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133 lines
3.8 KiB
C++
133 lines
3.8 KiB
C++
#include "NiQuaternion.h"
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// C++
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#include <cmath>
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#include <glm/gtx/quaternion.hpp>
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// MARK: Member Functions
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Vector3 QuatUtils::Euler(const NiQuaternion& quat) {
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return glm::eulerAngles(quat);
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}
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NiQuaternion NiQuaternion::operator*(const float scalar) const noexcept {
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return NiQuaternion(this->w * scalar, this->x * scalar, this->y * scalar, this->z * scalar);
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}
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NiQuaternion& NiQuaternion::operator*=(const NiQuaternion& q) {
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auto& [ow, ox, oy, oz] = q;
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auto [cw, cx, cy, cz] = *this; // Current rotation copied because otherwise it screws up the math
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this->w = cw * ow - cx * ox - cy * oy - cz * oz;
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this->x = cw * ox + cx * ow + cy * oz - cz * oy;
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this->y = cw * oy + cy * ow + cz * ox - cx * oz;
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this->z = cw * oz + cz * ow + cx * oy - cy * ox;
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return *this;
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}
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NiQuaternion NiQuaternion::operator* (const NiQuaternion& q) const {
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auto& [ow, ox, oy, oz] = q;
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return NiQuaternion
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(
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/* w */w * ow - x * ox - y * oy - z * oz,
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/* x */w * ox + x * ow + y * oz - z * oy,
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/* y */w * oy + y * ow + z * ox - x * oz,
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/* z */w * oz + z * ow + x * oy - y * ox
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);
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}
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NiQuaternion NiQuaternion::operator/(const float& q) const noexcept {
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return NiQuaternion(this->w / q, this->x / q, this->y / q, this->z / q);
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}
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void NiQuaternion::Normalize() {
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float length = Dot(*this);
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float invLength = 1.0f / std::sqrt(length);
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*this = *this * invLength;
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}
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float NiQuaternion::Dot(const NiQuaternion& q) const noexcept {
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return (this->w * q.w) + (this->x * q.x) + (this->y * q.y) + (this->z * q.z);
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}
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void NiQuaternion::Inverse() noexcept {
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NiQuaternion copy = *this;
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copy.Conjugate();
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const float inv = 1.0f / Dot(*this);
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*this = copy / inv;
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}
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void NiQuaternion::Conjugate() noexcept {
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x = -x;
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y = -y;
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z = -z;
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}
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NiQuaternion NiQuaternion::Diff(const NiQuaternion& q) const noexcept {
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NiQuaternion inv = *this;
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inv.Inverse();
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return inv * q;
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}
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// MARK: Helper Functions
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//! Look from a specific point in space to another point in space (Y-locked)
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NiQuaternion QuatUtils::LookAt(const NiPoint3& sourcePoint, const NiPoint3& destPoint) {
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//To make sure we don't orient around the X/Z axis:
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NiPoint3 source = sourcePoint;
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NiPoint3 dest = destPoint;
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source.y = 0.0f;
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dest.y = 0.0f;
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NiPoint3 forwardVector = NiPoint3(dest - source).Unitize();
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NiPoint3 posZ = NiPoint3Constant::UNIT_Z;
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NiPoint3 vecA = posZ.CrossProduct(forwardVector).Unitize();
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float dot = posZ.DotProduct(forwardVector);
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float rotAngle = static_cast<float>(acos(dot));
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NiPoint3 vecB = vecA.CrossProduct(posZ);
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if (vecB.DotProduct(forwardVector) < 0) rotAngle = -rotAngle;
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return glm::angleAxis(rotAngle, glm::vec3{vecA.x, vecA.y, vecA.z});
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}
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//! Look from a specific point in space to another point in space
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NiQuaternion QuatUtils::LookAtUnlocked(const NiPoint3& sourcePoint, const NiPoint3& destPoint) {
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NiPoint3 forwardVector = NiPoint3(destPoint - sourcePoint).Unitize();
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NiPoint3 posZ = NiPoint3Constant::UNIT_Z;
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NiPoint3 vecA = posZ.CrossProduct(forwardVector).Unitize();
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float dot = posZ.DotProduct(forwardVector);
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float rotAngle = static_cast<float>(acos(dot));
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NiPoint3 vecB = vecA.CrossProduct(posZ);
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if (vecB.DotProduct(forwardVector) < 0) rotAngle = -rotAngle;
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return glm::angleAxis(rotAngle, glm::vec3{vecA.x, vecA.y, vecA.z});
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}
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//! Creates a Quaternion from a specific axis and angle relative to that axis
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NiQuaternion QuatUtils::AxisAngle(const Vector3& axis, float angle) {
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return glm::angleAxis(angle, glm::vec3(axis.x, axis.y, axis.z));
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}
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NiQuaternion QuatUtils::FromEuler(const NiPoint3& eulerAngles) {
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return glm::quat(glm::vec3(eulerAngles.x, eulerAngles.y, eulerAngles.z));
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}
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Vector3 QuatUtils::Forward(const NiQuaternion& quat) {
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return quat * glm::vec3(0, 0, 1);
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}
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Vector3 QuatUtils::Up(const NiQuaternion& quat) {
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return quat * glm::vec3(0, 1, 0);
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}
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Vector3 QuatUtils::Right(const NiQuaternion& quat) {
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return quat * glm::vec3(1, 0, 0);
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}
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