kopia lustrzana https://github.com/jameshball/osci-render
247 wiersze
9.7 KiB
C++
247 wiersze
9.7 KiB
C++
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// L=============================================================================
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// L This software is distributed under the MIT license.
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// L Copyright 2021 Péter Kardos
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// L=============================================================================
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#pragma once
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#include "../Common/MathUtil.hpp"
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#include "../Common/Traits.hpp"
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#include "../Matrix.hpp"
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#include "../Utility.hpp"
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#include "../Vector.hpp"
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#include <cmath>
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#include <limits>
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namespace mathter {
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/// <summary> Allows you to do quaternion math and represent rotation in a compact way. </summary>
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/// <typeparam name="T"> The scalar type of w, x, y and z. Use a builtin or custom floating or fixed point type. </typeparam>
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/// <typeparam name="Packed"> If true, tightly packs quaternion members and disables padding due to overalignment in arrays.
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/// Disables SIMD optimization. </typeparam>
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/// <remarks>
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/// These are plain mathematical quaternions, so expect the operations to work as mathematically defined.
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/// There are helper functions to represent rotation with quaternions.
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/// </remarks>
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template <class T, bool Packed = false>
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class Quaternion {
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public:
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union {
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struct {
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T s, i, j, k;
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};
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struct {
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T w, x, y, z;
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};
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Vector<T, 4, Packed> vec;
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};
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//-----------------------------------------------
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// Constructors
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//-----------------------------------------------
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/// <summary> Does NOT zero-initialize values. </summary>
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Quaternion() : vec() {}
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Quaternion(const Quaternion& rhs) : vec(rhs.vec) {}
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/// <summary> Set values directly. </summary>
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Quaternion(T scalar, T x, T y, T z) : w(scalar), x(x), y(y), z(z) {}
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/// <summary> Sets the scalar part (w) and the vector part (xyz). This is not <see cref="AxisAngle"/> rotation. </summary>
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Quaternion(T scalar, const Vector<T, 3, true>& vector) : w(scalar), x(vector.x), y(vector.y), z(vector.z) {}
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/// <summary> Sets the scalar part (w) and the vector part (xyz). This is not <see cref="AxisAngle"/> rotation. </summary>
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Quaternion(T scalar, const Vector<T, 3, false>& vector) : w(scalar), x(vector.x), y(vector.y), z(vector.z) {}
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/// <summary> Sets the scalar part to zero, and the vector part to given argument. </summary>
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explicit Quaternion(const Vector<T, 3, true>& vector) : Quaternion(0, vector) {}
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/// <summary> Sets the scalar part to zero, and the vector part to given argument. </summary>
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explicit Quaternion(const Vector<T, 3, false>& vector) : Quaternion(0, vector) {}
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template <class U, bool P>
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Quaternion(const Quaternion<U, P>& rhs) : vec(rhs.vec) {}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). </remarks>
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template <class U, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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explicit Quaternion(const Matrix<U, 3, 3, Order, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). Translation part is ignored. </remarks>
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template <class U, eMatrixLayout Layout, bool PackedA>
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explicit Quaternion(const Matrix<U, 3, 4, eMatrixOrder::PRECEDE_VECTOR, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). Translation part is ignored. </remarks>
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template <class U, eMatrixLayout Layout, bool PackedA>
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explicit Quaternion(const Matrix<U, 4, 3, eMatrixOrder::FOLLOW_VECTOR, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). Translation part is ignored. </remarks>
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template <class U, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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explicit Quaternion(const Matrix<U, 4, 4, Order, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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}
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explicit Quaternion(const Vector<T, 4, Packed>& vec) : vec(vec) {}
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//-----------------------------------------------
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// Assignment
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//-----------------------------------------------
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Quaternion& operator=(const Quaternion& rhs) {
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vec = rhs.vec;
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return *this;
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}
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/// <summary> Convert from quaternion with different base type and packing. </summary>
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template <class U, bool P>
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Quaternion& operator=(const Quaternion<U, P>& rhs) {
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vec = rhs.vec;
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return *this;
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}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). </remarks>
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template <class U, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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Quaternion& operator=(const Matrix<U, 3, 3, Order, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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return *this;
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}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). Translation part is ignored. </remarks>
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template <class U, eMatrixLayout Layout, bool PackedA>
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Quaternion& operator=(const Matrix<U, 3, 4, eMatrixOrder::PRECEDE_VECTOR, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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return *this;
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}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). Translation part is ignored. </remarks>
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template <class U, eMatrixLayout Layout, bool PackedA>
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Quaternion& operator=(const Matrix<U, 4, 3, eMatrixOrder::FOLLOW_VECTOR, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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return *this;
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}
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/// <summary> Convert a rotation matrix to equivalent quaternion. </summary>
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/// <remarks> Matrix must be in SO(3). Translation part is ignored. </remarks>
