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Quaternion.cpp
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Quaternion.cpp
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/**
* Copyright (C) 2007-2010 SlimDX Group
*
* 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.
*/
#include "Matrix.hpp"
#include "Vector3.hpp"
#include "Quaternion.hpp"
namespace GTA
{
namespace Math
{
using namespace System;
using namespace System::Globalization;
Quaternion::Quaternion(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
Quaternion::Quaternion(Vector3 value, float w)
{
X = value.X;
Y = value.Y;
Z = value.Z;
W = w;
}
Vector3 Quaternion::Axis::get()
{
Vector3 axis;
float length = Length();
if (length != 0.0f)
{
axis.X = X / length;
axis.Y = Y / length;
axis.Z = Z / length;
}
else
{
axis.X = 1.0f;
axis.Y = 0.0f;
axis.Z = 0.0f;
}
return axis;
}
float Quaternion::Angle::get()
{
return (System::Math::Abs(W) <= 1.0f) ? 2.0f * static_cast<float>(System::Math::Acos(W)) : 0.0f;
}
float Quaternion::Length()
{
return static_cast<float>(System::Math::Sqrt((X * X) + (Y * Y) + (Z * Z) + (W * W)));
}
void Quaternion::Normalize()
{
float length = 1.0f / Length();
X *= length;
Y *= length;
Z *= length;
W *= length;
}
void Quaternion::Conjugate()
{
X = -X;
Y = -Y;
Z = -Z;
}
void Quaternion::Invert()
{
float lengthSq = 1.0f / ((X * X) + (Y * Y) + (Z * Z) + (W * W));
X = -X * lengthSq;
Y = -Y * lengthSq;
Z = -Z * lengthSq;
W = W * lengthSq;
}
Quaternion Quaternion::Add(Quaternion left, Quaternion right)
{
Quaternion result;
result.X = left.X + right.X;
result.Y = left.Y + right.Y;
result.Z = left.Z + right.Z;
result.W = left.W + right.W;
return result;
}
Quaternion Quaternion::Divide(Quaternion left, Quaternion right)
{
Quaternion result;
result.X = left.X / right.X;
result.Y = left.Y / right.Y;
result.Z = left.Z / right.Z;
result.W = left.W / right.W;
return result;
}
float Quaternion::Dot(Quaternion left, Quaternion right)
{
return (left.X * right.X) + (left.Y * right.Y) + (left.Z * right.Z) + (left.W * right.W);
}
Quaternion Quaternion::Invert(Quaternion quaternion)
{
Quaternion result;
float lengthSq = 1.0f / ((quaternion.X * quaternion.X) + (quaternion.Y * quaternion.Y) + (quaternion.Z * quaternion.Z) + (quaternion.W * quaternion.W));
result.X = -quaternion.X * lengthSq;
result.Y = -quaternion.Y * lengthSq;
result.Z = -quaternion.Z * lengthSq;
result.W = quaternion.W * lengthSq;
return result;
}
Quaternion Quaternion::Lerp(Quaternion left, Quaternion right, float amount)
{
Quaternion result;
float inverse = 1.0f - amount;
float dot = (left.X * right.X) + (left.Y * right.Y) + (left.Z * right.Z) + (left.W * right.W);
if (dot >= 0.0f)
{
result.X = (inverse * left.X) + (amount * right.X);
result.Y = (inverse * left.Y) + (amount * right.Y);
result.Z = (inverse * left.Z) + (amount * right.Z);
result.W = (inverse * left.W) + (amount * right.W);
}
else
{
result.X = (inverse * left.X) - (amount * right.X);
result.Y = (inverse * left.Y) - (amount * right.Y);
result.Z = (inverse * left.Z) - (amount * right.Z);
result.W = (inverse * left.W) - (amount * right.W);
}
float invLength = 1.0f / result.Length();
result.X *= invLength;
result.Y *= invLength;
result.Z *= invLength;
result.W *= invLength;
return result;
}
Quaternion Quaternion::Multiply(Quaternion left, Quaternion right)
{
Quaternion quaternion;
float lx = left.X;
