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Quaternion.hpp
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Quaternion.hpp
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#pragma once
#include "Matrix.hpp"
namespace MathsCPP {
template<typename T/*, typename = std::enable_if_t<std::is_arithmetic_v<T>>*/>
class Quaternion {
public:
constexpr Quaternion() = default;
constexpr Quaternion(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {}
template<typename T1, typename = std::enable_if_t<std::is_arithmetic_v<T1>>>
constexpr explicit Quaternion(T1 s) { std::fill(begin(), end(), static_cast<T>(s)); }
template<typename T1>
constexpr Quaternion(const Quaternion<T1> &q) { copy_cast(q.begin(), q.end(), begin()); }
template<typename T1>
constexpr explicit Quaternion(const Vector<T1, 3> &v) {
auto sx = std::sin(v.x * 0.5f);
auto cx = Maths::CosFromSin(sx, v.x * 0.5f);
auto sy = std::sin(v.y * 0.5f);
auto cy = Maths::CosFromSin(sy, v.y * 0.5f);
auto sz = std::sin(v.z * 0.5f);
auto cz = Maths::CosFromSin(sz, v.z * 0.5f);
auto cycz = cy * cz;
auto sysz = sy * sz;
auto sycz = sy * cz;
auto cysz = cy * sz;
w = cx * cycz - sx * sysz;
x = sx * cycz + cx * sysz;
y = cx * sycz - sx * cysz;
z = cx * cysz + sx * sycz;
}
template<typename T1>
constexpr explicit Quaternion(const Vector<T1, 3> &ax, const Vector<T1, 3> &ay, const Vector<T1, 3> &az) {
Matrix<T1, 4, 4> rotation;
rotation[0][0] = ax.x;
rotation[1][0] = ax.y;
rotation[2][0] = ax.z;
rotation[0][1] = ay.x;
rotation[1][1] = ay.y;
rotation[2][1] = ay.z;
rotation[0][2] = az.x;
rotation[1][2] = az.y;
rotation[2][2] = az.z;
*this = rotation;
}
template<typename T1>
constexpr explicit Quaternion(const Matrix<T1, 4, 4> &m) {
auto diagonal = m[0][0] + m[1][1] + m[2][2];
if (diagonal > 0.0f) {
auto w4 = std::sqrt(diagonal + 1.0f) * 2.0f;
w = w4 / 4.0f;
x = (m[2][1] - m[1][2]) / w4;
y = (m[0][2] - m[2][0]) / w4;
z = (m[1][0] - m[0][1]) / w4;
} else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {
auto x4 = std::sqrt(1.0f + m[0][0] - m[1][1] - m[2][2]) * 2.0f;
w = (m[2][1] - m[1][2]) / x4;
x = x4 / 4.0f;
y = (m[0][1] + m[1][0]) / x4;
z = (m[0][2] + m[2][0]) / x4;
} else if (m[1][1] > m[2][2]) {
auto y4 = std::sqrt(1.0f + m[1][1] - m[0][0] - m[2][2]) * 2.0f;
w = (m[0][2] - m[2][0]) / y4;
x = (m[0][1] + m[1][0]) / y4;
y = y4 / 4.0f;
z = (m[1][2] + m[2][1]) / y4;
} else {
auto z4 = std::sqrt(1.0f + m[2][2] - m[0][0] - m[1][1]) * 2.0f;
w = (m[1][0] - m[0][1]) / z4;
x = (m[0][2] + m[2][0]) / z4;
y = (m[1][2] + m[2][1]) / z4;
z = z4 / 4.0f;
}
}
constexpr const T &at(std::size_t i) const { return i == 0 ? x : i == 1 ? y : i == 2 ? z : w; }
constexpr T &at(std::size_t i) { return i == 0 ? x : i == 1 ? y : i == 2 ? z : w; }
constexpr const T &operator[](std::size_t i) const { return at(i); }
constexpr T &operator[](std::size_t i) { return at(i); }
auto begin() { return &at(0); }
auto begin() const { return &at(0); }
auto end() { return &at(0) + 4; }
auto end() const { return &at(0) + 4; }
constexpr const Vector<T, 2> &xy() const { return *reinterpret_cast<const Vector<T, 2> *>(this); }
constexpr Vector<T, 2> &xy() { return *reinterpret_cast<Vector<T, 2> *>(this); }
constexpr const Vector<T, 3> &xyz() const { return *reinterpret_cast<const Vector<T, 3> *>(this); }
constexpr Vector<T, 3> &xyz() { return *reinterpret_cast<Vector<T, 3> *>(this); }
constexpr const Vector<T, 4> &xyzw() const { return *reinterpret_cast<const Vector<T, 4> *>(this); }
constexpr Vector<T, 4> &xyzw() { return *reinterpret_cast<Vector<T, 4> *>(this); }
/**
* Calculates the dot product of the this vector and another vector.
