forked from LeenkxTeam/LNXSDK
500 lines
13 KiB
Haxe
500 lines
13 KiB
Haxe
package iron.math;
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import kha.FastFloat;
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class Quat {
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public var x: FastFloat;
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public var y: FastFloat;
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public var z: FastFloat;
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public var w: FastFloat;
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static var helpVec0 = new Vec4();
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static var helpVec1 = new Vec4();
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static var helpVec2 = new Vec4();
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static var helpMat = Mat4.identity();
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static var xAxis = Vec4.xAxis();
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static var yAxis = Vec4.yAxis();
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static inline var SQRT2: FastFloat = 1.4142135623730951;
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public inline function new(x: FastFloat = 0.0, y: FastFloat = 0.0, z: FastFloat = 0.0, w: FastFloat = 1.0) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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}
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public inline function set(x: FastFloat, y: FastFloat, z: FastFloat, w: FastFloat): Quat {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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return this;
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}
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public inline function add(q: Quat): Quat {
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this.x += q.x;
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this.y += q.y;
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this.z += q.z;
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this.w += q.w;
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return this;
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}
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public inline function addquat(a: Quat, b: Quat): Quat {
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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this.z = a.z + b.z;
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this.w = a.w + b.w;
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return this;
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}
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public inline function sub(q: Quat): Quat {
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this.x -= q.x;
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this.y -= q.y;
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this.z -= q.z;
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this.w -= q.w;
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return this;
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}
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public inline function subquat(a: Quat, b: Quat): Quat {
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this.x = a.x - b.x;
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this.y = a.y - b.y;
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this.z = a.z - b.z;
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this.w = a.w - b.w;
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return this;
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}
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public inline function fromAxisAngle(axis: Vec4, angle: FastFloat): Quat {
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var s: FastFloat = Math.sin(angle * 0.5);
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x = axis.x * s;
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y = axis.y * s;
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z = axis.z * s;
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w = Math.cos(angle * 0.5);
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return normalize();
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}
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public inline function toAxisAngle(axis: Vec4): FastFloat {
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normalize();
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var angle = 2 * Math.acos(w);
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var s = Math.sqrt(1 - w * w);
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if (s < 0.001) {
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axis.x = this.x;
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axis.y = this.y;
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axis.z = this.z;
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}
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else {
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axis.x = this.x / s;
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axis.y = this.y / s;
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axis.z = this.z / s;
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}
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return angle;
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}
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public inline function fromMat(m: Mat4): Quat {
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helpMat.setFrom(m);
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helpMat.toRotation();
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return fromRotationMat(helpMat);
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}
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public inline function fromRotationMat(m: Mat4): Quat {
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// Assumes the upper 3x3 is a pure rotation matrix
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var m11 = m._00; var m12 = m._10; var m13 = m._20;
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var m21 = m._01; var m22 = m._11; var m23 = m._21;
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var m31 = m._02; var m32 = m._12; var m33 = m._22;
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var tr = m11 + m22 + m33;
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var s = 0.0;
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if (tr > 0) {
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s = 0.5 / Math.sqrt(tr + 1.0);
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this.w = 0.25 / s;
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this.x = (m32 - m23) * s;
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this.y = (m13 - m31) * s;
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this.z = (m21 - m12) * s;
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}
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else if (m11 > m22 && m11 > m33) {
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s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
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this.w = (m32 - m23) / s;
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this.x = 0.25 * s;
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this.y = (m12 + m21) / s;
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this.z = (m13 + m31) / s;
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}
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else if (m22 > m33) {
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s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
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this.w = (m13 - m31) / s;
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this.x = (m12 + m21) / s;
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this.y = 0.25 * s;
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this.z = (m23 + m32) / s;
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}
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else {
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s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
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this.w = (m21 - m12) / s;
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this.x = (m13 + m31) / s;
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this.y = (m23 + m32) / s;
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this.z = 0.25 * s;
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}
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return this;
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}
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// Multiply this quaternion by float
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public inline function scale(scale: FastFloat): Quat {
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this.x *= scale;
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this.y *= scale;
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this.z *= scale;
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this.w *= scale;
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return this;
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}
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public inline function scalequat(q: Quat, scale: FastFloat): Quat {
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q.x *= scale;
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q.y *= scale;
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q.z *= scale;
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q.w *= scale;
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return q;
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}
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/**
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Multiply this quaternion by another.