float ly = left.Y;
float lz = left.Z;
float lw = left.W;
float rx = right.X;
float ry = right.Y;
float rz = right.Z;
float rw = right.W;
quaternion.X = (lx * rw + rx * lw) + (ly * rz) - (lz * ry);
quaternion.Y = (ly * rw + ry * lw) + (lz * rx) - (lx * rz);
quaternion.Z = (lz * rw + rz * lw) + (lx * ry) - (ly * rx);
quaternion.W = (lw * rw) - (lx * rx + ly * ry + lz * rz);
return quaternion;
}
Quaternion Quaternion::Multiply(Quaternion quaternion, float scale)
{
Quaternion result;
result.X = quaternion.X * scale;
result.Y = quaternion.Y * scale;
result.Z = quaternion.Z * scale;
result.W = quaternion.W * scale;
return result;
}
Quaternion Quaternion::Negate(Quaternion quat)
{
Quaternion result;
result.X = -quat.X;
result.Y = -quat.Y;
result.Z = -quat.Z;
result.W = -quat.W;
return result;
}
Quaternion Quaternion::Normalize(Quaternion quat)
{
quat.Normalize();
return quat;
}
Quaternion Quaternion::RotationAxis(Vector3 axis, float angle)
{
Quaternion result;
axis = Vector3::Normalize(axis);
float half = angle * 0.5f;
float sin = static_cast<float>(System::Math::Sin(static_cast<double>(half)));
float cos = static_cast<float>(System::Math::Cos(static_cast<double>(half)));
result.X = axis.X * sin;
result.Y = axis.Y * sin;
result.Z = axis.Z * sin;
result.W = cos;
return result;
}
Quaternion Quaternion::RotationMatrix(Matrix matrix)
{
Quaternion result;
float scale = matrix.M11 + matrix.M22 + matrix.M33;
if (scale > 0.0f)
{
float sqrt = static_cast<float>(System::Math::Sqrt(static_cast<double>(scale + 1.0f)));
result.W = sqrt * 0.5f;
sqrt = 0.5f / sqrt;
result.X = (matrix.M23 - matrix.M32) * sqrt;
result.Y = (matrix.M31 - matrix.M13) * sqrt;
result.Z = (matrix.M12 - matrix.M21) * sqrt;
return result;
}
if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
{
float sqrt = static_cast<float>(System::Math::Sqrt(static_cast<double>(1.0f + matrix.M11 - matrix.M22 - matrix.M33)));
float half = 0.5f / sqrt;
result.X = 0.5f * sqrt;
result.Y = (matrix.M12 + matrix.M21) * half;
result.Z = (matrix.M13 + matrix.M31) * half;
result.W = (matrix.M23 - matrix.M32) * half;
return result;
}
if (matrix.M22 > matrix.M33)
{
float sqrt = static_cast<float>(System::Math::Sqrt(static_cast<double>(1.0f + matrix.M22 - matrix.M11 - matrix.M33)));
float half = 0.5f / sqrt;
result.X = (matrix.M21 + matrix.M12) * half;
result.Y = 0.5f * sqrt;
result.Z = (matrix.M32 + matrix.M23) * half;
result.W = (matrix.M31 - matrix.M13) * half;
return result;
}
float sqrt = static_cast<float>(System::Math::Sqrt(static_cast<double>(1.0f + matrix.M33 - matrix.M11 - matrix.M22)));
float half = 0.5f / sqrt;
result.X = (matrix.M31 + matrix.M13) * half;
result.Y = (matrix.M32 + matrix.M23) * half;
result.Z = 0.5f * sqrt;
result.W = (matrix.M12 - matrix.M21) * half;
return result;
}
Quaternion Quaternion::RotationYawPitchRoll(float yaw, float pitch, float roll)
{
Quaternion result;
float halfRoll = roll * 0.5f;
float sinRoll = static_cast<float>(System::Math::Sin(static_cast<double>(halfRoll)));
float cosRoll = static_cast<float>(System::Math::Cos(static_cast<double>(halfRoll)));
float halfPitch = pitch * 0.5f;
float sinPitch = static_cast<float>(System::Math::Sin(static_cast<double>(halfPitch)));
float cosPitch = static_cast<float>(System::Math::Cos(static_cast<double>(halfPitch)));
float halfYaw = yaw * 0.5f;
float sinYaw = static_cast<float>(System::Math::Sin(static_cast<double>(halfYaw)));
