_ * rhs.x_ ); #endif } /// Multiply a Vector3. Vector3 operator *(const Vector3& rhs) const { #ifdef ATOMIC_SSE __m128 q = _mm_loadu_ps(&w_); q = _mm_shuffle_ps(q, q, _MM_SHUFFLE(0, 3, 2, 1)); __m128 v = _mm_set_ps(0.f, rhs.z_, rhs.y_, rhs.x_); const __m128 W = _mm_shuffle_ps(q, q, _MM_SHUFFLE(3, 3, 3, 3)); const __m128 a_yzx = _mm_shuffle_ps(q, q, _MM_SHUFFLE(3, 0, 2, 1)); __m128 x = _mm_mul_ps(q, _mm_shuffle_ps(v, v, _MM_SHUFFLE(3, 0, 2, 1))); __m128 qxv = _mm_sub_ps(x, _mm_mul_ps(a_yzx, v)); __m128 Wv = _mm_mul_ps(W, v); __m128 s = _mm_add_ps(qxv, _mm_shuffle_ps(Wv, Wv, _MM_SHUFFLE(3, 1, 0, 2))); __m128 qs = _mm_mul_ps(q, s); __m128 y = _mm_shuffle_ps(qs, qs, _MM_SHUFFLE(3, 1, 0, 2)); s = _mm_sub_ps(_mm_mul_ps(a_yzx, s), y); s = _mm_add_ps(s, s); s = _mm_add_ps(s, v); return Vector3( _mm_cvtss_f32(s), _mm_cvtss_f32(_mm_shuffle_ps(s, s, _MM_SHUFFLE(1, 1, 1, 1))), _mm_cvtss_f32(_mm_movehl_ps(s, s))); #else Vector3 qVec(x_, y_, z_); Vector3 cross1(qVec.CrossProduct(rhs)); Vector3 cross2(qVec.CrossProduct(cross1)); return rhs + 2.0f * (cross1 * w_ + cross2); #endif } /// Define from an angle (in degrees) and axis. void FromAngleAxis(float angle, const Vector3& axis); /// Define from Euler angles (in degrees.) void FromEulerAngles(float x, float y, float z); /// Define from the rotation difference between two direction vectors. void FromRotationTo(const Vector3& start, const Vector3& end); /// Define from orthonormal axes. void FromAxes(const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis); /// Define from a rotation matrix. void FromRotationMatrix(const Matrix3& matrix); /// Define from a direction to look in and an up direction. Return true if successful, or false if would result in a NaN, in which case the current value remains. bool FromLookRotation(const Vector3& direction, const Vector3& up = Vector3::UP); /// Normalize to unit length. void Normalize() { #ifdef ATOMIC_SSE __m128 q = _mm_loadu_ps(&w_); __m128 n = _mm_mul_ps(q, q); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(2, 3, 0, 1))); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(0, 1, 2, 3))); __m128 e = _mm_rsqrt_ps(n); __m128 e3 = _mm_mul_ps(_mm_mul_ps(e, e), e); __m128 half = _mm_set1_ps(0.5f); n = _mm_add_ps(e, _mm_mul_ps(half, _mm_sub_ps(e, _mm_mul_ps(n, e3)))); _mm_storeu_ps(&w_, _mm_mul_ps(q, n)); #else float lenSquared = LengthSquared(); if (!Atomic::Equals(lenSquared, 1.0f) && lenSquared > 0.0f) { float invLen = 1.0f / sqrtf(lenSquared); w_ *= invLen; x_ *= invLen; y_ *= invLen; z_ *= invLen; } #endif } /// Return normalized to unit length. Quaternion Normalized() const { #ifdef ATOMIC_SSE __m128 q = _mm_loadu_ps(&w_); __m128 n = _mm_mul_ps(q, q); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(2, 3, 0, 1))); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(0, 1, 2, 3))); __m128 e = _mm_rsqrt_ps(n); __m128 e3 = _mm_mul_ps(_mm_mul_ps(e, e), e); __m128 half = _mm_set1_ps(0.5f); n = _mm_add_ps(e, _mm_mul_ps(half, _mm_sub_ps(e, _mm_mul_ps(n, e3)))); return Quaternion(_mm_mul_ps(q, n)); #else float lenSquared = LengthSquared(); if (!Atomic::Equals(lenSquared, 1.0f) && lenSquared > 0.0f) { float invLen = 1.0f / sqrtf(lenSquared); return *this * invLen; } else return *this; #endif } /// Return inverse. Quaternion Inverse() const { #ifdef ATOMIC_SSE __m128 q = _mm_loadu_ps(&w_); __m128 n = _mm_mul_ps(q, q); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(2, 3, 0, 1))); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(0, 1, 2, 3))); return Quaternion(_mm_div_ps(_mm_xor_ps(q, _mm_castsi128_ps(_mm_set_epi32((int)0x80000000UL, (int)0x80000000UL, (int)0x80000000UL, 0))), n)); #else float lenSquared = LengthSquared(); if (lenSquared == 1.0f) return Conjugate(); else if (lenSquared >= M_EPSILON) return Conjugate() * (1.0f / lenSquared); else return IDENTITY; #endif } /// Return squared length. float LengthSquared() const { #ifdef ATOMIC_SSE __m128 q = _mm_loadu_ps(&w_); __m128 n = _mm_mul_ps(q, q); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(2, 3, 0, 1))); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(0, 1, 2, 3))); return _mm_cvtss_f32(n); #else return w_ * w_ + x_ * x_ + y_ * y_ + z_ * z_; #endif } /// Calculate dot product. float DotProduct(const Quaternion& rhs) const { #ifdef ATOMIC_SSE __m128 q1 = _mm_loadu_ps(&w_); __m128 q2 = _mm_loadu_ps(&rhs.w_); __m128 n = _mm_mul_ps(q1, q2); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(2, 3, 0, 1))); n = _mm_add_ps(n, _mm_shuffle_ps(n, n, _MM_SHUFFLE(0, 1, 2, 3))); return _mm_cvtss_f32(n); #else return w_ * rhs.w_ + x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_; #endif } /// Test for equality with another quaternion with epsilon. bool Equals(const Quaternion& rhs) const { return Atomic::Equals(w_, rhs.w_) && Atomic::Equals(x_, rhs.x_) && Atomic::Equals(y_, rhs.y_) && Atomic::Equals(z_, rhs.z_); } /// Return whether is NaN. bool IsNaN() const { return Atomic::IsNaN(w_) || Atomic::IsNaN(x_) || Atomic::IsNaN(y_) || Atomic::IsNaN(z_); } /// Return conjugate. Quaternion Conjugate() const { #ifdef ATOMIC_SSE __m128 q = _mm_loadu_ps(&w_); return Quaternion(_mm_xor_ps(q, _mm_castsi128_ps(_mm_set_epi32((int)0x80000000UL, (int)0x80000000UL, (int)0x80000000UL, 0)))); #else return Quaternion(w_, -x_, -y_, -z_); #endif } /// Return Euler angles in degrees. Vector3 EulerAngles() const; /// Return yaw angle in degrees. float YawAngle() const; /// Return pitch angle in degrees. float PitchAngle() const; /// Return roll angle in degrees. float RollAngle() const; /// Return rotation axis. Vector3 Axis() const; /// Return rotation angle. float Angle() const; /// Return the rotation matrix that corresponds to this quaternion. Matrix3 RotationMatrix() const; /// Spherical interpolation with another quaternion. Quaternion Slerp(const Quaternion& rhs, float t) const; /// Normalized linear interpolation with another quaternion. Quaternion Nlerp(const Quaternion& rhs, float t, bool shortestPath = false) const; /// Return float data. const float* Data() const { return &w_; } /// Return as string. String ToString() const; /// W coordinate. float w_; /// X coordinate. float x_; /// Y coordinate. float y_; /// Z coordinate. float z_; /// Identity quaternion. static const Quaternion IDENTITY; }; }