#ifndef B3_QUAT_H #define B3_QUAT_H #include "Bullet3Common/shared/b3PlatformDefinitions.h" #include "Bullet3Common/shared/b3Float4.h" #ifdef __cplusplus #include "Bullet3Common/b3Quaternion.h" #include "Bullet3Common/b3Transform.h" #define b3Quat b3Quaternion #define b3QuatConstArg const b3Quaternion& inline b3Quat b3QuatInverse(b3QuatConstArg orn) { return orn.inverse(); } inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg orientation) { b3Transform tr; tr.setOrigin(translation); tr.setRotation(orientation); return tr(point); } #else typedef float4 b3Quat; #define b3QuatConstArg const b3Quat inline float4 b3FastNormalize4(float4 v) { v = (float4)(v.xyz,0.f); return fast_normalize(v); } inline b3Quat b3QuatMul(b3Quat a, b3Quat b); inline b3Quat b3QuatNormalized(b3QuatConstArg in); inline b3Quat b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec); inline b3Quat b3QuatInvert(b3QuatConstArg q); inline b3Quat b3QuatInverse(b3QuatConstArg q); inline b3Quat b3QuatMul(b3QuatConstArg a, b3QuatConstArg b) { b3Quat ans; ans = b3Cross3( a, b ); ans += a.w*b+b.w*a; // ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z); ans.w = a.w*b.w - b3Dot3F4(a, b); return ans; } inline b3Quat b3QuatNormalized(b3QuatConstArg in) { b3Quat q; q=in; //return b3FastNormalize4(in); float len = native_sqrt(dot(q, q)); if(len > 0.f) { q *= 1.f / len; } else { q.x = q.y = q.z = 0.f; q.w = 1.f; } return q; } inline float4 b3QuatRotate(b3QuatConstArg q, b3QuatConstArg vec) { b3Quat qInv = b3QuatInvert( q ); float4 vcpy = vec; vcpy.w = 0.f; float4 out = b3QuatMul(b3QuatMul(q,vcpy),qInv); return out; } inline b3Quat b3QuatInverse(b3QuatConstArg q) { return (b3Quat)(-q.xyz, q.w); } inline b3Quat b3QuatInvert(b3QuatConstArg q) { return (b3Quat)(-q.xyz, q.w); } inline float4 b3QuatInvRotate(b3QuatConstArg q, b3QuatConstArg vec) { return b3QuatRotate( b3QuatInvert( q ), vec ); } inline b3Float4 b3TransformPoint(b3Float4ConstArg point, b3Float4ConstArg translation, b3QuatConstArg orientation) { return b3QuatRotate( orientation, point ) + (translation); } #endif #endif //B3_QUAT_H