| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// | 
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| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// | 
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| 3 | #pragma once | 
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| 4 |  | 
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| 5 | #include "Prerequisites/BsPrerequisitesUtil.h" | 
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| 6 | #include "Math/BsMath.h" | 
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| 7 | #include "Math/BsVector3.h" | 
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| 8 |  | 
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| 9 | namespace bs | 
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| 10 | { | 
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| 11 | /** @addtogroup Math | 
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| 12 | *  @{ | 
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| 13 | */ | 
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| 14 |  | 
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| 15 | /** Represents a quaternion used for 3D rotations. */ | 
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| 16 | class BS_UTILITY_EXPORT Quaternion | 
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| 17 | { | 
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| 18 | private: | 
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| 19 | struct EulerAngleOrderData | 
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| 20 | { | 
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| 21 | int a, b, c; | 
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| 22 | }; | 
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| 23 |  | 
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| 24 | public: | 
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| 25 | Quaternion() = default; | 
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| 26 | constexpr Quaternion(const Quaternion&) = default; | 
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| 27 | constexpr Quaternion& operator=(const Quaternion&) = default; | 
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| 28 |  | 
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| 29 | constexpr Quaternion(BS_ZERO zero) | 
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| 30 | : x(0.0f), y(0.0f), z(0.0f), w(0.0f) | 
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| 31 | { } | 
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| 32 |  | 
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| 33 | constexpr Quaternion(BS_IDENTITY) | 
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| 34 | : x(0.0f), y(0.0f), z(0.0f), w(1.0f) | 
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| 35 | { } | 
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| 36 |  | 
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| 37 | constexpr Quaternion(float w, float x, float y, float z) | 
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| 38 | :x(x), y(y), z(z), w(w) | 
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| 39 | { } | 
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| 40 |  | 
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| 41 | /** Construct a quaternion from a rotation matrix. */ | 
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| 42 | explicit Quaternion(const Matrix3& rot) | 
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| 43 | { | 
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| 44 | fromRotationMatrix(rot); | 
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| 45 | } | 
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| 46 |  | 
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| 47 | /** Construct a quaternion from an angle/axis. */ | 
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| 48 | explicit Quaternion(const Vector3& axis, const Radian& angle) | 
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| 49 | { | 
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| 50 | fromAxisAngle(axis, angle); | 
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| 51 | } | 
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| 52 |  | 
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| 53 | /** Construct a quaternion from 3 orthonormal local axes. */ | 
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| 54 | explicit Quaternion(const Vector3& xaxis, const Vector3& yaxis, const Vector3& zaxis) | 
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| 55 | { | 
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| 56 | fromAxes(xaxis, yaxis, zaxis); | 
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| 57 | } | 
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| 58 |  | 
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| 59 | /** | 
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| 60 | * Construct a quaternion from euler angles, YXZ ordering. | 
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| 61 | * | 
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| 62 | * @see		Quaternion::fromEulerAngles | 
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| 63 | */ | 
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| 64 | explicit Quaternion(const Radian& xAngle, const Radian& yAngle, const Radian& zAngle) | 
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| 65 | { | 
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| 66 | fromEulerAngles(xAngle, yAngle, zAngle); | 
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| 67 | } | 
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| 68 |  | 
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| 69 | /** | 
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| 70 | * Construct a quaternion from euler angles, custom ordering. | 
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| 71 | * | 
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| 72 | * @see		Quaternion::fromEulerAngles | 
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| 73 | */ | 
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| 74 | explicit Quaternion(const Radian& xAngle, const Radian& yAngle, const Radian& zAngle, EulerAngleOrder order) | 
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| 75 | { | 
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| 76 | fromEulerAngles(xAngle, yAngle, zAngle, order); | 
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| 77 | } | 
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| 78 |  | 
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| 79 | /** Exchange the contents of this quaternion with another. */ | 
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| 80 | void swap(Quaternion& other) | 
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| 81 | { | 
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| 82 | std::swap(w, other.w); | 
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| 83 | std::swap(x, other.x); | 
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| 84 | std::swap(y, other.y); | 
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| 85 | std::swap(z, other.z); | 
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| 86 | } | 