* @param other The other vector.
* @return The dot product.
*/
constexpr T Dot(const Quaternion &other) const {
T result = 0;
for (std::size_t i = 0; i < 4; i++)
result += at(i) * other[i];
return result;
}
/**
* Gets the length squared of this vector.
* @return The length squared.
*/
constexpr T Length2() const {
return Dot(*this);
}
/**
* Gets the length of this vector.
* @return The length.
*/
auto Length() const {
return std::sqrt(Length2());
}
/**
* Gets the unit vector of this vector.
* @return The normalized vector.
*/
auto Normalize() const {
return *this / Length();
}
/**
* Calculates the slerp between this quaternion and another quaternion, they must be normalized!
* @param other The other quaternion.
* @param t The progression.
* @return Left slerp right.
*/
template<typename T1, typename T2>
auto Slerp(const Quaternion<T1> &other, T2 t) const {
auto cosom = x * other.x + y * other.y + z * other.z + w * other.w;
auto absCosom = std::abs(cosom);
T2 scale0, scale1;
if (1 - absCosom > 1E-6) {
auto sinSqr = 1 - absCosom * absCosom;
auto sinom = 1 / std::sqrt(sinSqr);
auto omega = std::atan2(sinSqr * sinom, absCosom);
scale0 = std::sin((1 - t) * omega) * sinom;
scale1 = std::sin(t * omega) * sinom;
} else {
scale0 = 1 - t;
scale1 = t;
}
scale1 = cosom >= 0.0f ? scale1 : -scale1;
return (scale0 * *this) + (scale1 * other);
}
/**
* Converts this quaternion to a 4x4 matrix.
* @return The rotation matrix which represents the exact same rotation as this quaternion.
*/
auto ToMatrix() const {
auto w2 = w * w;
auto x2 = x * x;
auto y2 = y * y;
auto z2 = z * z;
auto zw = z * w;
auto xy = x * y;
auto xz = x * z;
auto yw = y * w;
auto yz = y * z;
auto xw = x * w;
Matrix<T, 4, 4> result;
result[0][0] = w2 + x2 - z2 - y2;
result[0][1] = xy + zw + zw + xy;
result[0][2] = xz - yw + xz - yw;
result[1][0] = -zw + xy - zw + xy;
result[1][1] = y2 - z2 + w2 - x2;
result[1][2] = yz + yz + xw + xw;
result[2][0] = yw + xz + xz + yw;
result[2][1] = yz + yz - xw - xw;
result[2][2] = z2 - y2 - x2 + w2;
return result;
}
/**
* Converts this quaternion to a 3x3 matrix representing the exact same
* rotation as this quaternion.
* @return The rotation matrix which represents the exact same rotation as this quaternion.
*/
auto ToRotationMatrix() const {
auto xy = x * y;
auto xz = x * z;
auto xw = x * w;
auto yz = y * z;
auto yw = y * w;
auto zw = z * w;
auto x2 = x * x;
auto y2 = y * y;
auto z2 = z * z;
Matrix<T, 4, 4> result;
result[0][0] = 1 - 2 * (y2 + z2);
result[0][1] = 2 * (xy - zw);
result[0][2] = 2 * (xz + yw);
//result[0][3] = 0;
result[1][0] = 2 * (xy + zw);
result[1][1] = 1 - 2 * (x2 + z2);
result[1][2] = 2 * (yz - xw);
//result[1][3] = 0;
result[2][0] = 2 * (xz - yw);
result[2][1] = 2 * (yz + xw);
result[2][2] = 1 - 2 * (x2 + y2);
return result;
}
/**
* Converts this quaternion to euler angles.
* @return The euler angle representation of this quaternion.
