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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Shaders/ShaderQuat.h
2026-03-04 00:50:15 -08:00

115 lines
3.6 KiB
C

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
// SPDX-License-Identifier: MIT
inline float3 JPH_QuatMulVec3(JPH_Quat inLHS, float3 inRHS)
{
float3 v_xyz = inLHS.xyz;
float3 v_yzx = inLHS.yzx;
float3 q_cross_p = (inRHS.yzx * v_xyz - v_yzx * inRHS).yzx;
float3 q_cross_q_cross_p = (q_cross_p.yzx * v_xyz - v_yzx * q_cross_p).yzx;
float3 v = inLHS.w * q_cross_p + q_cross_q_cross_p;
return inRHS + (v + v);
}
inline JPH_Quat JPH_QuatMulQuat(JPH_Quat inLHS, JPH_Quat inRHS)
{
float x = inLHS.w * inRHS.x + inLHS.x * inRHS.w + inLHS.y * inRHS.z - inLHS.z * inRHS.y;
float y = inLHS.w * inRHS.y - inLHS.x * inRHS.z + inLHS.y * inRHS.w + inLHS.z * inRHS.x;
float z = inLHS.w * inRHS.z + inLHS.x * inRHS.y - inLHS.y * inRHS.x + inLHS.z * inRHS.w;
float w = inLHS.w * inRHS.w - inLHS.x * inRHS.x - inLHS.y * inRHS.y - inLHS.z * inRHS.z;
return JPH_Quat(x, y, z, w);
}
inline JPH_Quat JPH_QuatImaginaryMulQuat(float3 inLHS, JPH_Quat inRHS)
{
float x = +inLHS.x * inRHS.w + inLHS.y * inRHS.z - inLHS.z * inRHS.y;
float y = -inLHS.x * inRHS.z + inLHS.y * inRHS.w + inLHS.z * inRHS.x;
float z = +inLHS.x * inRHS.y - inLHS.y * inRHS.x + inLHS.z * inRHS.w;
float w = -inLHS.x * inRHS.x - inLHS.y * inRHS.y - inLHS.z * inRHS.z;
return JPH_Quat(x, y, z, w);
}
inline float3 JPH_QuatRotateAxisZ(JPH_Quat inRotation)
{
return (inRotation.z + inRotation.z) * inRotation.xyz + (inRotation.w + inRotation.w) * float3(inRotation.y, -inRotation.x, inRotation.w) - float3(0, 0, 1);
}
inline JPH_Quat JPH_QuatConjugate(JPH_Quat inRotation)
{
return JPH_Quat(-inRotation.x, -inRotation.y, -inRotation.z, inRotation.w);
}
inline JPH_Quat JPH_QuatDecompress(uint inValue)
{
const float cOneOverSqrt2 = 0.70710678f;
const uint cNumBits = 9;
const uint cMask = (1u << cNumBits) - 1;
const uint cMaxValue = cMask - 1; // Need odd number of buckets to quantize to or else we can't encode 0
const float cScale = 2.0f * cOneOverSqrt2 / float(cMaxValue);
// Restore two components
float3 v3 = float3(float(inValue & cMask), float((inValue >> cNumBits) & cMask), float((inValue >> (2 * cNumBits)) & cMask)) * cScale - float3(cOneOverSqrt2, cOneOverSqrt2, cOneOverSqrt2);
// Restore the highest component
float4 v = float4(v3, sqrt(max(1.0f - dot(v3, v3), 0.0f)));
// Extract sign
if ((inValue & 0x80000000u) != 0)
v = -v;
// Swizzle the components in place
uint max_element = (inValue >> 29) & 3;
v = max_element == 0? v.wxyz : (max_element == 1? v.xwyz : (max_element == 2? v.xywz : v));
return v;
}
inline JPH_Quat JPH_QuatFromMat33(float3 inCol0, float3 inCol1, float3 inCol2)
{
float tr = inCol0.x + inCol1.y + inCol2.z;
if (tr >= 0.0f)
{
float s = sqrt(tr + 1.0f);
float is = 0.5f / s;
return JPH_Quat(
(inCol1.z - inCol2.y) * is,
(inCol2.x - inCol0.z) * is,
(inCol0.y - inCol1.x) * is,
0.5f * s);
}
else
{
if (inCol0.x > inCol1.y && inCol0.x > inCol2.z)
{
float s = sqrt(inCol0.x - (inCol1.y + inCol2.z) + 1);
float is = 0.5f / s;
return JPH_Quat(
0.5f * s,
(inCol1.x + inCol0.y) * is,
(inCol0.z + inCol2.x) * is,
(inCol1.z - inCol2.y) * is);
}
else if (inCol1.y > inCol2.z)
{
float s = sqrt(inCol1.y - (inCol2.z + inCol0.x) + 1);
float is = 0.5f / s;
return JPH_Quat(
(inCol1.x + inCol0.y) * is,
0.5f * s,
(inCol2.y + inCol1.z) * is,
(inCol2.x - inCol0.z) * is);
}
else
{
float s = sqrt(inCol2.z - (inCol0.x + inCol1.y) + 1);
float is = 0.5f / s;
return JPH_Quat(
(inCol0.z + inCol2.x) * is,
(inCol2.y + inCol1.z) * is,
0.5f * s,
(inCol0.y - inCol1.x) * is);
}
}
}