float cosYaw = static_cast<float>(System::Math::Cos(static_cast<double>(halfYaw)));
result.X = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
result.Y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
result.Z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
result.W = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
return result;
}
Quaternion Quaternion::Subtract(Quaternion left, Quaternion right)
{
Quaternion result;
result.X = left.X - right.X;
result.Y = left.Y - right.Y;
result.Z = left.Z - right.Z;
result.W = left.W - right.W;
return result;
}
Quaternion Quaternion::operator * (Quaternion left, Quaternion right)
{
Quaternion quaternion;
float lx = left.X;
float ly = left.Y;
float lz = left.Z;
float lw = left.W;
float rx = right.X;
float ry = right.Y;
float rz = right.Z;
float rw = right.W;
quaternion.X = (lx * rw + rx * lw) + (ly * rz) - (lz * ry);
quaternion.Y = (ly * rw + ry * lw) + (lz * rx) - (lx * rz);
quaternion.Z = (lz * rw + rz * lw) + (lx * ry) - (ly * rx);
quaternion.W = (lw * rw) - (lx * rx + ly * ry + lz * rz);
return quaternion;
}
Quaternion Quaternion::operator * (Quaternion quaternion, float scale)
{
Quaternion result;
result.X = quaternion.X * scale;
result.Y = quaternion.Y * scale;
result.Z = quaternion.Z * scale;
result.W = quaternion.W * scale;
return result;
}
Quaternion Quaternion::operator * (float scale, Quaternion quaternion)
{
Quaternion result;
result.X = quaternion.X * scale;
result.Y = quaternion.Y * scale;
result.Z = quaternion.Z * scale;
result.W = quaternion.W * scale;
return result;
}
Quaternion Quaternion::operator / (Quaternion lhs, float rhs)
{
Quaternion result;
result.X = lhs.X / rhs;
result.Y = lhs.Y / rhs;
result.Z = lhs.Z / rhs;
result.W = lhs.W / rhs;
return result;
}
Quaternion Quaternion::operator + (Quaternion lhs, Quaternion rhs)
{
Quaternion result;
result.X = lhs.X + rhs.X;
result.Y = lhs.Y + rhs.Y;
result.Z = lhs.Z + rhs.Z;
result.W = lhs.W + rhs.W;
return result;
}
Quaternion Quaternion::operator - (Quaternion lhs, Quaternion rhs)
{
Quaternion result;
result.X = lhs.X - rhs.X;
result.Y = lhs.Y - rhs.Y;
result.Z = lhs.Z - rhs.Z;
result.W = lhs.W - rhs.W;
return result;
}
Quaternion Quaternion::operator - (Quaternion quaternion)
{
Quaternion result;
result.X = -quaternion.X;
result.Y = -quaternion.Y;
result.Z = -quaternion.Z;
result.W = -quaternion.W;
return result;
}
bool Quaternion::operator == (Quaternion left, Quaternion right)
{
return Quaternion::Equals(left, right);
}
bool Quaternion::operator != (Quaternion left, Quaternion right)
{
return !Quaternion::Equals(left, right);
}
String ^Quaternion::ToString()
{
return String::Format(CultureInfo::InvariantCulture, "X:{0} Y:{1} Z:{2} W:{2}", X.ToString(), Y.ToString(), Z.ToString(), W.ToString());
}
int Quaternion::GetHashCode()
{
return X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode() + W.GetHashCode();
}
bool Quaternion::Equals(Object^ value)
{
if (value == nullptr)
return false;
if (value->GetType() != GetType())
return false;
return Equals(safe_cast<Quaternion>(value));
}
bool Quaternion::Equals(Quaternion value)
{
return (X == value.X && Y == value.Y && Z == value.Z && W == value.W);
}
bool Quaternion::Equals(Quaternion% value1, Quaternion% value2)
{
return (value1.X == value2.X && value1.Y == value2.Y && value1.Z == value2.Z && value1.W == value2.W);
}
}
}