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| 87 |  | 
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| 88 | float operator[] (const size_t i) const | 
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| 89 | { | 
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| 90 | assert(i < 4); | 
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| 91 |  | 
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| 92 | return *(&x+i); | 
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| 93 | } | 
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| 94 |  | 
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| 95 | float& operator[] (const size_t i) | 
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| 96 | { | 
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| 97 | assert(i < 4); | 
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| 98 |  | 
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| 99 | return *(&x+i); | 
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| 100 | } | 
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| 101 |  | 
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| 102 | /** | 
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| 103 | * Initializes the quaternion from a 3x3 rotation matrix. | 
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| 104 | * | 
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| 105 | * @note	It's up to the caller to ensure the matrix is orthonormal. | 
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| 106 | */ | 
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| 107 | void fromRotationMatrix(const Matrix3& mat); | 
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| 108 |  | 
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| 109 | /** | 
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| 110 | * Initializes the quaternion from an angle axis pair. Quaternion will represent a rotation of "angle" radians | 
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| 111 | * around "axis". | 
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| 112 | */ | 
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| 113 | void fromAxisAngle(const Vector3& axis, const Radian& angle); | 
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| 114 |  | 
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| 115 | /** | 
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| 116 | * Initializes the quaternion from orthonormal set of axes. Quaternion will represent a rotation from base axes | 
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| 117 | * to the specified set of axes. | 
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| 118 | * | 
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| 119 | * @note	It's up to the caller to ensure the axes are orthonormal. | 
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| 120 | */ | 
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| 121 | void fromAxes(const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis); | 
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| 122 |  | 
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| 123 | /** | 
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| 124 | * Creates a quaternion from the provided Pitch/Yaw/Roll angles. | 
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| 125 | * | 
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| 126 | * @param[in]	xAngle	Rotation about x axis. (AKA Pitch) | 
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| 127 | * @param[in]	yAngle	Rotation about y axis. (AKA Yaw) | 
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| 128 | * @param[in]	zAngle	Rotation about z axis. (AKA Roll) | 
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| 129 | * | 
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| 130 | * @note | 
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| 131 | * Since different values will be produced depending in which order are the rotations applied, this method assumes | 
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| 132 | * they are applied in YXZ order. If you need a specific order, use the overloaded fromEulerAngles() method instead. | 
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| 133 | */ | 
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| 134 | void fromEulerAngles(const Radian& xAngle, const Radian& yAngle, const Radian& zAngle); | 
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| 135 |  | 
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| 136 | /** | 
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| 137 | * Creates a quaternion from the provided Pitch/Yaw/Roll angles. | 
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| 138 | * | 
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| 139 | * @param[in]	xAngle	Rotation about x axis. (AKA Pitch) | 
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| 140 | * @param[in]	yAngle	Rotation about y axis. (AKA Yaw) | 
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| 141 | * @param[in]	zAngle	Rotation about z axis. (AKA Roll) | 
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| 142 | * @param[in]	order 	The order in which rotations will be extracted. Different values can be retrieved depending | 
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| 143 | *						on the order. | 
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| 144 | */ | 
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| 145 | void fromEulerAngles(const Radian& xAngle, const Radian& yAngle, const Radian& zAngle, EulerAngleOrder order); | 
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| 146 |  | 
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| 147 | /** | 
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| 148 | * Converts a quaternion to a rotation matrix. | 
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| 149 | */ | 
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| 150 | void toRotationMatrix(Matrix3& mat) const; | 
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| 151 |  | 
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| 152 | /** | 
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| 153 | * Converts a quaternion to an angle axis pair. | 
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| 154 | * | 
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| 155 | * @param[out]	axis 	The axis around the which rotation takes place. | 
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| 156 | * @param[out]	angle	The angle in radians determining amount of rotation around the axis. | 
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| 157 | */ | 
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| 158 | void toAxisAngle(Vector3& axis, Radian& angle) const; | 
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| 159 |  | 
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| 160 | /** | 
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| 161 | * Converts a quaternion to an orthonormal set of axes. | 
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| 162 | * | 
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| 163 | * @param[out]	xAxis	The X axis. | 
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| 164 | * @param[out]	yAxis	The Y axis. | 
