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C++
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#pragma once
#define _USE_MATH_DEFINES
#include <math.h>
#include <iostream>
#define SMALL_float 0.0000000001
/**
* Attempt to include a header file if the file exists.
* If the file does not exist, create a dummy data structure for that type.
* If it cannot be determined if it exists, just attempt to include it.
*/
#ifdef __has_include
# if __has_include("Vector3.hpp")
# include "Vector3.hpp"
# elif !defined(GMATH_VECTOR3)
#define GMATH_VECTOR3
struct Vector3
{
union
{
struct
{
float X;
float Y;
float Z;
};
float data[3];
};
inline Vector3() : X(0), Y(0), Z(0) {}
inline Vector3(float data[]) : X(data[0]), Y(data[1]), Z(data[2])
{}
inline Vector3(float value) : X(value), Y(value), Z(value) {}
inline Vector3(float x, float y) : X(x), Y(y), Z(0) {}
inline Vector3(float x, float y, float z) : X(x), Y(y), Z(z) {}
static inline Vector3 Cross(Vector3 lhs, Vector3 rhs)
{
float x = lhs.Y * rhs.Z - lhs.Z * rhs.Y;
float y = lhs.Z * rhs.X - lhs.X * rhs.Z;
float z = lhs.X * rhs.Y - lhs.Y * rhs.X;
return Vector3(x, y, z);
}
static inline float Dot(Vector3 lhs, Vector3 rhs)
{
return lhs.X * rhs.X + lhs.Y * rhs.Y + lhs.Z * rhs.Z;
}
static inline Vector3 Normalized(Vector3 v)
{
float mag = sqrt(v.X * v.X + v.Y * v.Y + v.Z * v.Z);
if (mag == 0)
return Vector3::Zero();
return v / mag;
}
static inline Vector3 Orthogonal(Vector3 v)
{
return v.Z < v.X ?
Vector3(v.Y, -v.X, 0) : Vector3(0, -v.Z, v.Y);
}
static inline float SqrMagnitude(Vector3 v)
{
return v.X * v.X + v.Y * v.Y + v.Z * v.Z;
}
};
inline Vector3 operator+(Vector3 lhs, const Vector3 rhs)
{
return Vector3(lhs.X + rhs.X, lhs.Y + rhs.Y, lhs.Z + rhs.Z);
}
inline Vector3 operator*(Vector3 lhs, const float rhs)
{
return Vector3(lhs.X * rhs, lhs.Y * rhs, lhs.Z * rhs);
}
# endif
#else
# include "Vector3.hpp"
#endif
struct Quaternion
{
union
{
struct
{
float X;
float Y;
float Z;
float W;
};
float data[4];
};
/**
* Constructors.
*/
inline Quaternion();
inline Quaternion(float data[]);
inline Quaternion(Vector3 vector, float scalar);
inline Quaternion(float x, float y, float z, float w);
/**
* Constants for common quaternions.
*/
static inline Quaternion Identity();
/**
* Returns the angle between two quaternions.
* The quaternions must be normalized.
* @param a: The first quaternion.
* @param b: The second quaternion.
* @return: A scalar value.
*/
static inline float Angle(Quaternion a, Quaternion b);
/**
* Returns the conjugate of a quaternion.
* @param rotation: The quaternion in question.
* @return: A new quaternion.
*/
static inline Quaternion Conjugate(Quaternion rotation);
/**
* Returns the dot product of two quaternions.
* @param lhs: The left side of the multiplication.
* @param rhs: The right side of the multiplication.
* @return: A scalar value.
*/
static inline float Dot(Quaternion lhs, Quaternion rhs);
/**
* Creates a new quaternion from the angle-axis representation of
* a rotation.
* @param angle: The rotation angle in radians.
* @param axis: The vector about which the rotation occurs.
* @return: A new quaternion.
*/
static inline Quaternion FromAngleAxis(float angle, Vector3 axis);
/**
* Create a new quaternion from the euler angle representation of
* a rotation. The z, x and y values represent rotations about those
* axis in that respective order.
* @param rotation: The x, y and z rotations.
* @return: A new quaternion.
*/
static inline Quaternion FromEuler(Vector3 rotation);
/**
* Create a new quaternion from the euler angle representation of
* a rotation. The z, x and y values represent rotations about those
* axis in that respective order.
* @param x: The rotation about the x-axis in radians.
* @param y: The rotation about the y-axis in radians.
* @param z: The rotation about the z-axis in radians.
* @return: A new quaternion.
*/
static inline Quaternion FromEuler(float x, float y, float z);
/**
* Create a quaternion rotation which rotates "fromVector" to "toVector".
* @param fromVector: The vector from which to start the rotation.
* @param toVector: The vector at which to end the rotation.
* @return: A new quaternion.
*/
static inline Quaternion FromToRotation(Vector3 fromVector,
Vector3 toVector);
/**
* Returns the inverse of a rotation.
* @param rotation: The quaternion in question.
* @return: A new quaternion.
*/
static inline Quaternion Inverse(Quaternion rotation);
/**
* Interpolates between a and b by t, which is clamped to the range [0-1].
* The result is normalized before being returned.
* @param a: The starting rotation.
* @param b: The ending rotation.
* @return: A new quaternion.
*/
static inline Quaternion Lerp(Quaternion a, Quaternion b, float t);
/**
* Interpolates between a and b by t. This normalizes the result when
* complete.
* @param a: The starting rotation.
* @param b: The ending rotation.
