libcruft-util/quaternion.hpp
Danny Robson f6056153e3 rename root namespace from util to cruft
This places, at long last, the core library code into the same namespace
as the extended library code.
2018-08-05 14:42:02 +10:00

203 lines
5.2 KiB
C++

/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* Copyright 2011-2018 Danny Robson <danny@nerdcruft.net>
*/
#ifndef __UTIL_QUATERNION_HPP
#define __UTIL_QUATERNION_HPP
#include "coord/traits.hpp"
#include "maths.hpp"
#include "vector.hpp"
#include "matrix.hpp"
#include <iosfwd>
namespace cruft {
// quaternion's are _just_ different enough to other coord types that we
// special case as a distinct POD type and provide many of the same
// functions as distinct declarations.
//
// issues include:
// * strictly 4 dimensions
// * scalar operations sometimes don't make sense on the w component
// * objects must be normalised to make sense
template <typename T>
struct quaternion {
T w, x, y, z;
static constexpr std::size_t size (void) { return 4; }
static quaternion angle_axis (T radians, vector<3,T> axis);
static quaternion from_euler (vector<3,T>);
/// build a quaternion that represents the rotation from a to b
static quaternion from_to (vector<3,T> a, vector<3,T> b);
/// build a quaternion that represents the rotation needed to look at
/// a direction with a given up direction
static quaternion look (vector<3,T> fwd, vector<3,T> up);
matrix4<T> as_matrix (void) const;
static constexpr
quaternion<T>
identity (void)
{
return { 1, 0, 0, 0 };
}
};
//-------------------------------------------------------------------------
template <typename T>
struct arity<quaternion<T>,void>
:std::integral_constant<std::size_t, 4>
{ };
///////////////////////////////////////////////////////////////////////////
template <typename T>
vector3<T>
rotate (vector3<T>, quaternion<T>);
//-------------------------------------------------------------------------
template <typename T>
vector3<T>
operator* (quaternion<T> const q, vector3<T> const v)
{
return rotate (v, q);
}
///////////////////////////////////////////////////////////////////////////
template <typename T>
constexpr
T
norm2 (quaternion<T> q)
{
return q.w * q.w +
q.x * q.x +
q.y * q.y +
q.z * q.z;
}
//-------------------------------------------------------------------------
template <typename T>
constexpr
T
norm (quaternion<T> q)
{
return std::sqrt (norm2 (q));
}
//-------------------------------------------------------------------------
template <typename T>
constexpr
bool
is_normalised (quaternion<T> q)
{
return almost_equal (T{1}, norm2 (q));
}
//-------------------------------------------------------------------------
template <typename T>
constexpr
quaternion<T>
normalised (quaternion<T> q)
{
return q / norm (q);
}
///////////////////////////////////////////////////////////////////////////
template <typename T>
quaternion<T>
conjugate (quaternion<T>);
///////////////////////////////////////////////////////////////////////////
template <typename T>
quaternion<T>
operator* (quaternion<T>, quaternion<T>);
//-------------------------------------------------------------------------
template <typename T>
quaternion<T>&
operator*= (quaternion<T>&, quaternion<T>);
//-------------------------------------------------------------------------
template <typename T>
quaternion<T>
operator/ (quaternion<T>, quaternion<T>);
//-------------------------------------------------------------------------
template <typename T>
constexpr
quaternion<T>
operator/ (quaternion<T> q, T t)
{
return { q.w / t, q.x / t, q.y / t, q.z / t };
}
///////////////////////////////////////////////////////////////////////////
template <typename T>
matrix<4,4,T>
operator* (quaternion<T> q, matrix<4,4,T> m)
{
return q.as_matrix () * m;
}
//-------------------------------------------------------------------------
template <typename T>
matrix<4,4,T>
operator* (matrix<4,4,T> m, quaternion<T> q)
{
return m * q.as_matrix ();
}
///////////////////////////////////////////////////////////////////////////
template <typename T>
constexpr
bool operator== (quaternion<T> a, quaternion<T> b)
{
return exactly_equal (a.w, b.w) &&
exactly_equal (a.x, b.x) &&
exactly_equal (a.y, b.y) &&
exactly_equal (a.z, b.z);
}
//-------------------------------------------------------------------------
template <typename T>
bool almost_equal (quaternion<T>, quaternion<T>);
///////////////////////////////////////////////////////////////////////////
typedef quaternion<float> quaternionf;
typedef quaternion<double> quaterniond;
///////////////////////////////////////////////////////////////////////////
template <typename T>
std::ostream&
operator<< (std::ostream&, quaternion<T>);
}
#endif