diff --git a/core/math/quat.cpp b/core/math/quat.c similarity index 99% rename from core/math/quat.cpp rename to core/math/quat.c index ca515b1..79ba35f 100644 --- a/core/math/quat.cpp +++ b/core/math/quat.c @@ -30,8 +30,10 @@ #include "quat.h" -#include "core/math/basis.h" -#include "core/print_string.h" +//#include "core/math/basis.h" +//#include "core/print_string.h" + +/* real_t Quat::angle_to(const Quat &p_to) const { real_t d = dot(p_to); @@ -253,3 +255,4 @@ void Quat::set_axis_angle(const Vector3 &axis, const real_t &angle) { cos_angle); } } +*/ \ No newline at end of file diff --git a/core/math/quat.h b/core/math/quat.h index 356bc97..23f768e 100644 --- a/core/math/quat.h +++ b/core/math/quat.h @@ -34,198 +34,260 @@ #include "core/math/math_defs.h" #include "core/math/math_funcs.h" #include "core/math/vector3.h" -#include "core/ustring.h" +//#include "core/ustring.h" -class _NO_DISCARD_CLASS_ Quat { -public: +typedef struct _NO_DISCARD_CLASS_ Quat { real_t x, y, z, w; +} Quat; - _FORCE_INLINE_ real_t length_squared() const; - bool is_equal_approx(const Quat &p_quat) const; - real_t length() const; - void normalize(); - Quat normalized() const; - bool is_normalized() const; - Quat inverse() const; - _FORCE_INLINE_ real_t dot(const Quat &p_q) const; - real_t angle_to(const Quat &p_to) const; +extern _FORCE_INLINE_ void quat_set(Quat *self, real_t p_x, real_t p_y, real_t p_z, real_t p_w) { + self->x = p_x; + self->y = p_y; + self->z = p_z; + self->w = p_z; +} - void set_euler_xyz(const Vector3 &p_euler); - Vector3 get_euler_xyz() const; - void set_euler_yxz(const Vector3 &p_euler); - Vector3 get_euler_yxz() const; +extern _FORCE_INLINE_ Quat quat_create(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { + Quat q; - void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }; - Vector3 get_euler() const { return get_euler_yxz(); }; + q.x = p_x; + q.y = p_y; + q.z = p_z; + q.w = p_z; - Quat slerp(const Quat &p_to, const real_t &p_weight) const; - Quat slerpni(const Quat &p_to, const real_t &p_weight) const; - Quat cubic_slerp(const Quat &p_b, const Quat &p_pre_a, const Quat &p_post_b, const real_t &p_weight) const; + return q; +} - void set_axis_angle(const Vector3 &axis, const real_t &angle); - _FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { - r_angle = 2 * Math::acos(w); - real_t r = ((real_t)1) / Math::sqrt(1 - w * w); - r_axis.x = x * r; - r_axis.y = y * r; - r_axis.z = z * r; - } +extern _FORCE_INLINE_ Quat quat_createv(const Quat *other) { + Quat q; - void operator*=(const Quat &p_q); - Quat operator*(const Quat &p_q) const; + q.x = other->x; + q.y = other->y; + q.z = other->z; + q.w = other->w; - Quat operator*(const Vector3 &v) const { - return Quat(w * v.x + y * v.z - z * v.y, - w * v.y + z * v.x - x * v.z, - w * v.z + x * v.y - y * v.x, - -x * v.x - y * v.y - z * v.z); - } + return q; +} - _FORCE_INLINE_ Vector3 xform(const Vector3 &v) const { -#ifdef MATH_CHECKS - ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized."); -#endif - Vector3 u(x, y, z); - Vector3 uv = u.cross(v); - return v + ((uv * w) + u.cross(uv)) * ((real_t)2); - } +real_t quat_dot(const Quat *self, const Quat *p_q) { + return self->x * p_q->x + self->y * p_q->y + self->z * p_q->z + self->w * p_q->w; +} +real_t quat_dotc(const Quat self, const Quat p_q) { + return self.x * p_q.x + self.y * p_q.y + self.z * p_q.z + self.w * p_q.w; +} - _FORCE_INLINE_ void operator+=(const Quat &p_q); - _FORCE_INLINE_ void operator-=(const Quat &p_q); - _FORCE_INLINE_ void operator*=(const real_t &s); - _FORCE_INLINE_ void operator/=(const real_t &s); - _FORCE_INLINE_ Quat operator+(const Quat &q2) const; - _FORCE_INLINE_ Quat operator-(const Quat &q2) const; - _FORCE_INLINE_ Quat operator-() const; - _FORCE_INLINE_ Quat operator*(const real_t &s) const; - _FORCE_INLINE_ Quat operator/(const real_t &s) const; +real_t quat_length_squared(const Quat *self) { + return quat_dot(self, self); +} +real_t quat_length_squaredc(const Quat self) { + return quat_dotc(self, self); +} - _FORCE_INLINE_ bool operator==(const Quat &p_quat) const; - _FORCE_INLINE_ bool operator!