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548 lines
15 KiB
C++
548 lines
15 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_QUAT_H
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#define NL_QUAT_H
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#include "types_nl.h"
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#include "vector.h"
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#include "stream.h"
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#include <cmath>
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namespace NLMISC
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{
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// ***************************************************************************
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const double QuatEpsilon= 0.000001;
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// ***************************************************************************
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/**
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* An AngleAxis.
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* \author Antoine Viau.
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* \author Nevrax France
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* \date 2000
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*/
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struct CAngleAxis
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{
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CVector Axis; /// an axis.
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float Angle; /// angle in radians.
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CAngleAxis() {}
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CAngleAxis(const CVector &axis, float ang) : Axis(axis), Angle(ang) {}
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/// serial.
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void serial(IStream &f)
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{
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f.serial(Axis);
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f.serial(Angle);
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}
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};
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// ***************************************************************************
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/**
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* A Template quaternion. Use CQuat and CQuatD.
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* \author Antoine Viau.
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* \author Nevrax France
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* \date 2000
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*/
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template <class T> class CQuatT
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{
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public:
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T x,y,z,w;
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public:
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/// \name Object
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// @{
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CQuatT() : x((T)0.0),y((T)0.0),z((T)0.0),w((T)1.0) {}
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CQuatT(T X, T Y, T Z, T W) : x(X), y(Y), z(Z), w(W) {}
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/// ctor of a UNIT quaternion, from an angle axis.
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CQuatT(const CVector &axis, float angle) {setAngleAxis(axis, angle);}
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/// ctor of a UNIT quaternion, from an angle axis.
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CQuatT(const CAngleAxis &aa) {setAngleAxis(aa);}
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// @}
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/// \name Sets.
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// @{
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void set(T X, T Y, T Z, T W) {x= X; y= Y; z= Z; w= W;}
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// @}
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/// \name Comparison
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// @{
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bool operator==(const CQuatT& a) const {return (x==a.x && y==a.y && z==a.z && w==a.w);}
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bool equal(const CQuatT& a, float epsilon = 1E-6f) const;
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void identity() {x = y = z = 0.0f ; w = 1.0f; }
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bool isIdentity() const {return (x==0.0f && y==0.0f && z==0.0f && w==1.0f);}
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// @}
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/// \name 4D vector operations.
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// @{
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CQuatT& operator+=(const CQuatT&o) {x+=o.x; y+=o.y; z+=o.z; w+=o.w; return *this;}
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CQuatT& operator-=(const CQuatT&o) {x-=o.x; y-=o.y; z-=o.z; w-=o.w; return *this;}
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CQuatT& operator*=(T f) {x*=f;y*=f;z*=f;w*=f; return *this;}
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CQuatT& operator/=(T f) {double oof= 1.0/f; x=(T)(x*oof); y=(T)(y*oof); z= (T)(z*oof); w=(T)(w*oof); return *this;}
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CQuatT operator+(const CQuatT&o) const {return CQuatT(x+o.x,y+o.y,z+o.z,w+o.w);}
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CQuatT operator-(const CQuatT&o) const {return CQuatT(x-o.x,y-o.y,z-o.z,w-o.w);}
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CQuatT operator*(T f) const {return CQuatT(x*f,y*f,z*f,w*f);}
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CQuatT operator/(T f) const {double oof= 1.0/f; return CQuatT(x*oof,y*oof,z*oof,w*oof);}
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CQuatT operator-() const {return(CQuatT(-x,-y,-z,-w)); }
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CQuatT operator+() const {return *this; }
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/// return the square of the norm of the 4D vector.
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T sqrnorm() const {return (x*x + y*y + z*z + w*w);}
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/// return the norm of the 4D vector.
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T norm() const {return (T)sqrt(sqrnorm());}
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/// Normalize the quaternion.
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void normalize();
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/// Return the quaternion normalized.
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CQuatT normed() const {CQuatT ret= *this; ret.normalize(); return ret;}
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// @}
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/// \name Basic Quaternions operations.
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// @{
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/// Quaternion multiplication/composition.
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CQuatT operator*(const CQuatT&) const;
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CQuatT& operator*=(const CQuatT&);
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/// Invert this quaternion. If normalized, conjugate is faster and does same thing.
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void invert();
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/// return the quaternion inverted.
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CQuatT inverted() const {CQuatT ret= *this; ret.invert(); return ret;}
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/// return the conjugate of this quaternion.
