diff options
Diffstat (limited to 'modules/mono/glue/Managed/Files/Quat.cs')
-rw-r--r-- | modules/mono/glue/Managed/Files/Quat.cs | 378 |
1 files changed, 378 insertions, 0 deletions
diff --git a/modules/mono/glue/Managed/Files/Quat.cs b/modules/mono/glue/Managed/Files/Quat.cs new file mode 100644 index 0000000000..eaa027eb69 --- /dev/null +++ b/modules/mono/glue/Managed/Files/Quat.cs @@ -0,0 +1,378 @@ +using System; +using System.Runtime.InteropServices; +#if REAL_T_IS_DOUBLE +using real_t = System.Double; +#else +using real_t = System.Single; +#endif + +namespace Godot +{ + [StructLayout(LayoutKind.Sequential)] + public struct Quat : IEquatable<Quat> + { + public real_t x; + public real_t y; + public real_t z; + public real_t w; + + public real_t this[int index] + { + get + { + switch (index) + { + case 0: + return x; + case 1: + return y; + case 2: + return z; + case 3: + return w; + default: + throw new IndexOutOfRangeException(); + } + } + set + { + switch (index) + { + case 0: + x = value; + break; + case 1: + y = value; + break; + case 2: + z = value; + break; + case 3: + w = value; + break; + default: + throw new IndexOutOfRangeException(); + } + } + } + + public real_t Length + { + get { return Mathf.Sqrt(LengthSquared); } + } + + public real_t LengthSquared + { + get { return Dot(this); } + } + + public Quat CubicSlerp(Quat b, Quat preA, Quat postB, real_t t) + { + real_t t2 = (1.0f - t) * t * 2f; + Quat sp = Slerp(b, t); + Quat sq = preA.Slerpni(postB, t); + return sp.Slerpni(sq, t2); + } + + public real_t Dot(Quat b) + { + return x * b.x + y * b.y + z * b.z + w * b.w; + } + + public Vector3 GetEuler() + { + var basis = new Basis(this); + return basis.GetEuler(); + } + + public Quat Inverse() + { + return new Quat(-x, -y, -z, w); + } + + public Quat Normalized() + { + return this / Length; + } + + public void Set(real_t x, real_t y, real_t z, real_t w) + { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + + public void Set(Quat q) + { + this = q; + } + + public void SetAxisAngle(Vector3 axis, real_t angle) + { + this = new Quat(axis, angle); + } + + public void SetEuler(Vector3 eulerYXZ) + { + this = new Quat(eulerYXZ); + } + + public Quat Slerp(Quat b, real_t t) + { + // Calculate cosine + real_t cosom = x * b.x + y * b.y + z * b.z + w * b.w; + + var to1 = new real_t[4]; + + // Adjust signs if necessary + if (cosom < 0.0) + { + cosom = -cosom; to1[0] = -b.x; + to1[1] = -b.y; + to1[2] = -b.z; + to1[3] = -b.w; + } + else + { + to1[0] = b.x; + to1[1] = b.y; + to1[2] = b.z; + to1[3] = b.w; + } + + real_t sinom, scale0, scale1; + + // Calculate coefficients + if (1.0 - cosom > Mathf.Epsilon) + { + // Standard case (Slerp) + real_t omega = Mathf.Acos(cosom); + sinom = Mathf.Sin(omega); + scale0 = Mathf.Sin((1.0f - t) * omega) / sinom; + scale1 = Mathf.Sin(t * omega) / sinom; + } + else + { + // Quaternions are very close so we can do a linear interpolation + scale0 = 1.0f - t; + scale1 = t; + } + + // Calculate final values + return new Quat + ( + scale0 * x + scale1 * to1[0], + scale0 * y + scale1 * to1[1], + scale0 * z + scale1 * to1[2], + scale0 * w + scale1 * to1[3] + ); + } + + public Quat Slerpni(Quat b, real_t t) + { + real_t dot = Dot(b); + + if (Mathf.Abs(dot) > 0.9999f) + { + return this; + } + + real_t theta = Mathf.Acos(dot); + real_t sinT = 1.0f / Mathf.Sin(theta); + real_t newFactor = Mathf.Sin(t * theta) * sinT; + real_t invFactor = Mathf.Sin((1.0f - t) * theta) * sinT; + + return new Quat + ( + invFactor * x + newFactor * b.x, + invFactor * y + newFactor * b.y, + invFactor * z + newFactor * b.z, + invFactor * w + newFactor * b.w + ); + } + + public Vector3 Xform(Vector3 v) + { + Quat q = this * v; + q *= Inverse(); + return new Vector3(q.x, q.y, q.z); + } + + // Static Readonly Properties + public static Quat Identity { get; } = new Quat(0f, 0f, 0f, 1f); + + // Constructors + public Quat(real_t x, real_t y, real_t z, real_t w) + { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + + public bool IsNormalized() + { + return Mathf.Abs(LengthSquared - 1) <= Mathf.Epsilon; + } + + public Quat(Quat q) + { + this = q; + } + + public Quat(Basis basis) + { + this = basis.Quat(); + } + + public Quat(Vector3 eulerYXZ) + { + real_t half_a1 = eulerYXZ.y * (real_t)0.5; + real_t half_a2 = eulerYXZ.x * (real_t)0.5; + real_t half_a3 = eulerYXZ.z * (real_t)0.5; + + // R = Y(a1).X(a2).Z(a3) convention for Euler angles. + // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) + // a3 is the angle of the first rotation, following the notation in this reference. + + real_t cos_a1 = Mathf.Cos(half_a1); + real_t sin_a1 = Mathf.Sin(half_a1); + real_t cos_a2 = Mathf.Cos(half_a2); + real_t sin_a2 = Mathf.Sin(half_a2); + real_t cos_a3 = Mathf.Cos(half_a3); + real_t sin_a3 = Mathf.Sin(half_a3); + + x = sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3; + y = sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3; + z = -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3; + w = sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3; + } + + public Quat(Vector3 axis, real_t angle) + { + real_t d = axis.Length(); + real_t angle_t = angle; + + if (d == 0f) + { + x = 0f; + y = 0f; + z = 0f; + w = 0f; + } + else + { + real_t s = Mathf.Sin(angle_t * 0.5f) / d; + + x = axis.x * s; + y = axis.y * s; + z = axis.z * s; + w = Mathf.Cos(angle_t * 0.5f); + } + } + + public static Quat operator *(Quat left, Quat right) + { + return new Quat + ( + left.w * right.x + left.x * right.w + left.y * right.z - left.z * right.y, + left.w * right.y + left.y * right.w + left.z * right.x - left.x * right.z, + left.w * right.z + left.z * right.w + left.x * right.y - left.y * right.x, + left.w * right.w - left.x * right.x - left.y * right.y - left.z * right.z + ); + } + + public static Quat operator +(Quat left, Quat right) + { + return new Quat(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w); + } + + public static Quat operator -(Quat left, Quat right) + { + return new Quat(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w); + } + + public static Quat operator -(Quat left) + { + return new Quat(-left.x, -left.y, -left.z, -left.w); + } + + public static Quat operator *(Quat left, Vector3 right) + { + return new Quat + ( + left.w * right.x + left.y * right.z - left.z * right.y, + left.w * right.y + left.z * right.x - left.x * right.z, + left.w * right.z + left.x * right.y - left.y * right.x, + -left.x * right.x - left.y * right.y - left.z * right.z + ); + } + + public static Quat operator *(Vector3 left, Quat right) + { + return new Quat + ( + right.w * left.x + right.y * left.z - right.z * left.y, + right.w * left.y + right.z * left.x - right.x * left.z, + right.w * left.z + right.x * left.y - right.y * left.x, + -right.x * left.x - right.y * left.y - right.z * left.z + ); + } + + public static Quat operator *(Quat left, real_t right) + { + return new Quat(left.x * right, left.y * right, left.z * right, left.w * right); + } + + public static Quat operator *(real_t left, Quat right) + { + return new Quat(right.x * left, right.y * left, right.z * left, right.w * left); + } + + public static Quat operator /(Quat left, real_t right) + { + return left * (1.0f / right); + } + + public static bool operator ==(Quat left, Quat right) + { + return left.Equals(right); + } + + public static bool operator !=(Quat left, Quat right) + { + return !left.Equals(right); + } + + public override bool Equals(object obj) + { + if (obj is Vector2) + { + return Equals((Vector2)obj); + } + + return false; + } + + public bool Equals(Quat other) + { + return x == other.x && y == other.y && z == other.z && w == other.w; + } + + public override int GetHashCode() + { + return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); + } + + public override string ToString() + { + return String.Format("({0}, {1}, {2}, {3})", x.ToString(), y.ToString(), z.ToString(), w.ToString()); + } + + public string ToString(string format) + { + return String.Format("({0}, {1}, {2}, {3})", x.ToString(format), y.ToString(format), z.ToString(format), w.ToString(format)); + } + } +} |