=(const Quat &p_quat) const; +extern _FORCE_INLINE_ Quat quat_add(const Quat *self, const Quat *p_q) { + return quat_create(self->x + p_q->x, self->y + p_q->y, self->z + p_q->z, self->w + p_q->w); +} +extern _FORCE_INLINE_ void quat_add_eq(Quat *self, const Quat *p_q) { + self->x += p_q->x; + self->y += p_q->y; + self->z += p_q->z; + self->w += p_q->w; +} - operator String() const; +extern _FORCE_INLINE_ Quat quat_subv(const Quat *self, const Quat *p_v) { + return quat_create(self->x - p_v->x, self->y - p_v->y, self->z - p_v->z, self->w - p_v->w); +} +extern _FORCE_INLINE_ Quat quat_subvc(const Quat self, const Quat p_v) { + return quat_create(self.x - p_v.x, self.y - p_v.y, self.z - p_v.z, self.w - p_v.w); +} +extern _FORCE_INLINE_ void quat_sub_eqv(Quat *self, const Quat *p_q) { + self->x -= p_q->x; + self->y -= p_q->y; + self->z -= p_q->z; + self->w -= p_q->w; +} - inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { - x = p_x; - y = p_y; - z = p_z; - w = p_w; - } - inline Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : - x(p_x), - y(p_y), - z(p_z), - w(p_w) { - } - Quat(const Vector3 &axis, const real_t &angle) { set_axis_angle(axis, angle); } +// Other +extern _FORCE_INLINE_ Quat quat_neg(const Quat *self) { + return quat_create(-(self->x), -(self->y), -(self->z), -(self->w)); +} +extern _FORCE_INLINE_ Quat quat_negc(const Quat self) { + return quat_create(-(self.x), -(self.y), -(self.z), -(self.w)); +} - Quat(const Vector3 &euler) { set_euler(euler); } - Quat(const Quat &p_q) : - x(p_q.x), - y(p_q.y), - z(p_q.z), - w(p_q.w) { - } +extern _FORCE_INLINE_ Quat quat_mulq(const Quat *self, const Quat *p_v1) { + return quat_create(self->x * p_v1->x, self->y * p_v1->y, self->z * p_v1->z, self->w * p_v1->w); +} +extern _FORCE_INLINE_ Quat quat_mulqc(const Quat self, const Quat p_q) { + return quat_create(self.x * p_q.x, self.y * p_q.y, self.z * p_q.z, self.w * p_q.w); +} +extern _FORCE_INLINE_ void quat_mul_eqq(Quat *self, const Quat *rvalue) { + self->x *= rvalue->x; + self->y *= rvalue->y; + self->z *= rvalue->z; + self->w *= rvalue->w; +} - Quat &operator=(const Quat &p_q) { - x = p_q.x; - y = p_q.y; - z = p_q.z; - w = p_q.w; - return *this; - } +extern _FORCE_INLINE_ Quat quat_mulv(const Quat *self, const Vector3 *v) { + return quat_create(self->w * v->x + self->y * v->z - self->z * v->y, + self->w * v->y + self->z * v->x - self->x * v->z, + self->w * v->z + self->x * v->y - self->y * v->x, + -self->x * v->x - self->y * v->y - self->z * v->z); +} +extern _FORCE_INLINE_ Quat quat_mulvc(const Quat self, Vector3 v) { + return quat_create(self.w * v.x + self.y * v.z - self.z * v.y, + self.w * v.y + self.z * v.x - self.x * v.z, + self.w * v.z + self.x * v.y - self.y * v.x, + -self.x * v.x - self.y * v.y - self.z * v.z); +} - Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc - { - Vector3 c = v0.cross(v1); - real_t d = v0.dot(v1); - - if (d < -1 + (real_t)CMP_EPSILON) { - x = 0; - y = 1; - z = 0; - w = 0; - } else { - real_t s = Math::sqrt((1 + d) * 2); - real_t rs = 1 / s; - - x = c.x * rs; - y = c.y * rs; - z = c.z * rs; - w = s * 0.5f; - } - } - - inline Quat() : - x(0), - y(0), - z(0), - w(1) { - } +extern _FORCE_INLINE_ Quat quat_muls(const Quat *self, const real_t rvalue) { + return quat_create(self->x * rvalue, self->y * rvalue, self->z * rvalue, self->w * rvalue); +}; +extern _FORCE_INLINE_ Quat quat_mulsc(Quat self, const real_t rvalue) { + return quat_create(self.x * rvalue, self.y * rvalue, self.z * rvalue, self.w * rvalue); +}; +extern _FORCE_INLINE_ void quat_mul_eqs(Quat *self, const real_t rvalue) { + self->x *= rvalue; + self->y *= rvalue; + self->z *= rvalue; + self->w *= rvalue; }; -real_t Quat::dot(const Quat &p_q) const { - return x * p_q.x + y * p_q.y + z * p_q.z + w * p_q.w; -} +extern _FORCE_INLINE_ Quat quat_divs(const Quat *self, const real_t rvalue) { + real_t r = 1 / rvalue; + return quat_create(self->x * r, self->y * r, self->z * r, self->w * r); +}; +extern _FORCE_INLINE_ Quat quat_divsc(Quat self, const real_t rvalue) { + real_t r = 1 / rvalue; + return quat_create(self.x * r, self.y * r, self.z * r, self.w * r); +}; +extern _FORCE_INLINE_ void quat_div_eqs(Quat *self, const real_t rvalue) { + real_t r = 1 / rvalue; -real_t Quat::length_squared() const { - return dot(*this); -} + self->x *= r; + self->y *= r; + self->z *= r; + self->w *= r; +}; -void Quat::operator+=(const Quat &p_q) { - x += p_q.x; - y += p_q.y; - z += p_q.z; - w += p_q.w; -} + /* -void Quat::operator-=(const Quat &p_q) { - x -= p_q.x; - y -= p_q.y; - z -= p_q.z; - w -= p_q.w; -} -void Quat::operator*=(const real_t &s) { - x *= s; - y *= s; - z *= s; - w *= s; -} + bool is_equal_approx(const Quat &p_quat) const; + real_t length() const; + void normalize(); + Quat normalized() const; + bool is_normalized() const; + Quat inverse() const; -void Quat::operator/=(const real_t &s) { - *this *= 1 / s; -} + real_t angle_to(const Quat &p_to) const; -Quat Quat::operator+(const Quat &q2) const { - const Quat &q1 = *this; - return Quat(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w); -} + void set_euler_xyz(const Vector3 &p_euler); + Vector3 get_euler_xyz() const; + void set_euler_yxz(const Vector3 &p_euler); + Vector3 get_euler_yxz() const; -Quat Quat::operator-(const Quat &q2) const { - const Quat &q1 = *this; - return Quat(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w); -} + void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }; + Vector3 get_euler() const { return get_euler_yxz(); }; -Quat Quat::operator-() const { - const Quat &q2 = *this; - return Quat(-q2.x, -q2.y, -q2.z, -q2.w); -} + Quat slerp(const Quat &p_to, const real_t &p_weight) const; + Quat slerpni(const Quat &p_to, const real_t &p_weight) const; + Quat cubic_slerp(const Quat &p_b, const Quat &p_pre_a, const Quat &p_post_b, const real_t &p_weight) const; -Quat Quat::operator*(const real_t &s) const { - return Quat(x * s, y * s, z * s, w * s); -} + void set_axis_angle(const Vector3 &axis, const real_t &angle); + _FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { + r_angle = 2 * Math::acos(w); + real_t r = ((real_t)1) / Math::sqrt(1 - w * w); + r_axis.x = x * r; + r_axis.y = y * r; + r_axis.z = z * r; + } -Quat Quat::operator/(const real_t &s) const { - return *this * (1 / s); -} -bool Quat::operator==(const Quat &p_quat) const { - return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w; -} -bool Quat::operator!=(const Quat &p_quat) const { - return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w; -} + _FORCE_INLINE_ Vector3 xform(const Vector3 &v) const { + #ifdef MATH_CHECKS + ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized."); + #endif + Vector3 u(x, y, z); + Vector3 uv = u.cross(v); + return v + ((uv * w) + u.cross(uv)) * ((real_t)2); + } + + operator String() const; + + inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { + x = p_x; + y = p_y; + z = p_z; + w = p_w; + } + inline Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : + x(p_x), + y(p_y), + z(p_z), + w(p_w) { + } + Quat(const Vector3 &axis, const real_t &angle) { set_axis_angle(axis, angle); } + + Quat(const Vector3 &euler) { set_euler(euler); } + Quat(const Quat &p_q) : + x(p_q.x), + y(p_q.y), + z(p_q.z), + w(p_q.w) { + } + + Quat &operator=(const Quat &p_q) { + x = p_q.x; + y = p_q.y; + z = p_q.z; + w = p_q.w; + return *this; + } + + Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc + { + Vector3 c = v0.cross(v1); + real_t d = v0.dot(v1); + + if (d < -1 + (real_t)CMP_EPSILON) { + x = 0; + y = 1; + z = 0; + w = 0; + } else { + real_t s = Math::sqrt((1 + d) * 2); + real_t rs = 1 / s; + + x = c.x * rs; + y = c.y * rs; + z = c.z * rs; + w = s * 0.5f; + } + } + + inline Quat() : + x(0), + y(0), + z(0), + w(1) { + } + //----- + + + + + _FORCE_INLINE_ bool operator==(const Quat &p_quat) const; + _FORCE_INLINE_ bool operator!=(const Quat &p_quat) const; + + bool Quat::operator==(const Quat &p_quat) const { + return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w; + } + + bool Quat::operator!=(const Quat &p_quat) const { + return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w; + } + */ #endif