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CQuatT conjugate() const {return CQuatT(-x, -y, -z, w);}
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// @}
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/// \name To/From other orientation.
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// @{
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/// Return the equivalent Unit axis of this quaternion.
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CVector getAxis() const {CVector ret((float)x,(float)y,(float)z); return ret.normed();}
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/// Return the equivalent angle of this quaternion. (in radian).
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float getAngle() const {return (float)(2*acos(w/norm()));}
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/// Return the equivalent Unit AngleAxis of this quaternion.
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CAngleAxis getAngleAxis() const {return CAngleAxis(getAxis(), getAngle());}
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/// Build a UNIT quaternion from an AngleAxis.
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void setAngleAxis(const CVector &axis, float angle);
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/// Build a UNIT quaternion from an AngleAxis.
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void setAngleAxis(const CAngleAxis &angAxis) {setAngleAxis(angAxis.Axis, angAxis.Angle);}
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// @}
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/// \name Misc.
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// @{
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/// compute logn quaternion.
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CQuatT log();
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/// compute quaternion exponent.
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CQuatT exp();
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/// ensure that *this and q are on same side of hypersphere, ie dotProduct(*this,q) is >0, modifying this if necessary.
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void makeClosest(const CQuatT &o);
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/// serial.
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void serial(IStream &f)
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{
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f.serial(x,y,z,w);
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}
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// @}
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public:
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/// \name Quaternions static functions.
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// @{
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/// Return the dotProduct of 2 quaternions.
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static T dotProduct(const CQuatT<T> &q0, const CQuatT<T> &q1);
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/** Quaternion spherical linear interpolation. when t==0, ret==q0, when t==1, ret==q1.
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* No hemisphere correction is made.
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*/
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static CQuatT slerp(const CQuatT<T>& q0, const CQuatT<T>& q1, float t);
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/** Quaternion Quadratic spherical linear interpolation. when t==0, ret==q0, when t==1, ret==q1.
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* No hemisphere correction is made.
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*/
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static CQuatT squad(const CQuatT<T>& q0, const CQuatT<T>& tgtQ0, const CQuatT<T>& tgtQ1, const CQuatT<T>& q1, float t);
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/** Quaternion Quadratic spherical linear interpolation, with multi revision support.
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*/
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static CQuatT squadrev(const CAngleAxis &rot, const CQuatT<T>& q0, const CQuatT<T>& tgtQ0, const CQuatT<T>& tgtQ1, const CQuatT<T>& q1, float t);
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/// compute lnDiff of q0.inverted()*q1.
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static CQuatT lnDif(const CQuatT &q0, const CQuatT &q1);
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// @}
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};
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// ***************************************************************************
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/// \name Quaternions functions.
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// @{
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/// f*quat operator
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template <class T>
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inline CQuatT<T> operator*(T f, const CQuatT<T> &o) {return o*f;}
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// @}
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// ***************************************************************************
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// ***************************************************************************
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// Template implementation.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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template <class T>
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inline bool CQuatT<T>::equal(const CQuatT<T>& a, float epsilon) const
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{
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if (fabs(x-a.x)<epsilon &&
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fabs(y-a.y)<epsilon &&
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fabs(z-a.z)<epsilon &&
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fabs(w-a.w)<epsilon )
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{
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return true;
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}
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return false;
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}
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// ***************************************************************************
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template <class T>
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inline CQuatT<T> CQuatT<T>::operator*(const CQuatT<T>& o) const
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{
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// wres= ww<77> - v<>v<EFBFBD>
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// vres= wv<77> + w<>v + v^v<> ]
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return CQuatT<T>(
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(w*o.x) +(x*o.w) + (y*o.z)-(z*o.y),
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(w*o.y) +(y*o.w) + (z*o.x)-(x*o.z),
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(w*o.z) +(z*o.w) + (x*o.y)-(y*o.x),
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(w*o.w)-(x*o.x)-(y*o.y)-(z*o.z) );
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}
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// ***************************************************************************
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template <class T>
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inline CQuatT<T>& CQuatT<T>::operator*=(const CQuatT<T>& o)
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{
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*this= *this * o;
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return *this;
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}
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// ***************************************************************************
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template <class T>
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inline void CQuatT<T>::invert()
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{
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// Must invert the norm.
