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@@ -4,29 +4,27 @@
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#include "core/ToString.h"
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Quaternion* axisAngleQ(Quaternion* q, const Vector3* axis, float angle) {
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- q->xyz = *axis;
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- normalize(&q->xyz);
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+ q->v.xyz = *axis;
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+ normalize(&q->v.xyz);
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angle *= 0.5f;
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- q->w = cosf(angle);
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- mulSet(&q->xyz, sinf(angle));
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+ q->v.w = cosf(angle);
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+ mulSet(&q->v.xyz, sinf(angle));
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return q;
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}
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Quaternion* lerpQ(Quaternion* q, const Quaternion* a, float f,
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const Quaternion* b) {
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- add(&q->xyz, mul(&a->xyz, 1.0f - f), mul(&b->xyz, f));
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- q->w = a->w * (1.0f - f) + b->w * f;
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- float iLength = 1.0f / sqrtf(squareLength(&q->xyz) + q->w * q->w);
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- mulSet(&q->xyz, iLength);
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- q->w *= iLength;
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+ add(&q->v, mul(&a->v, 1.0f - f), mul(&b->v, f));
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+ float iLength = 1.0f / length(&q->v);
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+ mulSet(&q->v, iLength);
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return q;
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}
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Quaternion* mulSetQ(Quaternion* q, const Quaternion* o) {
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- float dot = dot(&q->xyz, &o->xyz);
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- add(&q->xyz, mul(&o->xyz, q->w),
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- add(mul(&q->xyz, o->w), cross(&q->xyz, &o->xyz)));
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- q->w = q->w * o->w - dot;
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+ float dot = dot(&q->v.xyz, &o->v.xyz);
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+ add(&q->v.xyz, mul(&o->v.xyz, q->v.w),
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+ add(mul(&q->v.xyz, o->v.w), cross(&q->v.xyz, &o->v.xyz)));
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+ q->v.w = q->v.w * o->v.w - dot;
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return q;
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}
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@@ -38,14 +36,14 @@ Quaternion* mulQ(Quaternion* q, const Quaternion* a, const Quaternion* b) {
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Vector3* mulQV3(Vector3* r, const Quaternion* q, const Vector3* v) {
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Vector3 qv;
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- add(&qv, mul(v, q->w), cross(&q->xyz, v));
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- add(r, mul(&q->xyz, dot(&q->xyz, v)),
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- sub(mul(&qv, q->w), cross(&qv, &q->xyz)));
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+ add(&qv, mul(v, q->v.w), cross(&q->v.xyz, v));
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+ add(r, mul(&q->v.xyz, dot(&q->v.xyz, v)),
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+ sub(mul(&qv, q->v.w), cross(&qv, &q->v.xyz)));
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return r;
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}
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size_t toStringQ(const Quaternion* q, char* buffer, size_t n) {
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return toString(buffer, n, "(%.3f i + %.3f j + %.3f k + %.3f)",
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- (double)q->xyz.x, (double)q->xyz.y, (double)q->xyz.z,
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- (double)q->w);
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+ (double)q->v.x, (double)q->v.y, (double)q->v.z,
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+ (double)q->v.w);
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}
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