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- //
- // Copyright (c) 2008-2014 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 "Matrix3.h"
- namespace Urho3D
- {
- /// Rotation represented as a four-dimensional normalized vector.
- class URHO3D_API Quaternion
- {
- public:
- /// Construct an identity quaternion.
- Quaternion() :
- w_(1.0f),
- x_(0.0f),
- y_(0.0f),
- z_(0.0f)
- {
- }
-
- /// Copy-construct from another quaternion.
- Quaternion(const Quaternion& quat) :
- w_(quat.w_),
- x_(quat.x_),
- y_(quat.y_),
- z_(quat.z_)
- {
- }
-
- /// Construct from values.
- Quaternion(float w, float x, float y, float z) :
- w_(w),
- x_(x),
- y_(y),
- z_(z)
- {
- }
-
- /// Construct from a float array.
- Quaternion(const float* data) :
- w_(data[0]),
- x_(data[1]),
- y_(data[2]),
- z_(data[3])
- {
- }
-
- /// Construct from an angle (in degrees) and axis.
- Quaternion(float angle, const Vector3& axis)
- {
- FromAngleAxis(angle, axis);
- }
- /// Construct from an angle (in degrees, for Urho2D).
- 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.
- Quaternion(const Matrix3& matrix)
- {
- FromRotationMatrix(matrix);
- }
-
- /// Assign from another quaternion.
- Quaternion& operator = (const Quaternion& rhs)
- {
- w_ = rhs.w_;
- x_ = rhs.x_;
- y_ = rhs.y_;
- z_ = rhs.z_;
- return *this;
- }
-
- /// Add-assign a quaternion.
- Quaternion& operator += (const Quaternion& rhs)
- {
- w_ += rhs.w_;
- x_ += rhs.x_;
- y_ += rhs.y_;
- z_ += rhs.z_;
- return *this;
- }
-
- /// Multiply-assign a scalar.
- Quaternion& operator *= (float rhs)
- {
- w_ *= rhs;
- x_ *= rhs;
- y_ *= rhs;
- z_ *= rhs;
- return *this;
- }
-
- /// Test for equality with another quaternion without epsilon.
- bool operator == (const Quaternion& rhs) const { return w_ == rhs.w_ && x_ == rhs.x_ && y_ == rhs.y_ && z_ == rhs.z_; }
- /// Test for inequality with another quaternion without epsilon.
- bool operator != (const Quaternion& rhs) const { return w_ != rhs.w_ || x_ != rhs.x_ || y_ != rhs.y_ || z_ != rhs.z_; }
- /// Multiply with a scalar.
- Quaternion operator * (float rhs) const { return Quaternion(w_ * rhs, x_ * rhs, y_ * rhs, z_ * rhs); }
- /// Return negation.
- Quaternion operator - () const { return Quaternion(-w_, -x_, -y_, -z_); }
- /// Add a quaternion.
- Quaternion operator + (const Quaternion& rhs) const { return Quaternion(w_ + rhs.w_, x_ + rhs.x_, y_ + rhs.y_, z_ + rhs.z_); }
- /// Subtract a quaternion.
- Quaternion operator - (const Quaternion& rhs) const { return Quaternion(w_ - rhs.w_, x_ - rhs.x_, y_ - rhs.y_, z_ - rhs.z_); }
-
- /// Multiply a quaternion.
- Quaternion operator * (const Quaternion& rhs) const
- {
- 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_
- );
- }
-
- /// Multiply a Vector3.
- Vector3 operator * (const Vector3& rhs) const
- {
- Vector3 qVec(x_,y_,z_);
- Vector3 cross1(qVec.CrossProduct(rhs));
- Vector3 cross2(qVec.CrossProduct(cross1));
-
- return rhs + 2.0f * (cross1 * w_ + cross2);
- }
-
- /// 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()
- {
- float lenSquared = LengthSquared();
- if (!Urho3D::Equals(lenSquared, 1.0f) && lenSquared > 0.0f)
- {
- float invLen = 1.0f / sqrtf(lenSquared);
- w_ *= invLen;
- x_ *= invLen;
- y_ *= invLen;
- z_ *= invLen;
- }
- }
-
- /// Return normalized to unit length.
- Quaternion Normalized() const
- {
- float lenSquared = LengthSquared();
- if (!Urho3D::Equals(lenSquared, 1.0f) && lenSquared > 0.0f)
- {
- float invLen = 1.0f / sqrtf(lenSquared);
- return *this * invLen;
- }
- else
- return *this;
- }
-
- /// Return inverse.
- Quaternion Inverse() const
- {
- float lenSquared = LengthSquared();
- if (lenSquared == 1.0f)
- return Conjugate();
- else if (lenSquared >= M_EPSILON)
- return Conjugate() * (1.0f / lenSquared);
- else
- return IDENTITY;
- }
-
- /// Return squared length.
- float LengthSquared() const { return w_ * w_ + x_ * x_ + y_ * y_ + z_ * z_; }
- /// Calculate dot product.
- float DotProduct(const Quaternion& rhs) const { return w_ * rhs.w_ + x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_; }
- /// Test for equality with another quaternion with epsilon.
- bool Equals(const Quaternion& rhs) const { return Urho3D::Equals(w_, rhs.w_) && Urho3D::Equals(x_, rhs.x_) && Urho3D::Equals(y_, rhs.y_) && Urho3D::Equals(z_, rhs.z_); }
- /// Return whether is NaN.
- bool IsNaN() const { return Urho3D::IsNaN(w_) || Urho3D::IsNaN(x_) || Urho3D::IsNaN(y_) || Urho3D::IsNaN(z_); }
- /// Return conjugate.
- Quaternion Conjugate() const { return Quaternion(w_, -x_, -y_, -z_); }
-
- /// 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 the rotation matrix that corresponds to this quaternion.
- Matrix3 RotationMatrix() const;
- /// Spherical interpolation with another quaternion.
- Quaternion Slerp(Quaternion rhs, float t) const;
- /// Normalized linear interpolation with another quaternion.
- Quaternion Nlerp(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;
- };
- }
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