Quat.h 9.6 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #pragma once
  4. #include <Jolt/Math/Vec3.h>
  5. #include <Jolt/Math/Vec4.h>
  6. namespace JPH {
  7. /// Quaternion class, quaternions are 4 dimensional vectors which can describe rotations in 3 dimensional
  8. /// space if their length is 1.
  9. ///
  10. /// They are written as:
  11. ///
  12. /// \f$q = w + x \: i + y \: j + z \: k\f$
  13. ///
  14. /// or in vector notation:
  15. ///
  16. /// \f$q = [w, v] = [w, x, y, z]\f$
  17. ///
  18. /// Where:
  19. ///
  20. /// w = the real part
  21. /// v = the imaginary part, (x, y, z)
  22. ///
  23. /// Note that we store the quaternion in a Vec4 as [x, y, z, w] because that makes
  24. /// it easy to extract the rotation axis of the quaternion:
  25. ///
  26. /// q = [cos(angle / 2), sin(angle / 2) * rotation_axis]
  27. class [[nodiscard]] Quat
  28. {
  29. public:
  30. ///@name Constructors
  31. ///@{
  32. inline Quat() = default; ///< Intentionally not initialized for performance reasons
  33. Quat(const Quat &inRHS) = default;
  34. inline Quat(float inX, float inY, float inZ, float inW) : mValue(inX, inY, inZ, inW) { }
  35. inline explicit Quat(Vec4Arg inV) : mValue(inV) { }
  36. ///@}
  37. ///@name Tests
  38. ///@{
  39. /// Check if two quaternions are exactly equal
  40. inline bool operator == (QuatArg inRHS) const { return mValue == inRHS.mValue; }
  41. /// Check if two quaternions are different
  42. inline bool operator != (QuatArg inRHS) const { return mValue != inRHS.mValue; }
  43. /// If this quaternion is close to inRHS. Note that q and -q represent the same rotation, this is not checked here.
  44. inline bool IsClose(QuatArg inRHS, float inMaxDistSq = 1.0e-12f) const { return mValue.IsClose(inRHS.mValue, inMaxDistSq); }
  45. /// If the length of this quaternion is 1 +/- inTolerance
  46. inline bool IsNormalized(float inTolerance = 1.0e-5f) const { return mValue.IsNormalized(inTolerance); }
  47. /// If any component of this quaternion is a NaN (not a number)
  48. inline bool IsNaN() const { return mValue.IsNaN(); }
  49. ///@}
  50. ///@name Get components
  51. ///@{
  52. /// Get X component (imaginary part i)
  53. JPH_INLINE float GetX() const { return mValue.GetX(); }
  54. /// Get Y component (imaginary part j)
  55. JPH_INLINE float GetY() const { return mValue.GetY(); }
  56. /// Get Z component (imaginary part k)
  57. JPH_INLINE float GetZ() const { return mValue.GetZ(); }
  58. /// Get W component (real part)
  59. JPH_INLINE float GetW() const { return mValue.GetW(); }
  60. /// Get the imaginary part of the quaternion
  61. JPH_INLINE Vec3 GetXYZ() const { return Vec3(mValue); }
  62. /// Get the quaternion as a Vec4
  63. JPH_INLINE Vec4Arg GetXYZW() const { return mValue; }
  64. ///@}
  65. ///@name Default quaternions
  66. ///@{
  67. /// @return [0, 0, 0, 0]
  68. JPH_INLINE static Quat sZero() { return Quat(Vec4::sZero()); }
  69. /// @return [1, 0, 0, 0] (or in storage format Quat(0, 0, 0, 1))
  70. JPH_INLINE static Quat sIdentity() { return Quat(0, 0, 0, 1); }
  71. ///@}
  72. /// Rotation from axis and angle
  73. JPH_INLINE static Quat sRotation(Vec3Arg inAxis, float inAngle);
  74. /// Get axis and angle that represents this quaternion, outAngle will always be in the range \f$[0, \pi]\f$
  75. JPH_INLINE void GetAxisAngle(Vec3 &outAxis, float &outAngle) const;
  76. /// Create quaternion that rotates a vector from the direction of inFrom to the direction of inTo along the shortest path
  77. /// @see https://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm
  78. JPH_INLINE static Quat sFromTo(Vec3Arg inFrom, Vec3Arg inTo);
  79. /// Random unit quaternion
  80. template <class Random>
  81. inline static Quat sRandom(Random &inRandom);
  82. /// Conversion from Euler angles
  83. inline static Quat sEulerAngles(Vec3Arg inAngles);
  84. /// Conversion to Euler angles
  85. inline Vec3 GetEulerAngles() const;
  86. ///@name Length / normalization operations
  87. ///@{
  88. /// Squared length of quaternion.