*/
auto ToEuler() const {
Vector3f result;
result.x = std::atan2(2.0f * (x * w - y * z), 1.0f - 2.0f * (x * x + y * y));
result.y = std::asin(2.0f * (x * z + y * w));
result.z = std::atan2(2.0f * (z * w - x * y), 1.0f - 2.0f * (y * y + z * z));
return result;
}
template<typename T1>
constexpr friend auto operator==(const Quaternion &lhs, const Quaternion<T1> &rhs) {
for (std::size_t i = 0; i < 4; i++) {
if (std::abs(lhs[i] - rhs[i]) > 0.0001f)
return false;
}
return true;
}
template<typename T1>
constexpr friend auto operator!=(const Quaternion &lhs, const Quaternion<T1> &rhs) {
for (std::size_t i = 0; i < 4; i++) {
if (std::abs(lhs[i] - rhs[i]) <= 0.0001f)
return true;
}
return false;
}
constexpr friend auto operator+(const Quaternion &lhs) {
Quaternion result;
for (std::size_t i = 0; i < 4; i++)
result[i] = +lhs[i];
return result;
}
constexpr friend auto operator-(const Quaternion &lhs) {
Quaternion result;
for (std::size_t i = 0; i < 4; i++)
result[i] = -lhs[i];
return result;
}
template<typename T1>
constexpr friend auto operator+(const Quaternion &lhs, const Quaternion<T1> &rhs) {
Quaternion<decltype(lhs[0] + rhs[0])> result;
for (std::size_t i = 0; i < 4; i++)
result[i] = lhs[i] + rhs[i];
return result;
}
template<typename T1>
constexpr friend auto operator-(const Quaternion &lhs, const Quaternion<T1> &rhs) {
Quaternion<decltype(lhs[0] - rhs[0])> result;
for (std::size_t i = 0; i < 4; i++)
result[i] = lhs[i] - rhs[i];
return result;
}
template<typename T1>
constexpr friend auto operator*(const Quaternion &lhs, const Quaternion<T1> &rhs) {
Quaternion<decltype(lhs[0] * rhs[0])> result;
result.x = lhs.x * rhs.w + lhs.w * rhs.x + lhs.y * rhs.z - lhs.z * rhs.y;
result.y = lhs.y * rhs.w + lhs.w * rhs.y + lhs.z * rhs.x - lhs.x * rhs.z;
result.z = lhs.z * rhs.w + lhs.w * rhs.z + lhs.x * rhs.y - lhs.y * rhs.x;
result.w = lhs.w * rhs.w - lhs.x * rhs.x - lhs.y * rhs.y - lhs.z * rhs.z;
return result;
}
template<typename T1>
constexpr friend auto operator*(const Quaternion &lhs, Vector<T1, 3> rhs) {
auto q = lhs.xyz();
auto cross1 = q.Cross(rhs);
auto cross2 = q.Cross(cross1);
return rhs + 2.0f * (cross1 * lhs.w + cross2);
}
template<typename T1, typename = std::enable_if_t<std::is_arithmetic_v<T1>>>
constexpr friend auto operator*(const Quaternion &lhs, T1 rhs) {
Quaternion<decltype(lhs[0] * rhs)> result;
for (std::size_t i = 0; i < 4; i++)
result[i] = lhs[i] * rhs;
return result;
}
template<typename T1, typename = std::enable_if_t<std::is_arithmetic_v<T1>>>
constexpr friend auto operator/(const Quaternion &lhs, T1 rhs) {
Quaternion<decltype(lhs[0] / rhs)> result;
for (std::size_t i = 0; i < 4; i++)
result[i] = lhs[i] / rhs;
return result;
}
template<typename T1>
constexpr friend auto operator*(Vector<T1, 3> lhs, const Quaternion &rhs) {
return rhs * lhs;
}
template<typename T1, typename = std::enable_if_t<std::is_arithmetic_v<T1>>>
constexpr friend auto operator*(T1 lhs, const Quaternion &rhs) {
Quaternion<decltype(lhs *rhs[0])> result;
for (std::size_t i = 0; i < 4; i++)
result[i] = lhs * rhs[i];
return result;
}
template<typename T1, typename = std::enable_if_t<std::is_arithmetic_v<T1>>>
constexpr friend auto operator/(T1 lhs, const Quaternion &rhs) {
Quaternion<decltype(lhs / rhs[0])> result;
for (std::size_t i = 0; i < 4; i++)
result[i] = lhs / rhs[i];
return result;
}
template<typename T1>
constexpr friend auto operator+=(Quaternion &lhs, const T1 &rhs) {
return lhs = lhs + rhs;
}
template<typename T1>
constexpr friend auto operator-=(Quaternion &lhs, const T1 &rhs) {
return lhs = lhs - rhs;
}
template<typename T1>
constexpr friend auto operator*=(Quaternion &lhs, const T1 &rhs) {
return lhs = lhs * rhs;
}
template<typename T1>
constexpr friend auto operator/=(Quaternion &lhs, const T1 &rhs) {
return lhs = lhs / rhs;
}
friend std::ostream &operator<<(std::ostream &stream, const Quaternion &colour) {
for (std::size_t i = 0; i < 4; i++)
stream << colour[i] << (i != 4 - 1 ? ", " : "");
return stream;
}
static const Quaternion Zero;
static const Quaternion One;
static const Quaternion Infinity;
T x{}, y{}, z{}, w{1};
};
template<typename T>
const Quaternion<T> Quaternion<T>::Zero = Quaternion<T>(0);
template<typename T>
const Quaternion<T> Quaternion<T>::One = Quaternion<T>(1);
template<typename T>
const Quaternion<T> Quaternion<T>::Infinity = Quaternion<T>(std::numeric_limits<T>::infinity());
using Quaternionf = Quaternion<float>;
using Quaterniond = Quaternion<double>;
}