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| 165 | * @param[out]	zAxis	The Z axis. | 
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| 166 | */ | 
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| 167 | void toAxes(Vector3& xAxis, Vector3& yAxis, Vector3& zAxis) const; | 
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| 168 |  | 
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| 169 | /** | 
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| 170 | * Extracts Pitch/Yaw/Roll rotations from this quaternion. | 
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| 171 | * | 
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| 172 | * @param[out]	xAngle	Rotation about x axis. (AKA Pitch) | 
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| 173 | * @param[out]	yAngle  Rotation about y axis. (AKA Yaw) | 
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| 174 | * @param[out]	zAngle 	Rotation about z axis. (AKA Roll) | 
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| 175 | * | 
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| 176 | * @return	True if unique solution was found, false otherwise. | 
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| 177 | */ | 
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| 178 | bool toEulerAngles(Radian& xAngle, Radian& yAngle, Radian& zAngle) const; | 
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| 179 |  | 
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| 180 | /** Gets the positive x-axis of the coordinate system transformed by this quaternion. */ | 
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| 181 | Vector3 xAxis() const; | 
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| 182 |  | 
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| 183 | /** Gets the positive y-axis of the coordinate system transformed by this quaternion. */ | 
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| 184 | Vector3 yAxis() const; | 
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| 185 |  | 
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| 186 | /** Gets the positive z-axis of the coordinate system transformed by this quaternion. */ | 
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| 187 | Vector3 zAxis() const; | 
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| 188 |  | 
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| 189 |  | 
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| 190 | Quaternion operator+ (const Quaternion& rhs) const | 
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| 191 | { | 
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| 192 | return Quaternion(w + rhs.w, x + rhs.x, y + rhs.y, z + rhs.z); | 
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| 193 | } | 
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| 194 |  | 
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| 195 | Quaternion operator- (const Quaternion& rhs) const | 
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| 196 | { | 
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| 197 | return Quaternion(w - rhs.w, x - rhs.x, y - rhs.y, z - rhs.z); | 
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| 198 | } | 
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| 199 |  | 
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| 200 | Quaternion operator* (const Quaternion& rhs) const | 
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| 201 | { | 
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| 202 | return Quaternion | 
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| 203 | ( | 
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| 204 | w * rhs.w - x * rhs.x - y * rhs.y - z * rhs.z, | 
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| 205 | w * rhs.x + x * rhs.w + y * rhs.z - z * rhs.y, | 
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| 206 | w * rhs.y + y * rhs.w + z * rhs.x - x * rhs.z, | 
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| 207 | w * rhs.z + z * rhs.w + x * rhs.y - y * rhs.x | 
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| 208 | ); | 
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| 209 | } | 
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| 210 |  | 
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| 211 | Quaternion operator* (float rhs) const | 
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| 212 | { | 
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| 213 | return Quaternion(rhs * w, rhs * x, rhs * y, rhs * z); | 
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| 214 | } | 
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| 215 |  | 
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| 216 | Quaternion operator/ (float rhs) const | 
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| 217 | { | 
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| 218 | assert(rhs != 0.0); | 
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| 219 |  | 
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| 220 | const float inv = 1.0f / rhs; | 
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| 221 | return Quaternion(w * inv, x * inv, y * inv, z * inv); | 
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| 222 | } | 
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| 223 |  | 
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| 224 | Quaternion operator- () const | 
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| 225 | { | 
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| 226 | return Quaternion(-w, -x, -y, -z); | 
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| 227 | } | 
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| 228 |  | 
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| 229 | bool operator== (const Quaternion& rhs) const | 
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| 230 | { | 
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| 231 | return (rhs.x == x) && (rhs.y == y) && (rhs.z == z) && (rhs.w == w); | 
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| 232 | } | 
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| 233 |  | 
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| 234 | bool operator!= (const Quaternion& rhs) const | 
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| 235 | { | 
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| 236 | return !operator==(rhs); | 
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| 237 | } | 
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| 238 |  | 
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| 239 | Quaternion& operator+= (const Quaternion& rhs) | 
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| 240 | { | 
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| 241 | w += rhs.w; | 
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| 242 | x += rhs.x; | 
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| 243 | y += rhs.y; | 
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| 244 | z += rhs.z; | 
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| 245 |  | 
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| 246 | return *this; | 
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| 247 | } | 
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| 248 |  | 
