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Diffstat (limited to 'libs/cglm/include/cglm/struct/quat.h')
-rw-r--r-- | libs/cglm/include/cglm/struct/quat.h | 565 |
1 files changed, 565 insertions, 0 deletions
diff --git a/libs/cglm/include/cglm/struct/quat.h b/libs/cglm/include/cglm/struct/quat.h new file mode 100644 index 0000000..d69675b --- /dev/null +++ b/libs/cglm/include/cglm/struct/quat.h @@ -0,0 +1,565 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +/* + Macros: + GLMS_QUAT_IDENTITY_INIT + GLMS_QUAT_IDENTITY + + Functions: + CGLM_INLINE versors glms_quat_identity(void) + CGLM_INLINE void glms_quat_identity_array(versor *q, size_t count) + CGLM_INLINE versors glms_quat_init(float x, float y, float z, float w) + CGLM_INLINE versors glms_quatv(float angle, vec3s axis) + CGLM_INLINE versors glms_quat(float angle, float x, float y, float z) + CGLM_INLINE versors glms_quat_from_vecs(vec3s a, vec3s b) + CGLM_INLINE float glms_quat_norm(versors q) + CGLM_INLINE versors glms_quat_normalize(versors q) + CGLM_INLINE float glms_quat_dot(versors p, versors q) + CGLM_INLINE versors glms_quat_conjugate(versors q) + CGLM_INLINE versors glms_quat_inv(versors q) + CGLM_INLINE versors glms_quat_add(versors p, versors q) + CGLM_INLINE versors glms_quat_sub(versors p, versors q) + CGLM_INLINE vec3s glms_quat_imagn(versors q) + CGLM_INLINE float glms_quat_imaglen(versors q) + CGLM_INLINE float glms_quat_angle(versors q) + CGLM_INLINE vec3s glms_quat_axis(versors q) + CGLM_INLINE versors glms_quat_mul(versors p, versors q) + CGLM_INLINE mat4s glms_quat_mat4(versors q) + CGLM_INLINE mat4s glms_quat_mat4t(versors q) + CGLM_INLINE mat3s glms_quat_mat3(versors q) + CGLM_INLINE mat3s glms_quat_mat3t(versors q) + CGLM_INLINE versors glms_quat_lerp(versors from, versors to, float t) + CGLM_INLINE versors glms_quat_lerpc(versors from, versors to, float t) + CGLM_INLINE versors glms_quat_nlerp(versors from, versors to, float t) + CGLM_INLINE versors glms_quat_slerp(versors from, versors to, float t) + CGLM_INLINE mat4s. glms_quat_look(vec3s eye, versors ori) + CGLM_INLINE versors glms_quat_for(vec3s dir, vec3s fwd, vec3s up) + CGLM_INLINE versors glms_quat_forp(vec3s from, vec3s to, vec3s fwd, vec3s up) + CGLM_INLINE vec3s glms_quat_rotatev(versors q, vec3s v) + CGLM_INLINE mat4s glms_quat_rotate(mat4s m, versors q) + CGLM_INLINE mat4s glms_quat_rotate_at(mat4s m, versors q, vec3s pivot) + CGLM_INLINE mat4s glms_quat_rotate_atm(versors q, vec3s pivot) + */ + +#ifndef cglms_quat_h +#define cglms_quat_h + +#include "../common.h" +#include "../types-struct.h" +#include "../plane.h" +#include "../quat.h" + +/* + * IMPORTANT: + * ---------------------------------------------------------------------------- + * cglm stores quat as [x, y, z, w] since v0.3.6 + * + * it was [w, x, y, z] before v0.3.6 it has been changed to [x, y, z, w] + * with v0.3.6 version. + * ---------------------------------------------------------------------------- + */ + +#define GLMS_QUAT_IDENTITY_INIT {GLM_QUAT_IDENTITY_INIT} +#define GLMS_QUAT_IDENTITY ((versors)GLMS_QUAT_IDENTITY_INIT) + +/*! + * @brief makes given quat to identity + * + * @returns identity quaternion + */ +CGLM_INLINE +versors +glms_quat_identity(void) { + versors dest; + glm_quat_identity(dest.raw); + return dest; +} + +/*! + * @brief make given quaternion array's each element identity quaternion + * + * @param[in, out] q quat array (must be aligned (16) + * if alignment is not disabled) + * + * @param[in] count count of quaternions + */ +CGLM_INLINE +void +glms_quat_identity_array(versors * __restrict q, size_t count) { + CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT; + size_t i; + + for (i = 0; i < count; i++) { + glm_vec4_copy(v, q[i].raw); + } +} + +/*! + * @brief inits quaterion with raw values + * + * @param[in] x x + * @param[in] y y + * @param[in] z z + * @param[in] w w (real part) + * @returns quaternion + */ +CGLM_INLINE +versors +glms_quat_init(float x, float y, float z, float w) { + versors dest; + glm_quat_init(dest.raw, x, y, z, w); + return dest; +} + +/*! + * @brief creates NEW quaternion with axis vector + * + * @param[in] angle angle (radians) + * @param[in] axis axis + * @returns quaternion + */ +CGLM_INLINE +versors +glms_quatv(float angle, vec3s axis) { + versors dest; + glm_quatv(dest.raw, angle, axis.raw); + return