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T f= sqrnorm();
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if(f!=0)
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{
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*this/=f;
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}
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*this= conjugate();
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}
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// ***************************************************************************
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template <class T>
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inline void CQuatT<T>::normalize()
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{
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T f= norm();
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if(f==0)
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identity();
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else
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{
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*this/=f;
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}
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}
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// ***************************************************************************
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template <class T>
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inline void CQuatT<T>::setAngleAxis(const CVector &axis, float angle)
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{
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CVector v= axis;
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v.normalize();
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double ca= cos(angle/2);
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double sa= sin(angle/2);
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x= (T)(v.x*sa);
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y= (T)(v.y*sa);
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z= (T)(v.z*sa);
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w= (T)(ca);
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}
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// ***************************************************************************
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template <class T>
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T CQuatT<T>::dotProduct(const CQuatT<T> &q0, const CQuatT<T> &q1)
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{
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return q0.x*q1.x + q0.y*q1.y + q0.z*q1.z + q0.w*q1.w;
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}
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// ***************************************************************************
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template <class T>
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CQuatT<T> CQuatT<T>::slerp(const CQuatT<T>& q0, const CQuatT<T>& q1, float t)
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{
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// omega is the 4D angle between q0 and q1.
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double omega, cosom,sinom;
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T factq0= 1;
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T s0,s1;
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cosom = CQuatT<T>::dotProduct(q0, q1);
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// Make q0 and q1 on the same hemisphere.
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/*if(cosom<0)
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{
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cosom= -cosom;
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factq0= -1;
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}*/
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// ????
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if ( cosom < 1.0 - NLMISC::QuatEpsilon)
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{
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omega = acos(cosom);
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sinom = sin(omega);
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s0 = (T) (sin((1.0f - t)*omega) / sinom);
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s1 = (T) (sin(t*omega) / sinom);
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}
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else
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{ // q0 and q1 are nearly the same => sinom nearly 0. We can't slerp.
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// just linear interpolate.
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s0 = (T)(1.0 - t);
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s1 = t;
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}
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return q0*(factq0*s0) + q1*s1;
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}
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// ***************************************************************************
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template <class T>
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CQuatT<T> CQuatT<T>::squad(const CQuatT<T>& q0, const CQuatT<T>& tgtQ0, const CQuatT<T>& tgtQ1, const CQuatT<T>& q1, float t)
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{
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return CQuatT<T>::slerp(
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CQuatT<T>::slerp(q0, q1, t),
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CQuatT<T>::slerp(tgtQ0, tgtQ1, t),
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2.f*(1.f-t)*t);
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}
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// ***************************************************************************
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template <class T>
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CQuatT<T> CQuatT<T>::squadrev(const CAngleAxis &rot, const CQuatT<T>& q0, const CQuatT<T>& tgtQ0, const CQuatT<T>& tgtQ1, const CQuatT<T>& q1, float t)
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{
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float s,v;
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float omega = rot.Angle* 0.5f;
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float nrevs = 0.0f;
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CQuatT<T> ret,qaxis,pp,qq;
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// just one rev?
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//==============
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if (omega<Pi-QuatEpsilon)
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{
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ret = CQuatT<T>::squad(q0,tgtQ0,tgtQ1,q1,t);
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return ret;
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}
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// multirev.
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//==============
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// rotation of 180deg around rot.Axis. (=> sin(a/2)==sin(Pi/2)==1, and c(a/2)=0).
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qaxis.set(rot.Axis.x, rot.Axis.y, rot.Axis.z, 0);
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// the number of revisions (float!)
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nrevs= (float)(omega/Pi);
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// Angle>2Pi. squad from 0 to Pi, slerp from Pi to Angle-Pi, squad from Angle-Pi to Angle.
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s = t*2*nrevs;
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// So for s, squad from 0 to 1, slerp from 1 to 2*nrevs-1, squad from 2*nrevs-1 to 2*nrevs.
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if (s < 1.0f)
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{
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// first part.
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pp = q0*qaxis;
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ret = CQuatT<T>::squad(q0,tgtQ0,pp,pp,s);
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}
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else
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{
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v = s - (2.0f*nrevs - 1.0f);
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if( v <= 0.0f)
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{
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// middle part
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while (s >= 2.0f) s -= 2.0f;
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pp = q0*qaxis;
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// s vary from 1 to 2. This is still correct for slerp().
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ret = CQuatT<T>::slerp(q0,pp,s);
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}
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else
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{
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// Last part.