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| 249 | Quaternion& operator-= (const Quaternion& rhs) | 
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| 250 | { | 
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| 251 | w -= rhs.w; | 
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| 252 | x -= rhs.x; | 
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| 253 | y -= rhs.y; | 
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| 254 | z -= rhs.z; | 
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| 255 |  | 
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| 256 | return *this; | 
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| 257 | } | 
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| 258 |  | 
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| 259 | Quaternion& operator*= (const Quaternion& rhs) | 
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| 260 | { | 
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| 261 | float newW = w * rhs.w - x * rhs.x - y * rhs.y - z * rhs.z; | 
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| 262 | float newX = w * rhs.x + x * rhs.w + y * rhs.z - z * rhs.y; | 
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| 263 | float newY = w * rhs.y + y * rhs.w + z * rhs.x - x * rhs.z; | 
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| 264 | float newZ = w * rhs.z + z * rhs.w + x * rhs.y - y * rhs.x; | 
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| 265 |  | 
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| 266 | w = newW; | 
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| 267 | x = newX; | 
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| 268 | y = newY; | 
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| 269 | z = newZ; | 
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| 270 |  | 
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| 271 | return *this; | 
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| 272 | } | 
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| 273 |  | 
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| 274 | friend Quaternion operator* (float lhs, const Quaternion& rhs) | 
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| 275 | { | 
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| 276 | return Quaternion(lhs * rhs.w, lhs * rhs.x, lhs * rhs.y, lhs * rhs.z); | 
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| 277 | } | 
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| 278 |  | 
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| 279 | /** Calculates the dot product of this quaternion and another. */ | 
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| 280 | float dot(const Quaternion& other) const | 
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| 281 | { | 
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| 282 | return w * other.w + x * other.x + y * other.y + z * other.z; | 
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| 283 | } | 
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| 284 |  | 
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| 285 | /** Normalizes this quaternion, and returns the previous length. */ | 
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| 286 | float normalize() | 
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| 287 | { | 
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| 288 | float len = w*w + x*x + y*y + z*z; | 
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| 289 | float factor = 1.0f / Math::sqrt(len); | 
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| 290 | *this = *this * factor; | 
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| 291 | return len; | 
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| 292 | } | 
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| 293 |  | 
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| 294 | /** | 
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| 295 | * Gets the inverse. | 
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| 296 | * | 
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| 297 | * @note	Quaternion must be non-zero. | 
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| 298 | */ | 
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| 299 | Quaternion inverse() const; | 
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| 300 |  | 
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| 301 | /** Rotates the provided vector. */ | 
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| 302 | Vector3 rotate(const Vector3& vec) const; | 
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| 303 |  | 
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| 304 | /** | 
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| 305 | * Orients the quaternion so its negative z axis points to the provided direction. | 
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| 306 | * | 
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| 307 | * @param[in]	forwardDir	Direction to orient towards. | 
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| 308 | */ | 
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| 309 | void lookRotation(const Vector3& forwardDir); | 
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| 310 |  | 
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| 311 | /** | 
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| 312 | * Orients the quaternion so its negative z axis points to the provided direction. | 
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| 313 | * | 
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| 314 | * @param[in]	forwardDir	Direction to orient towards. | 
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| 315 | * @param[in]	upDir		Constrains y axis orientation to a plane this vector lies on. This rule might be broken | 
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| 316 | *							if forward and up direction are nearly parallel. | 
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| 317 | */ | 
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| 318 | void lookRotation(const Vector3& forwardDir, const Vector3& upDir); | 
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| 319 |  | 
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| 320 | /** Query if any of the components of the quaternion are not a number. */ | 
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| 321 | bool isNaN() const | 
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| 322 | { | 
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| 323 | return Math::isNaN(x) || Math::isNaN(y) || Math::isNaN(z) || Math::isNaN(w); | 
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| 324 | } | 
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| 325 |  | 
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| 326 | /** Calculates the dot product between two quaternions. */ | 
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| 327 | static float dot(const Quaternion& lhs, const Quaternion& rhs) | 
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| 328 | { | 
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| 329 | return lhs.w * rhs.w + lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z; | 