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@param q The quaternion to multiply this one with.
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@return This quaternion.
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**/
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public inline function mult(q: Quat): Quat {
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return multquats(this, q);
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}
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/**
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Multiply two other quaternions and store the result in this one.
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@param q1 The first operand.
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@param q2 The second operand.
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@return This quaternion.
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**/
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public inline function multquats(q1: Quat, q2: Quat): Quat {
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var q1x = q1.x; var q1y = q1.y; var q1z = q1.z; var q1w = q1.w;
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var q2x = q2.x; var q2y = q2.y; var q2z = q2.z; var q2w = q2.w;
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x = q1x * q2w + q1w * q2x + q1y * q2z - q1z * q2y;
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y = q1w * q2y - q1x * q2z + q1y * q2w + q1z * q2x;
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z = q1w * q2z + q1x * q2y - q1y * q2x + q1z * q2w;
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w = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z;
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return this;
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}
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public inline function module(): FastFloat {
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return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
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}
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/**
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Scale this quaternion to have a magnitude of 1.
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@return This quaternion.
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**/
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public inline function normalize(): Quat {
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var l = Math.sqrt(x * x + y * y + z * z + w * w);
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if (l == 0.0) {
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x = 0;
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y = 0;
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z = 0;
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w = 0;
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}
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else {
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l = 1.0 / l;
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x *= l;
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y *= l;
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z *= l;
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w *= l;
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}
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return this;
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}
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/**
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Invert the given quaternion and store the result in this one.
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@param q Quaternion to invert.
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@return This quaternion.
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**/
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public inline function inverse(q: Quat): Quat {
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var sqsum = q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
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sqsum = -1 / sqsum;
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x = q.x * sqsum;
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y = q.y * sqsum;
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z = q.z * sqsum;
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w = -q.w * sqsum;
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return this;
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}
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/**
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Copy the rotation of another quaternion to this one.
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@param q A quaternion to copy.
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@return This quaternion.
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**/
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public inline function setFrom(q: Quat): Quat {
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x = q.x;
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y = q.y;
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z = q.z;
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w = q.w;
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return this;
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}
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/**
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Convert this quaternion to a YZX Euler (note: XZY in blender order terms).
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@return A new YZX Euler that represents the same rotation as this
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quaternion.
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**/
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public inline function getEuler(): Vec4 {
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var a = -2 * (x * z - w * y);
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var b = w * w + x * x - y * y - z * z;
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var c = 2 * (x * y + w * z);
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var d = -2 * (y * z - w * x);
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var e = w * w - x * x + y * y - z * z;
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return new Vec4(Math.atan2(d, e), Math.atan2(a, b), Math.asin(c));
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}
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/**
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Set this quaternion to the rotation represented by a YZX Euler (XZY in blender terms).
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@param x The Euler's x component.
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@param y The Euler's y component.
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@param z The Euler's z component.
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@return This quaternion.
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**/
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public inline function fromEuler(x: FastFloat, y: FastFloat, z: FastFloat): Quat {
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var f = x / 2;
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var c1 = Math.cos(f);
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var s1 = Math.sin(f);
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f = y / 2;
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var c2 = Math.cos(f);
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var s2 = Math.sin(f);
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f = z / 2;
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var c3 = Math.cos(f);
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var s3 = Math.sin(f);
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// YZX
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this.x = s1 * c2 * c3 + c1 * s2 * s3;
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this.y = c1 * s2 * c3 + s1 * c2 * s3;
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this.z = c1 * c2 * s3 - s1 * s2 * c3;
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this.w = c1 * c2 * c3 - s1 * s2 * s3;
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return this;
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}
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/**
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Convert this quaternion to an Euler of arbitrary order.
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@param the order of the euler to obtain
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(in blender order, opposite from mathematical order)
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can be "XYZ", "XZY", "YXZ", "YZX", "ZXY", or "ZYX".