  89. /// @return Squared length of quaternion (\f$|v|^2\f$)
  90. JPH_INLINE float LengthSq() const { return mValue.LengthSq(); }
  91. /// Length of quaternion.
  92. /// @return Length of quaternion (\f$|v|\f$)
  93. JPH_INLINE float Length() const { return mValue.Length(); }
  94. /// Normalize the quaternion (make it length 1)
  95. JPH_INLINE Quat Normalized() const { return Quat(mValue.Normalized()); }
  96. ///@}
  97. ///@name Additions / multiplications
  98. ///@{
  99. JPH_INLINE void operator += (QuatArg inRHS) { mValue += inRHS.mValue; }
  100. JPH_INLINE void operator -= (QuatArg inRHS) { mValue -= inRHS.mValue; }
  101. JPH_INLINE void operator *= (float inValue) { mValue *= inValue; }
  102. JPH_INLINE void operator /= (float inValue) { mValue /= inValue; }
  103. JPH_INLINE Quat operator - () const { return Quat(-mValue); }
  104. JPH_INLINE Quat operator + (QuatArg inRHS) const { return Quat(mValue + inRHS.mValue); }
  105. JPH_INLINE Quat operator - (QuatArg inRHS) const { return Quat(mValue - inRHS.mValue); }
  106. JPH_INLINE Quat operator * (QuatArg inRHS) const;
  107. JPH_INLINE Quat operator * (float inValue) const { return Quat(mValue * inValue); }
  108. inline friend Quat operator * (float inValue, QuatArg inRHS) { return Quat(inRHS.mValue * inValue); }
  109. JPH_INLINE Quat operator / (float inValue) const { return Quat(mValue / inValue); }
  110. ///@}
  111. /// Rotate a vector by this quaternion
  112. JPH_INLINE Vec3 operator * (Vec3Arg inValue) const;
  113. /// Rotate a vector by the inverse of this quaternion
  114. JPH_INLINE Vec3 InverseRotate(Vec3Arg inValue) const;
  115. /// Rotate a the vector (1, 0, 0) with this quaternion
  116. JPH_INLINE Vec3 RotateAxisX() const;
  117. /// Rotate a the vector (0, 1, 0) with this quaternion
  118. JPH_INLINE Vec3 RotateAxisY() const;
  119. /// Rotate a the vector (0, 0, 1) with this quaternion
  120. JPH_INLINE Vec3 RotateAxisZ() const;
  121. /// Dot product
  122. JPH_INLINE float Dot(QuatArg inRHS) const { return mValue.Dot(inRHS.mValue); }
  123. /// The conjugate [w, -x, -y, -z] is the same as the inverse for unit quaternions
  124. JPH_INLINE Quat Conjugated() const { return Quat(Vec4::sXor(mValue, UVec4(0x80000000, 0x80000000, 0x80000000, 0).ReinterpretAsFloat())); }
  125. /// Get inverse quaternion
  126. JPH_INLINE Quat Inversed() const { return Conjugated() / Length(); }
  127. /// Ensures that the W component is positive by negating the entire quaternion if it is not. This is useful when you want to store a quaternion as a 3 vector by discarding W and reconstructing it as sqrt(1 - x^2 - y^2 - z^2).