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| 330 | } | 
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| 331 |  | 
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| 332 | /** Normalizes the provided quaternion. */ | 
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| 333 | static Quaternion normalize(const Quaternion& q) | 
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| 334 | { | 
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| 335 | float len = dot(q, q); | 
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| 336 | float factor = 1.0f / Math::sqrt(len); | 
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| 337 |  | 
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| 338 | return q * factor; | 
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| 339 | } | 
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| 340 |  | 
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| 341 | /** | 
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| 342 | * Performs spherical interpolation between two quaternions. Spherical interpolation neatly interpolates between | 
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| 343 | * two rotations without modifying the size of the vector it is applied to (unlike linear interpolation). | 
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| 344 | */ | 
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| 345 | static Quaternion slerp(float t, const Quaternion& p, const Quaternion& q, bool shortestPath = true); | 
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| 346 |  | 
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| 347 | /** | 
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| 348 | * Linearly interpolates between the two quaternions using @p t. t should be in [0, 1] range, where t = 0 | 
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| 349 | * corresponds to the left vector, while t = 1 corresponds to the right vector. | 
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| 350 | */ | 
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| 351 | static Quaternion lerp(float t, const Quaternion& a, const Quaternion& b) | 
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| 352 | { | 
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| 353 | float d = dot(a, b); | 
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| 354 | float flip = d >= 0.0f ? 1.0f : -1.0f; | 
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| 355 |  | 
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| 356 | Quaternion output = flip * (1.0f - t) * a + t * b; | 
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| 357 | return normalize(output); | 
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| 358 | } | 
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| 359 |  | 
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| 360 | /** Gets the shortest arc quaternion to rotate this vector to the destination vector. */ | 
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| 361 | static Quaternion getRotationFromTo(const Vector3& from, const Vector3& dest, const Vector3& fallbackAxis = Vector3::ZERO); | 
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| 362 |  | 
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| 363 | /** Returns the minimum of all the quaternion components as a new quaternion. */ | 
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| 364 | static Quaternion min(const Quaternion& a, const Quaternion& b) | 
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| 365 | { | 
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| 366 | return Quaternion(std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z), std::min(a.w, b.w)); | 
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| 367 | } | 
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| 368 |  | 
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| 369 | /** Returns the maximum of all the quaternion components as a new quaternion. */ | 
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| 370 | static Quaternion max(const Quaternion& a, const Quaternion& b) | 
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| 371 | { | 
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| 372 | return Quaternion(std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z), std::max(a.w, b.w)); | 
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| 373 | } | 
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| 374 |  | 
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| 375 | static constexpr const float EPSILON = 1e-03f; | 
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| 376 |  | 
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| 377 | static const Quaternion ZERO; | 
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| 378 | static const Quaternion IDENTITY; | 
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| 379 |  | 
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| 380 | float x, y, z, w; // Note: Order is relevant, don't break it | 
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| 381 | }; | 
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| 382 |  | 
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| 383 | /** @} */ | 
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| 384 |  | 
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| 385 | /** @cond SPECIALIZATIONS */ | 
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| 386 | BS_ALLOW_MEMCPY_SERIALIZATION(Quaternion); | 
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| 387 | /** @endcond */ | 
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| 388 | } | 
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| 389 |  | 
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| 390 | /** @cond SPECIALIZATIONS */ | 
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| 391 | namespace std | 
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| 392 | { | 
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| 393 | template<> class numeric_limits<bs::Quaternion> | 
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| 394 | { | 
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| 395 | public: | 
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| 396 | constexpr static bs::Quaternion infinity() | 
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| 397 | { | 
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| 398 | return bs::Quaternion( | 
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| 399 | std::numeric_limits<float>::infinity(), | 
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| 400 | std::numeric_limits<float>::infinity(), | 
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| 401 | std::numeric_limits<float>::infinity(), | 
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| 402 | std::numeric_limits<float>::infinity()); | 
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| 403 | } | 
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| 404 | }; | 
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| 405 | } | 
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| 406 | /** @endcond */ | 
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| 407 |  | 
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