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@return A new YZX Euler that represents the same rotation as this
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quaternion.
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**/
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// this method use matrices as a middle ground
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// (and is copied from blender's internal code in mathutils)
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// note: there are two possible eulers for the same rotation, blender defines the 'best' as the one with the smallest sum of absolute components
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// should we actually make that choice, or is just getting one of them randomly good?
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// note2: it seems that this engine transforms a vector by using vector×matrix instead of matrix×vector, meaning that the outer transformations are on the RIGHT.
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// (…Except for quaternions, where the outer quaternions are on the LEFT.)
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// anywho, the way the elements of the matrix are ordered makes sense (first digit-> row ID, second digit->column ID) in this system.
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public inline function toEulerOrdered(p: String): Vec4{
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// normalize quat ?
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var q0: FastFloat = SQRT2 * this.w;
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var q1: FastFloat = SQRT2 * this.x;
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var q2: FastFloat = SQRT2 * this.y;
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var q3: FastFloat = SQRT2 * this.z;
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var qda: FastFloat = q0 * q1;
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var qdb: FastFloat = q0 * q2;
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var qdc: FastFloat = q0 * q3;
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var qaa: FastFloat = q1 * q1;
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var qab: FastFloat = q1 * q2;
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var qac: FastFloat = q1 * q3;
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var qbb: FastFloat = q2 * q2;
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var qbc: FastFloat = q2 * q3;
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var qcc: FastFloat = q3 * q3;
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var m = new Mat3(
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// OK, *this* matrix is transposed with respect to what leenkx expects.
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// it is transposed again in the next step though
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(1.0 - qbb - qcc),
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(qdc + qab),
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(-qdb + qac),
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(-qdc + qab),
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(1.0 - qaa - qcc),
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(qda + qbc),
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(qdb + qac),
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(-qda + qbc),
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(1.0 - qaa - qbb)
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);
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// now define what is necessary to perform look-ups in that matrix
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var ml: Array<Array<FastFloat>> = [[m._00, m._10, m._20],
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[m._01, m._11, m._21],
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[m._02, m._12, m._22]];
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var eull: Array<FastFloat> = [0, 0, 0];
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var i: Int = p.charCodeAt(0) - "X".charCodeAt(0);
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var j: Int = p.charCodeAt(1) - "X".charCodeAt(0);
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var k: Int = p.charCodeAt(2) - "X".charCodeAt(0);
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// now the dumber version (isolating code)
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if (p.charAt(0) == "X") i = 0;
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else if (p.charAt(0) == "Y") i = 1;
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else i = 2;
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if (p.charAt(1) == "X") j = 0;
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else if (p.charAt(1) == "Y") j = 1;
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else j = 2;
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if (p.charAt(2) == "X") k = 0;
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else if (p.charAt(2) == "Y") k = 1;
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else k = 2;
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var cy: FastFloat = Math.sqrt(ml[i][i] * ml[i][i] + ml[i][j] * ml[i][j]);
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var eul1 = new Vec4();
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if (cy > 16.0 * 1e-3) {
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eull[i] = Math.atan2(ml[j][k], ml[k][k]);
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eull[j] = Math.atan2(-ml[i][k], cy);
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eull[k] = Math.atan2(ml[i][j], ml[i][i]);
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}
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else {
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eull[i] = Math.atan2(-ml[k][j], ml[j][j]);
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eull[j] = Math.atan2(-ml[i][k], cy);
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eull[k] = 0; // 2 * Math.PI;
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}
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eul1.x = eull[0];
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eul1.y = eull[1];
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eul1.z = eull[2];
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if (p == "XZY" || p == "YXZ" || p == "ZYX") {
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eul1.x *= -1;
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eul1.y *= -1;
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eul1.z *= -1;
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}
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return eul1;
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}
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/**
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Set this quaternion to the rotation represented by an Euler.
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@param x The Euler's x component.
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@param y The Euler's y component.
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@param z The Euler's z component.
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@param order: the (blender) order of the euler
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(which is the OPPOSITE of the mathematical order)
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can be "XYZ", "XZY", "YXZ", "YZX", "ZXY", or "ZYX".