  128. JPH_INLINE Quat EnsureWPositive() const { return Quat(Vec4::sXor(mValue, Vec4::sAnd(mValue.SplatW(), UVec4::sReplicate(0x80000000).ReinterpretAsFloat()))); }
  129. /// Get a quaternion that is perpendicular to this quaternion
  130. JPH_INLINE Quat GetPerpendicular() const { return Quat(Vec4(1, -1, 1, -1) * mValue.Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_W, SWIZZLE_Z>()); }
  131. /// Get rotation angle around inAxis (uses Swing Twist Decomposition to get the twist quaternion and uses q(axis, angle) = [cos(angle / 2), axis * sin(angle / 2)])
  132. JPH_INLINE float GetRotationAngle(Vec3Arg inAxis) const { return GetW() == 0.0f? JPH_PI : 2.0f * atan(GetXYZ().Dot(inAxis) / GetW()); }
  133. /// Swing Twist Decomposition: any quaternion can be split up as:
  134. ///
  135. /// \f[q = q_{swing} \: q_{twist}\f]
  136. ///
  137. /// where \f$q_{twist}\f$ rotates only around axis v.
  138. ///
  139. /// \f$q_{twist}\f$ is:
  140. ///
  141. /// \f[q_{twist} = \frac{[q_w, q_{ijk} \cdot v \: v]}{\left|[q_w, q_{ijk} \cdot v \: v]\right|}\f]
  142. ///
  143. /// where q_w is the real part of the quaternion and q_i the imaginary part (a 3 vector).
  144. ///
  145. /// The swing can then be calculated as:
  146. ///
  147. /// \f[q_{swing} = q \: q_{twist}^* \f]
  148. ///
  149. /// Where \f$q_{twist}^*\f$ = complex conjugate of \f$q_{twist}\f$
  150. JPH_INLINE Quat GetTwist(Vec3Arg inAxis) const;
  151. /// Decomposes quaternion into swing and twist component:
  152. ///
  153. /// \f$q = q_{swing} \: q_{twist}\f$
  154. ///
  155. /// where \f$q_{swing} \: \hat{x} = q_{twist} \: \hat{y} = q_{twist} \: \hat{z} = 0\f$
  156. ///
  157. /// In other words:
  158. ///
  159. /// - \f$q_{twist}\f$ only rotates around the X-axis.
  160. /// - \f$q_{swing}\f$ only rotates around the Y and Z-axis.
  161. ///
  162. /// @see Gino van den Bergen - Rotational Joint Limits in Quaternion Space - GDC 2016
  163. JPH_INLINE void GetSwingTwist(Quat &outSwing, Quat &outTwist) const;
  164. /// Linear interpolation between two quaternions (for small steps).
  165. /// @param inFraction is in the range [0, 1]
  166. /// @param inDestination The destination quaternion
  167. /// @return (1 - inFraction) * this + fraction * inDestination
  168. JPH_INLINE Quat LERP(QuatArg inDestination, float inFraction) const;
  169. /// Spherical linear interpolation between two quaternions.
  170. /// @param inFraction is in the range [0, 1]
  171. /// @param inDestination The destination quaternion
  172. /// @return When fraction is zero this quaternion is returned, when fraction is 1 inDestination is returned.
  173. /// When fraction is between 0 and 1 an interpolation along the shortest path is returned.
  174. JPH_INLINE Quat SLERP(QuatArg inDestination, float inFraction) const;
  175. /// Load 3 floats from memory (X, Y and Z component and then calculates W) reads 32 bits extra which it doesn't use
  176. static JPH_INLINE Quat sLoadFloat3Unsafe(const Float3 &inV);
  177. /// Store 3 as floats to memory (X, Y and Z component)
  178. JPH_INLINE void StoreFloat3(Float3 *outV) const;
  179. /// To String
  180. friend ostream & operator << (ostream &inStream, QuatArg inQ) { inStream << inQ.mValue; return inStream; }
  181. /// 4 vector that stores [x, y, z, w] parts of the quaternion
  182. Vec4 mValue;
  183. };
  184. static_assert(is_trivial<Quat>(), "Is supposed to be a trivial type!");
  185. } // JPH
  186. #include "Quat.inl"