dest; +} + +/*! + * @brief creates NEW quaternion with individual axis components + * + * @param[in] angle angle (radians) + * @param[in] x axis.x + * @param[in] y axis.y + * @param[in] z axis.z + * @returns quaternion + */ +CGLM_INLINE +versors +glms_quat(float angle, float x, float y, float z) { + versors dest; + glm_quat(dest.raw, angle, x, y, z); + return dest; +} + +/*! + * @brief compute quaternion rotating vector A to vector B + * + * @param[in] a vec3 (must have unit length) + * @param[in] b vec3 (must have unit length) + * @returns quaternion (of unit length) + */ +CGLM_INLINE +versors +glms_quat_from_vecs(vec3s a, vec3s b) { + versors dest; + glm_quat_from_vecs(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief returns norm (magnitude) of quaternion + * + * @param[in] q quaternion + */ +CGLM_INLINE +float +glms_quat_norm(versors q) { + return glm_quat_norm(q.raw); +} + +/*! + * @brief normalize quaternion + * + * @param[in] q quaternion + * @returns quaternion + */ +CGLM_INLINE +versors +glms_quat_normalize(versors q) { + versors dest; + glm_quat_normalize_to(q.raw, dest.raw); + return dest; +} + +/*! + * @brief dot product of two quaternion + * + * @param[in] p quaternion 1 + * @param[in] q quaternion 2 + * @returns dot product + */ +CGLM_INLINE +float +glms_quat_dot(versors p, versors q) { + return glm_quat_dot(p.raw, q.raw); +} + +/*! + * @brief conjugate of quaternion + * + * @param[in] q quaternion + * @returns conjugate + */ +CGLM_INLINE +versors +glms_quat_conjugate(versors q) { + versors dest; + glm_quat_conjugate(q.raw, dest.raw); + return dest; +} + +/*! + * @brief inverse of non-zero quaternion + * + * @param[in] q quaternion + * @returns inverse quaternion + */ +CGLM_INLINE +versors +glms_quat_inv(versors q) { + versors dest; + glm_quat_inv(q.raw, dest.raw); + return dest; +} + +/*! + * @brief add (componentwise) two quaternions and store result in dest + * + * @param[in] p quaternion 1 + * @param[in] q quaternion 2 + * @returns result quaternion + */ +CGLM_INLINE +versors +glms_quat_add(versors p, versors q) { + versors dest; + glm_quat_add(p.raw, q.raw, dest.raw); + return dest; +} + +/*! + * @brief subtract (componentwise) two quaternions and store result in dest + * + * @param[in] p quaternion 1 + * @param[in] q quaternion 2 + * @returns result quaternion + */ +CGLM_INLINE +versors +glms_quat_sub(versors p, versors q) { + versors dest; + glm_quat_sub(p.raw, q.raw, dest.raw); + return dest; +} + +/*! + * @brief returns normalized imaginary part of quaternion + * + * @param[in] q quaternion + */ +CGLM_INLINE +vec3s +glms_quat_imagn(versors q) { + vec3s dest; + glm_normalize_to(q.raw, dest.raw); + return dest; +} + +/*! + * @brief returns length of imaginary part of quaternion + * + * @param[in] q quaternion + */ +CGLM_INLINE +float +glms_quat_imaglen(versors q) { + return glm_quat_imaglen(q.raw); +} + +/*! + * @brief returns angle of quaternion + * + * @param[in] q quaternion + */ +CGLM_INLINE +float +glms_quat_angle(versors q) { + return glm_quat_angle(q.raw); +} + +/*! + * @brief axis of quaternion + * + * @param[in] q quaternion + * @returns axis of quaternion + */ +CGLM_INLINE +vec3s +glms_quat_axis(versors q) { + vec3s dest; + glm_quat_axis(q.raw, dest.raw); + return dest; +} + +/*! + * @brief multiplies two quaternion and stores result in dest + * this is also called Hamilton Product + * + * According to WikiPedia: + * The product of two rotation quaternions [clarification needed] will be + * equivalent to the rotation q followed by the rotation p + * + * @param[in] p quaternion 1 + * @param[in] q quaternion 2 + * @returns result quaternion + */ +CGLM_INLINE +versors +glms_quat_mul(versors p, versors q) { + versors dest; + glm_quat_mul(p.raw, q.raw, dest.raw); + return dest; +} + +/*! + * @brief convert quaternion to mat4 + * + * @param[in] q quaternion + * @returns result matrix + */ +CGLM_INLINE +mat4s +glms_quat_mat4(versors q) { + mat4s dest; + glm_quat_mat4(q.raw, dest.raw); + return dest; +} + +/*! + * @brief convert quaternion to mat4 (transposed) + * + * @param[in] q quaternion + * @returns result matrix as transposed + */ +CGLM_INLINE +mat4s +glms_quat_mat4t(versors q) { + mat4s dest; + glm_quat_mat4t(q.raw, dest.raw); + return dest; +} + +/*! + * @brief convert quaternion to mat3 + * + * @param[in] q quaternion + * @returns result matrix + */ +CGLM_INLINE +mat3s +glms_quat_mat3(versors q) { + mat3s dest; + glm_quat_mat3(q.raw, dest.raw); + return dest; +} + +/*! + * @brief convert quaternion to mat3 (transposed) + * + * @param[in] q quaternion + * @returns result matrix + */ +CGLM_INLINE +mat3s +glms_quat_mat3t(versors q) { + mat3s dest; + glm_quat_mat3t(q.raw, dest.raw); + return dest; +} + +/*! + * @brief interpolates between two quaternions + * using linear interpolation (LERP) + * + * @param[in] from from + * @param[in] to to + * @param[in] t interpolant (amount) + * @returns result quaternion + */ +CGLM_INLINE +versors +glms_quat_lerp(versors from, versors to, float t) { + versors dest; + glm_quat_lerp(from.raw, to.raw, t, dest.raw); + return dest; +} + +/*! + * @brief interpolates between two quaternions + * using linear interpolation (LERP) + * + * @param[in] from from + * @param[in] to to + * @param[in] t interpolant (amount) clamped between 0 and 1 + * @returns result quaternion + */ +CGLM_INLINE +versors +glms_quat_lerpc(versors from, versors to, float t) { + versors dest; + glm_quat_lerpc(from.raw, to.raw, t, dest.raw); + return dest; +} + +/*! + * @brief interpolates between two quaternions + * taking the shortest rotation path using + * normalized linear interpolation (NLERP) + * + * @param[in] from from + * @param[in] to to + * @param[in] t interpolant (amount) + * @returns result quaternion + */ +CGLM_INLINE +versors +glms_quat_nlerp(versors from, versors to, float t) { + versors dest; + glm_quat_nlerp(from.raw, to.raw, t, dest.raw); + return dest; +} + +/*! + * @brief interpolates between two quaternions + * using spherical linear interpolation (SLERP) + * + * @param[in] from from + * @param[in] to to + * @param[in] t amout + * @returns result quaternion + */ +CGLM_INLINE +versors +glms_quat_slerp(versors from, versors to, float t) { + versors dest; + glm_quat_slerp(from.raw, to.raw, t, dest.raw); + return dest; +} + +/*! + * @brief creates view matrix using quaternion as camera orientation + * + * @param[in] eye eye + * @param[in] ori orientation in world space as quaternion + * @returns view matrix + */ +CGLM_INLINE +mat4s +glms_quat_look(vec3s eye, versors ori) { + mat4s dest; + glm_quat_look(eye.raw, ori.raw, dest.raw); + return dest; +} + +/*! + * @brief creates look rotation quaternion + * + * @param[in] dir direction to look + * @param[in] up up vector + * @returns destination quaternion + */ +CGLM_INLINE +versors +glms_quat_for(vec3s dir, vec3s up) { + versors dest; + glm_quat_for(dir.raw, up.raw, dest.raw); + return dest; +} + +/*! + * @brief creates look rotation quaternion using source and + * destination positions p suffix stands for position + * + * @param[in] from source point + * @param[in] to destination point + * @param[in] up up vector + * @returns destination quaternion + */ +CGLM_INLINE +versors +glms_quat_forp(vec3s from, vec3s to, vec3s up) { + versors dest; + glm_quat_forp(from.raw, to.raw, up.raw, dest.raw); + return dest; +} + +/*! + * @brief rotate vector using using quaternion + * + * @param[in] q quaternion + * @param[in] v vector to rotate + * @returns rotated vector + */ +CGLM_INLINE +vec3s +glms_quat_rotatev(versors q, vec3s v) { + vec3s dest; + glm_quat_rotatev(q.raw, v.raw, dest.raw); + return dest; +} + +/*! + * @brief rotate existing transform matrix using quaternion + * + * @param[in] m existing transform matrix + * @param[in] q quaternion + * @returns rotated matrix/transform + */ +CGLM_INLINE +mat4s +glms_quat_rotate(mat4s m, versors q) { + glm_quat_rotate(m.raw, q.raw, m.raw); + return m; +} + +/*! + * @brief rotate existing transform matrix using quaternion at pivot point + * + * @param[in, out] m existing transform matrix + * @param[in] q quaternion + * @returns pivot + */ +CGLM_INLINE +mat4s +glms_quat_rotate_at(mat4s m, versors q, vec3s pivot) { + glm_quat_rotate_at(m.raw, q.raw, pivot.raw); + return m; +} + +/*! + * @brief rotate NEW transform matrix using quaternion at pivot point + * + * this creates rotation matrix, it assumes you don't have a matrix + * + * this should work faster than glm_quat_rotate_at because it reduces + * one glm_translate. + * + * @param[in] q quaternion + * @returns pivot + */ +CGLM_INLINE +mat4s +glms_quat_rotate_atm(versors q, vec3s pivot) { + mat4s dest; + glm_quat_rotate_atm(dest.raw, q.raw, pivot.raw); + return dest; +} + +#endif /* cglms_quat_h */ |