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template <class U, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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Quaternion& operator=(const Matrix<U, 4, 4, Order, Layout, PackedA>& rhs) {
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FromMatrix(rhs);
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return *this;
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}
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//-----------------------------------------------
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// Functions
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//-----------------------------------------------
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/// <summary> Returns the scalar part (w) of (w + xi + yj + zk). </summary>
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const T ScalarPart() const {
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return s;
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}
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/// <summary> Returns the vector part (x, y, z) of (w + xi + yj + zk). </summary>
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const Vector<T, 3, Packed> VectorPart() const {
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return { x, y, z };
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}
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/// <summary> Returns the angle of the rotation represented by quaternion. </summary>
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/// <remarks> Only valid for unit quaternions. </remarks>
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const T Angle() const {
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return impl::sign_nonzero(s) * 2 * std::acos(std::clamp(std::abs(s) / Length(vec), T(-1), T(1)));
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}
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/// <summary> Returns the axis of rotation represented by quaternion. </summary>
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/// <remarks> Only valid for unit quaternions. Returns (1,0,0) for near 180 degree rotations. </remarks>
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const Vector<T, 3, Packed> Axis() const {
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auto direction = VectorPart();
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return SafeNormalize(direction);
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}
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//-----------------------------------------------
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// Matrix conversions
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//-----------------------------------------------
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/// <summary> Creates a rotation matrix equivalent to the quaternion. </summary>
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template <class U, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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explicit operator Matrix<U, 3, 3, Order, Layout, PackedA>() const {
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return ToMatrix<U, 3, 3, Order, Layout, PackedA>();
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}
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/// <summary> Creates a rotation matrix equivalent to the quaternion. </summary>
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template <class U, eMatrixLayout Layout, bool PackedA>
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explicit operator Matrix<U, 3, 4, eMatrixOrder::PRECEDE_VECTOR, Layout, PackedA>() const {
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return ToMatrix<U, 3, 4, eMatrixOrder::PRECEDE_VECTOR, Layout, PackedA>();
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}
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/// <summary> Creates a rotation matrix equivalent to the quaternion. </summary>
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template <class U, eMatrixLayout Layout, bool PackedA>
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explicit operator Matrix<U, 4, 3, eMatrixOrder::FOLLOW_VECTOR, Layout, PackedA>() const {
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return ToMatrix<U, 4, 3, eMatrixOrder::FOLLOW_VECTOR, Layout, PackedA>();
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}
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/// <summary> Creates a rotation matrix equivalent to the quaternion. </summary>
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template <class U, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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explicit operator Matrix<U, 4, 4, Order, Layout, PackedA>() const {
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return ToMatrix<U, 4, 4, Order, Layout, PackedA>();
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}
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//-----------------------------------------------
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// Truncate to vector
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//-----------------------------------------------
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/// <summary> Truncates the quaternion to the vector part (x, y, z). </summary>
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template <class U, bool PackedA>
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explicit operator Vector<U, 3, PackedA>() const {
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return { x, y, z };
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}
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protected:
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//-----------------------------------------------
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// Matrix conversion helpers
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//-----------------------------------------------
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template <class U, int Rows, int Columns, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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Matrix<U, Rows, Columns, Order, Layout, PackedA> ToMatrix() const {
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assert(IsNormalized(vec));
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Matrix<U, Rows, Columns, Order, Layout, PackedA> mat;
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auto elem = [&mat](int i, int j) -> U& {
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return Order == eMatrixOrder::PRECEDE_VECTOR ? mat(i, j) : mat(j, i);
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};
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elem(0, 0) = 1 - 2 * (j * j + k * k);
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elem(0, 1) = 2 * (i * j - k * s);
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elem(0, 2) = 2 * (i * k + j * s);
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elem(1, 0) = 2 * (i * j + k * s);
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elem(1, 1) = 1 - 2 * (i * i + k * k);
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elem(1, 2) = 2 * (j * k - i * s);
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elem(2, 0) = 2 * (i * k - j * s);
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elem(2, 1) = 2 * (j * k + i * s);
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elem(2, 2) = 1 - 2 * (i * i + j * j);
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// Rest
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for (int j = 0; j < mat.Width(); ++j) {
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for (int i = (j < 3 ? 3 : 0); i < mat.Height(); ++i) {
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mat(i, j) = T(j == i);
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}
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}
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return mat;
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}
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template <class U, int Rows, int Columns, eMatrixOrder Order, eMatrixLayout Layout, bool PackedA>
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void FromMatrix(const Matrix<U, Rows, Columns, Order, Layout, PackedA>& mat) {
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assert(IsRotationMatrix3D(mat));
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auto elem = [&mat](int i, int j) -> U {
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return Order == eMatrixOrder::PRECEDE_VECTOR ? mat(i, j) : mat(j, i);
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};
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w = std::sqrt(1 + elem(0, 0) + elem(1, 1) + elem(2, 2)) * T(0.5);
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T div = T(1) / (T(4) * w);
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x = (elem(2, 1) - elem(1, 2)) * div;
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y = (elem(0, 2) - elem(2, 0)) * div;
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z = (elem(1, 0) - elem(0, 1)) * div;
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}
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};
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} // namespace mathter
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