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Common/Matrix: Add Quaternion class.
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@ -36,6 +36,84 @@ auto MatrixMultiply(const std::array<T, N * M>& a, const std::array<T, M * P>& b
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namespace Common
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{
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Quaternion Quaternion::Identity()
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{
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return Quaternion(1, 0, 0, 0);
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}
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Quaternion Quaternion::RotateX(float rad)
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{
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return Rotate(rad, Vec3(1, 0, 0));
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}
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Quaternion Quaternion::RotateY(float rad)
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{
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return Rotate(rad, Vec3(0, 1, 0));
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}
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Quaternion Quaternion::RotateZ(float rad)
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{
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return Rotate(rad, Vec3(0, 0, 1));
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}
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Quaternion Quaternion::Rotate(float rad, const Vec3& axis)
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{
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const auto sin_angle_2 = std::sin(rad / 2);
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return Quaternion(std::cos(rad / 2), axis.x * sin_angle_2, axis.y * sin_angle_2,
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axis.z * sin_angle_2);
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}
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Quaternion::Quaternion(float w, float x, float y, float z) : data(x, y, z, w)
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{
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}
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float Quaternion::Norm() const
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{
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return data.Dot(data);
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}
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Quaternion Quaternion::Normalized() const
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{
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Quaternion result(*this);
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result.data /= Norm();
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return result;
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}
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Quaternion Quaternion::Conjugate() const
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{
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return Quaternion(data.w, -1 * data.x, -1 * data.y, -1 * data.z);
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}
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Quaternion Quaternion::Inverted() const
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{
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return Normalized().Conjugate();
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}
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Quaternion& Quaternion::operator*=(const Quaternion& rhs)
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{
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auto& a = data;
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auto& b = rhs.data;
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data = Vec4{a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
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a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x,
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a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w,
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// W
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a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z};
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return *this;
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}
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Quaternion operator*(Quaternion lhs, const Quaternion& rhs)
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{
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return lhs *= rhs;
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}
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Vec3 operator*(const Quaternion& lhs, const Vec3& rhs)
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{
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const auto result = lhs * Quaternion(0, rhs.x, rhs.y, rhs.z) * lhs.Conjugate();
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return Vec3(result.data.x, result.data.y, result.data.z);
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}
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Matrix33 Matrix33::Identity()
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{
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Matrix33 mtx = {};
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@ -45,14 +123,12 @@ Matrix33 Matrix33::Identity()
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return mtx;
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}
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Matrix33 Matrix33::FromQuaternion(float qx, float qy, float qz, float qw)
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Matrix33 Matrix33::FromQuaternion(const Quaternion& q)
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{
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// Normalize.
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const float n = 1.0f / sqrt(qx * qx + qy * qy + qz * qz + qw * qw);
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qx *= n;
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qy *= n;
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qz *= n;
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qw *= n;
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const auto qx = q.data.x;
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const auto qy = q.data.y;
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const auto qz = q.data.z;
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const auto qw = q.data.w;
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return {
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1 - 2 * qy * qy - 2 * qz * qz, 2 * qx * qy - 2 * qz * qw, 2 * qx * qz + 2 * qy * qw,
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@ -154,6 +154,8 @@ union TVec4
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TVec4(TVec3<T> _vec, T _w) : TVec4{_vec.x, _vec.y, _vec.z, _w} {}
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TVec4(T _x, T _y, T _z, T _w) : data{_x, _y, _z, _w} {}
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T Dot(const TVec4& other) const { return x * other.x + y * other.y + z * other.z + w * other.w; }
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TVec4& operator*=(const TVec4& rhs)
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{
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x *= rhs.x;
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@ -321,11 +323,40 @@ auto operator/(TVec2<T> lhs, T2 scalar)
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using Vec2 = TVec2<float>;
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using DVec2 = TVec2<double>;
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class Matrix33;
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class Quaternion
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{
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public:
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static Quaternion Identity();
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static Quaternion RotateX(float rad);
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static Quaternion RotateY(float rad);
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static Quaternion RotateZ(float rad);
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static Quaternion Rotate(float rad, const Vec3& axis);
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Quaternion() = default;
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Quaternion(float w, float x, float y, float z);
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float Norm() const;
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Quaternion Normalized() const;
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Quaternion Conjugate() const;
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Quaternion Inverted() const;
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Quaternion& operator*=(const Quaternion& rhs);
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Vec4 data;
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};
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Quaternion operator*(Quaternion lhs, const Quaternion& rhs);
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Vec3 operator*(const Quaternion& lhs, const Vec3& rhs);
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class Matrix33
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{
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public:
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static Matrix33 Identity();
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static Matrix33 FromQuaternion(float x, float y, float z, float w);
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static Matrix33 FromQuaternion(const Quaternion&);
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// Return a rotation matrix around the x,y,z axis
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static Matrix33 RotateX(float rad);
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