Files
c3c/lib/std/math/math_quaternion.c3

102 lines
3.0 KiB
C

module std::math::quaternion(<Real>);
import std::math::vector;
union Quaternion
{
struct
{
Real i, j, k, l;
}
Real[<4>] v;
}
macro Quaternion identity() => { 0, 0, 0, 1 };
const Quaternion IDENTITY = { 0, 0, 0, 1 };
macro Quaternion Quaternion.add(Quaternion a, Quaternion b) => Quaternion { .v = a.v + b.v };
macro Quaternion Quaternion.add_each(Quaternion a, Real b) => Quaternion { .v = a.v + b };
macro Quaternion Quaternion.sub(Quaternion a, Quaternion b) => Quaternion { .v = a.v - b.v };
macro Quaternion Quaternion.sub_each(Quaternion a, Real b) => Quaternion { .v = a.v - b };
macro Quaternion Quaternion.scale(Quaternion a, Real s) => Quaternion { .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 q_norm = q.normalize();
var x = q_norm.i;
var y = q_norm.j;
var z = q_norm.k;
var w = q_norm.l;
var xx = x + x;
var yy = y + y;
var zz = z + z;
var xxx = xx * x;
var xxy = xx * y;
var xxz = xx * z;
var yyy = yy * y;
var yyz = yy * z;
var zzz = zz * z;
var yyw = yy * w;
var zzw = zz * w;
var xxw = xx * w;
return $Type {
1 - yyy - zzz, xxy - zzw, xxz + yyw, 0,
xxy + zzw, 1 - xxx - zzz, yyz - xxw, 0,
xxz - yyw, yyz + zzw, 1.0 - xxx - yyy, 0,
0, 0, 0, 1,
};
}