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@return This quaternion.
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**/
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public inline function fromEulerOrdered(e: Vec4, order: String): Quat {
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var c1 = Math.cos(e.x / 2);
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var c2 = Math.cos(e.y / 2);
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var c3 = Math.cos(e.z / 2);
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var s1 = Math.sin(e.x / 2);
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var s2 = Math.sin(e.y / 2);
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var s3 = Math.sin(e.z / 2);
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var qx = new Quat(s1, 0, 0, c1);
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var qy = new Quat(0, s2, 0, c2);
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var qz = new Quat(0, 0, s3, c3);
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if (order.charAt(2) == 'X')
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this.setFrom(qx);
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else if (order.charAt(2) == 'Y')
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this.setFrom(qy);
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else
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this.setFrom(qz);
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if (order.charAt(1) == 'X')
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this.mult(qx);
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else if (order.charAt(1) == 'Y')
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this.mult(qy);
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else
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this.mult(qz);
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if (order.charAt(0) == 'X')
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this.mult(qx);
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else if (order.charAt(0) == 'Y')
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this.mult(qy);
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else
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this.mult(qz);
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return this;
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}
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/**
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Linearly interpolate between two other quaterions, and store the
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result in this one. This is not a so-called slerp operation.
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@param from The quaterion to interpolate from.
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@param to The quaterion to interpolate to.
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@param s The amount to interpolate, with 0 being `from` and 1 being
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`to`, and 0.5 being half way between the two.
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@return This quaternion.
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**/
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public inline function lerp(from: Quat, to: Quat, s: FastFloat): Quat {
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var fromx = from.x;
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var fromy = from.y;
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var fromz = from.z;
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var fromw = from.w;
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var dot: FastFloat = from.dot(to);
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if (dot < 0.0) {
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fromx = -fromx;
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fromy = -fromy;
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fromz = -fromz;
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fromw = -fromw;
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}
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x = fromx + (to.x - fromx) * s;
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y = fromy + (to.y - fromy) * s;
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z = fromz + (to.z - fromz) * s;
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w = fromw + (to.w - fromw) * s;
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return normalize();
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}
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// Slerp is shorthand for spherical linear interpolation
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public inline function slerp(from: Quat, to: Quat, t: FastFloat): Quat {
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var epsilon: Float = 0.0005;
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var dot = from.dot(to);
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if (dot > 1 - epsilon) {
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var result: Quat = to.add((from.sub(to)).scale(t));
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result.normalize();
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return result;
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}
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if (dot < 0) dot = 0;
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if (dot > 1) dot = 1;
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var theta0: Float = Math.acos(dot);
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var theta: Float = theta0 * t;
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var q2: Quat = to.sub(scale(dot));
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q2.normalize();
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var result: Quat = scale(Math.cos(theta)).add(q2.scale(Math.sin(theta)));
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result.normalize();
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return result;
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}
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/**
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Find the dot product of this quaternion with another.
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@param q The other quaternion.
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@return The dot product.
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**/
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public inline function dot(q: Quat): FastFloat {
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return (x * q.x) + (y * q.y) + (z * q.z) + (w * q.w);
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}
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public inline function fromTo(v1: Vec4, v2: Vec4): Quat {
|
||
// Rotation formed by direction vectors
|
||
// v1 and v2 should be normalized first
|
||
var a = helpVec0;
|
||
var dot = v1.dot(v2);
|
||
if (dot < -0.999999) {
|
||
a.crossvecs(xAxis, v1);
|
||
if (a.length() < 0.000001) a.crossvecs(yAxis, v1);
|
||
a.normalize();
|
||
fromAxisAngle(a, Math.PI);
|
||
}
|
||
else if (dot > 0.999999) {
|
||
set(0, 0, 0, 1);
|
||
}
|
||
else {
|
||
a.crossvecs(v1, v2);
|
||
set(a.x, a.y, a.z, 1 + dot);
|
||
normalize();
|
||
}
|
||
return this;
|
||
}
|
||
|
||
public function toString(): String {
|
||
return this.x + ", " + this.y + ", " + this.z + ", " + this.w;
|
||
}
|
||
}
|