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qq = - q1*qaxis;
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ret= CQuatT<T>::squad(qq,qq,tgtQ1,q1,v);
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}
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}
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return ret;
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}
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// ***************************************************************************
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template <class T>
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CQuatT<T> CQuatT<T>::log()
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{
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double len;
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len = sqrt (x*x + y*y + z*z);
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if (len < QuatEpsilon)
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return CQuatT<T>(0.f, 0.f, 0.f, 0.f);
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else
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{
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double div = (float) acos (w) / len;
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return CQuatT<T>( (T)(x*div), (T)(y*div), (T)(z*div), 0.f);
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}
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}
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// ***************************************************************************
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template <class T>
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CQuatT<T> CQuatT<T>::exp()
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{
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double len;
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len = sqrt (x*x + y*y + z*z);
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if (len < QuatEpsilon)
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return CQuatT<T>(0.f, 0.f, 0.f, 1.f);
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else
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{
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double len1 = sin(len) / len;
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return CQuatT<T>( (T)(x*len1), (T)(y*len1), (T)(z*len1), (T)cos(len));
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}
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}
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// ***************************************************************************
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template <class T>
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CQuatT<T> CQuatT<T>::lnDif(const CQuatT<T> &q0, const CQuatT<T> &q1)
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{
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CQuatT<T> dif = q0.inverted()*q1;
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dif.normalize();
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return dif.log();
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}
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// ***************************************************************************
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template <class T>
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void CQuatT<T>::makeClosest(const CQuatT<T> &o)
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{
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if( dotProduct(*this, o) < 0 )
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*this= -(*this);
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}
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// ***************************************************************************
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// ***************************************************************************
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// CQuat/CQuatD
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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/**
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* A float quaternion.
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* \author Antoine Viau.
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* \author Nevrax France
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* \date 2000
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*/
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class CQuat : public CQuatT<float>
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{
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public:
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static const CQuat Identity;
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/// \name Object
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// @{
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CQuat &operator=(const CQuatT<float> &o) {x=o.x; y=o.y; z=o.z; w=o.w; return *this;}
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CQuat(const CQuatT<float> &o) : CQuatT<float>(o) {}
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CQuat() {}
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CQuat(float X, float Y, float Z, float W) : CQuatT<float>(X,Y,Z,W) {}
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/// ctor of a UNIT quaternion, from an angle axis.
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CQuat(const CVector &axis, float angle) : CQuatT<float>(axis, angle) {}
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/// ctor of a UNIT quaternion, from an angle axis.
|
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CQuat(const CAngleAxis &aa) : CQuatT<float>(aa) {}
|
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// @}
|
||
|
||
};
|
||
|
||
|
||
// ***************************************************************************
|
||
/**
|
||
* A double quaternion.
|
||
* \author Antoine Viau.
|
||
* \author Nevrax France
|
||
* \date 2000
|
||
*/
|
||
class CQuatD : public CQuatT<double>
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{
|
||
public:
|
||
static const CQuatD Identity;
|
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|
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/// \name Object
|
||
// @{
|
||
CQuatD &operator=(const CQuatT<double> &o) {x=o.x; y=o.y; z=o.z; w=o.w; return *this;}
|
||
CQuatD(const CQuatT<double> &o) : CQuatT<double>(o) {}
|
||
CQuatD() {}
|
||
CQuatD(double X, double Y, double Z, double W) : CQuatT<double>(X,Y,Z,W) {}
|
||
/// ctor of a UNIT quaternion, from an angle axis.
|
||
CQuatD(const CVector &axis, float angle) : CQuatT<double>(axis, angle) {}
|
||
/// ctor of a UNIT quaternion, from an angle axis.
|
||
CQuatD(const CAngleAxis &aa) : CQuatT<double>(aa) {}
|
||
// @}
|
||
|
||
|
||
/// \name CQuat conversion.
|
||
// @{
|
||
CQuatD(const CQuat &o) {x=o.x; y=o.y; z=o.z; w=o.w;}
|
||
CQuatD &operator=(const CQuatT<float> &o) {x=o.x; y=o.y; z=o.z; w=o.w; return *this;}
|
||
operator CQuat() const {return CQuat((float)x, (float)y, (float)z, (float)w);}
|
||
// @}
|
||
|
||
};
|
||
|
||
|
||
|
||
|
||
|
||
} // NLMISC
|
||
|
||
#endif // NL_QUAT_H
|
||
|