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quaternion.rs
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use std::fmt::Display;
use crate::Vec3;
use auto_ops::impl_op_ex;
#[derive(Debug, Clone, Copy, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[repr(C)]
pub struct Quaternion {
pub x: f32,
pub y: f32,
pub z: f32,
pub w: f32,
}
impl Default for Quaternion {
/// Creates an identity rotation
fn default() -> Self {
Self::IDENTITY
}
}
impl Display for Quaternion {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let Self { x, y, z, w } = self;
write!(f, "({x}, {y}, {z}, {w})")
}
}
impl Quaternion {
/// The identity quaternion (represents no rotation)
pub const IDENTITY: Self = Self::new(0.0, 0.0, 0.0, 1.0);
pub const fn new(x: f32, y: f32, z: f32, w: f32) -> Self {
Self { x, y, z, w }
}
/// Creates a rotation of `radians` radians around `axis`.
///
/// The rotation will be counter clock wise when looking along the direction of `axis`.
pub fn axis_angle(mut axis: Vec3, radians: f32) -> Self {
axis.normalize();
axis *= (radians * 0.5).sin();
Self {
x: axis.x,
y: axis.y,
z: axis.z,
w: (radians * 0.5).cos(),
}
}
/// Returns the vector (1, 0, 0) rotated by `self`
pub fn right(&self) -> Vec3 {
Vec3 {
x: self.x * self.x - self.y * self.y - self.z * self.z + self.w * self.w,
y: 2.0 * (self.z * self.w + self.x * self.y),
z: 2.0 * (self.x * self.z - self.y * self.w),
}
}
/// Returns the vector (0, 1, 0) rotated by `self`
pub fn up(&self) -> Vec3 {
Vec3 {
x: 2.0 * (self.x * self.y - self.z * self.w),
y: -self.x * self.x + self.y * self.y - self.z * self.z + self.w * self.w,
z: 2.0 * (self.x * self.w + self.y * self.z),
}
}
/// Returns the vector (0, 0, 1) rotated by `self`
pub fn forward(&self) -> Vec3 {
Vec3 {
x: 2.0 * (self.x * self.z + self.y * self.w),
y: 2.0 * (self.y * self.z - self.x * self.w),
z: -self.x * self.x - self.y * self.y + self.z * self.z + self.w * self.w,
}
}
/// Creates a Quaternion from euler angles in radians
///
/// The rotation order is Z -> Y -> X
pub fn from_euler_radians_zyx(euler: &Vec3) -> Self {
let cx = (euler.x * 0.5).cos();
let cy = (euler.y * 0.5).cos();
let cz = (euler.z * 0.5).cos();
let sx = (euler.x * 0.5).sin();
let sy = (euler.y * 0.5).sin();
let sz = (euler.z * 0.5).sin();
Self {
x: sx * cy * cz - cx * sy * sz,
y: cx * sy * cz + sx * cy * sz,
z: cx * cy * sz - sx * sy * cz,
w: cx * cy * cz + sx * sy * sz,
}
}
/// Creates a Quaternion from euler angles in degrees
///
/// The rotation order is Z -> Y -> X
pub fn from_euler_angles_zyx(euler: &Vec3) -> Self {
Self::from_euler_radians_zyx(&Vec3::new(
euler.x.to_radians(),
euler.y.to_radians(),
euler.z.to_radians(),
))
}
/// Converts this Quaternion to euler angles in radians
///
/// The rotation order is Z -> Y -> X
pub fn to_euler_radians_zyx(&self) -> Vec3 {
Vec3 {
x: f32::atan2(
2.0 * (self.w * self.x + self.y * self.z),
1.0 - 2.0 * (self.x * self.x + self.y * self.y),
),
y: f32::asin(2.0 * (self.w * self.y - self.z * self.x)),
z: f32::atan2(
2.0 * (self.w * self.z + self.x * self.y),
1.0 - 2.0 * (self.y * self.y + self.z * self.z),
),
}
}
/// Converts this Quaternion to euler angles in degrees
///
/// The rotation order is Z -> Y -> X
pub fn to_euler_angles_zyx(&self) -> Vec3 {
let rad = self.to_euler_radians_zyx();
Vec3::new(rad.x.to_degrees(), rad.y.to_degrees(), rad.z.to_degrees())
}
}
impl_op_ex!(*|a: &Quaternion, b: &Quaternion| -> Quaternion {
Quaternion {
x: a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
y: a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z,
z: a.w * b.z + a.z * b.w + a.x * b.y - a.y * b.x,
w: a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z,
}
});
impl_op_ex!(*|a: &Quaternion, b: &Vec3| -> Vec3 {
let x2 = a.x * a.x;
let y2 = a.y * a.y;
let z2 = a.z * a.z;
let w2 = a.w * a.w;
let xx = a.x * b.x;
let yy = a.y * b.y;
let zz = a.z * b.z;
Vec3 {
x: b.x * (x2 - y2 - z2 + w2)
+ 2.0 * (a.x * yy + a.x * zz + a.w * a.y * b.z - a.w * a.z * b.y),
y: b.y * (-x2 + y2 - z2 + w2)
+ 2.0 * (a.y * xx + a.y * zz + a.w * a.z * b.x - a.w * a.x * b.z),
z: b.z * (-x2 - y2 + z2 + w2)
+ 2.0 * (a.z * xx + a.z * yy + a.w * a.x * b.y - a.w * a.y * b.x),
}
});
impl_op_ex!(-|a: &Quaternion| -> Quaternion {
Quaternion {
x: -a.x,
y: -a.y,
z: -a.z,
w: a.w,
}
});
impl From<[f32; 4]> for Quaternion {
fn from(d: [f32; 4]) -> Self {
Self {
x: d[0],
y: d[1],
z: d[2],
w: d[3],
}
}
}