module std::math::quaternion(); import std::math::vector; union Quaternion { struct { Real i, j, k, l; } Real[<4>] v; } const Quaternion IDENTITY = { 0, 0, 0, 1 }; macro Quaternion Quaternion.add(Quaternion a, Quaternion b) => { .v = a.v + b.v }; macro Quaternion Quaternion.add_each(Quaternion a, Real b) => { .v = a.v + b }; macro Quaternion Quaternion.sub(Quaternion a, Quaternion b) => { .v = a.v - b.v }; macro Quaternion Quaternion.sub_each(Quaternion a, Real b) => { .v = a.v - b }; macro Quaternion Quaternion.scale(Quaternion a, Real s) => { .v = a.v * s }; macro Quaternion Quaternion.normalize(Quaternion q) => { .v = q.v.normalize() }; macro Real Quaternion.length(Quaternion q) => q.v.length(); macro Quaternion Quaternion.lerp(Quaternion q1, Quaternion q2, Real amount) => { .v = q1.v.lerp(q2.v, amount) }; macro Matrix4f Quaternion.to_matrixf(Quaternion* q) => into_matrix(q, Matrix4f); macro Matrix4 Quaternion.to_matrix(Quaternion* q) => into_matrix(q, Matrix4); fn Quaternion Quaternion.nlerp(Quaternion q1, Quaternion q2, Real amount) => { .v = q1.v.lerp(q2.v, amount).normalize() }; fn Quaternion Quaternion.invert(q) { Real length_sq = q.v.dot(q.v); if (length_sq <= 0) return q; Real inv_length = 1 / length_sq; return { q.v[0] * -inv_length, q.v[1] * -inv_length, q.v[2] * -inv_length, q.v[3] * inv_length }; } fn Quaternion Quaternion.slerp(q1, Quaternion q2, Real amount) { Quaternion result = {}; Real[<4>] q2v = q2.v; Real cos_half_theta = q1.v.dot(q2v); if (cos_half_theta < 0) { q2v = -q2v; cos_half_theta = -cos_half_theta; } if (cos_half_theta >= 1) return q1; Real[<4>] q1v = q1.v; if (cos_half_theta > 0.95f) return { .v = q1v.lerp(q2v, amount) }; Real half_theta = math::cos(cos_half_theta); Real sin_half_theta = math::sqrt(1 - cos_half_theta * cos_half_theta); if (math::abs(sin_half_theta) < 0.001f) { return { .v = (q1v + q2v) * 0.5f }; } Real ratio_a = math::sin((1 - amount) * half_theta) / sin_half_theta; Real ratio_b = math::sin(amount * half_theta) / sin_half_theta; return { .v = q1v * ratio_a + q2v * ratio_b }; } fn Quaternion Quaternion.mul(a, Quaternion b) { return { a.i * b.l + a.l * b.i + a.j * b.k - a.k * b.j, a.j * b.l + a.l * b.j + a.k * b.i - a.i * b.k, a.k * b.l + a.l * b.k + a.i * b.j - a.j * b.i, a.l * b.l - a.i * b.i - a.j * a.j - a.k * a.k }; } macro into_matrix(Quaternion* q, $Type) @private { Quaternion rotation = q.normalize(); var x = rotation.i; var y = rotation.j; var z = rotation.k; var w = rotation.l; return ($Type) { 1 - 2*y*y - 2*z*z, 2*x*y - 2*z*w, 2*x*z + 2*y*w, 0, 2*x*y + 2*z*w, 1 - 2*x*x - 2*z*z, 2*y*z - 2*x*w, 0, 2*x*z - 2*y*w, 2*y*z + 2*x*w , 1 - 2*x*x - 2*y*y, 0, 0.0, 0.0, 0.0, 1.0, }; }