* @param t: The interpolation value.
* @return: A new quaternion.
*/
static inline Quaternion LerpUnclamped(Quaternion a, Quaternion b,
float t);
/**
* Creates a rotation with the specified forward direction. This is the
* same as calling LookRotation with (0, 1, 0) as the upwards vector.
* The output is undefined for parallel vectors.
* @param forward: The forward direction to look toward.
* @return: A new quaternion.
*/
static inline Quaternion LookRotation(Vector3 forward);
/**
* Creates a rotation with the specified forward and upwards directions.
* The output is undefined for parallel vectors.
* @param forward: The forward direction to look toward.
* @param upwards: The direction to treat as up.
* @return: A new quaternion.
*/
static inline Quaternion LookRotation(Vector3 forward, Vector3 upwards);
/**
* Returns the norm of a quaternion.
* @param rotation: The quaternion in question.
* @return: A scalar value.
*/
static inline float Norm(Quaternion rotation);
/**
* Returns a quaternion with identical rotation and a norm of one.
* @param rotation: The quaternion in question.
* @return: A new quaternion.
*/
static inline Quaternion Normalized(Quaternion rotation);
/**
* Returns a new Quaternion created by rotating "from" towards "to" by
* "maxRadiansDelta". This will not overshoot, and if a negative delta is
* applied, it will rotate till completely opposite "to" and then stop.
* @param from: The rotation at which to start.
* @param to: The rotation at which to end.
# @param maxRadiansDelta: The maximum number of radians to rotate.
* @return: A new Quaternion.
*/
static inline Quaternion RotateTowards(Quaternion from, Quaternion to,
float maxRadiansDelta);
/**
* Returns a new quaternion interpolated between a and b, using spherical
* linear interpolation. The variable t is clamped to the range [0-1]. The
* resulting quaternion will be normalized.
* @param a: The starting rotation.
* @param b: The ending rotation.
* @param t: The interpolation value.
* @return: A new quaternion.
*/
static inline Quaternion Slerp(Quaternion a, Quaternion b, float t);
/**
* Returns a new quaternion interpolated between a and b, using spherical
* linear interpolation. The resulting quaternion will be normalized.
* @param a: The starting rotation.
* @param b: The ending rotation.
* @param t: The interpolation value.
* @return: A new quaternion.
*/
static inline Quaternion SlerpUnclamped(Quaternion a, Quaternion b,
float t);
/**
* Outputs the angle axis representation of the provided quaternion.
* @param rotation: The input quaternion.
* @param angle: The output angle.
* @param axis: The output axis.
*/
static inline void ToAngleAxis(Quaternion rotation, float &angle,
Vector3 &axis);
/**
* Returns the Euler angle representation of a rotation. The resulting
* vector contains the rotations about the z, x and y axis, in that order.
* @param rotation: The quaternion to convert.
* @return: A new vector.
*/
static inline Vector3 ToEuler(Quaternion rotation);
/**
* Operator overloading.
*/
inline struct Quaternion& operator+=(const float rhs);
inline struct Quaternion& operator-=(const float rhs);
inline struct Quaternion& operator*=(const float rhs);
inline struct Quaternion& operator/=(const float rhs);
inline struct Quaternion& operator+=(const Quaternion rhs);
inline struct Quaternion& operator-=(const Quaternion rhs);
inline struct Quaternion& operator*=(const Quaternion rhs);
};
inline Quaternion operator-(Quaternion rhs);
inline Quaternion operator+(Quaternion lhs, const float rhs);
inline Quaternion operator-(Quaternion lhs, const float rhs);
inline Quaternion operator*(Quaternion lhs, const float rhs);
inline Quaternion operator/(Quaternion lhs, const float rhs);
inline Quaternion operator+(const float lhs, Quaternion rhs);
inline Quaternion operator-(const float lhs, Quaternion rhs);
inline Quaternion operator*(const float lhs, Quaternion rhs);
inline Quaternion operator/(const float lhs, Quaternion rhs);
inline Quaternion operator+(Quaternion lhs, const Quaternion rhs);
inline Quaternion operator-(Quaternion lhs, const Quaternion rhs);
inline Quaternion operator*(Quaternion lhs, const Quaternion rhs);
inline Vector3 operator*(Quaternion lhs, const Vector3 rhs);
inline bool operator==(const Quaternion lhs, const Quaternion rhs);
inline bool operator!=(const Quaternion lhs, const Quaternion rhs);
/*******************************************************************************
* Implementation
*/
Quaternion::Quaternion() : X(0), Y(0), Z(0), W(1) {}
Quaternion::Quaternion(float data[]) : X(data[0]), Y(data[1]), Z(data[2]),
W(data[3]) {}
Quaternion::Quaternion(Vector3 vector, float scalar) : X(vector.X),
Y(vector.Y), Z(vector.Z), W(scalar) {}
Quaternion::Quaternion(float x, float y, float z, float w) : X(x), Y(y),
Z(z), W(w) {}
Quaternion Quaternion::Identity() { return Quaternion(0, 0, 0, 1); }
float Quaternion::Angle(Quaternion a, Quaternion b)
{
float dot = Dot(a, b);
return acos(fmin(fabs(dot), 1)) * 2;
}
Quaternion Quaternion::Conjugate(Quaternion rotation)
{
return Quaternion(-rotation.X, -rotation.Y, -rotation.Z, rotation.W);
}
float Quaternion::Dot(Quaternion lhs, Quaternion rhs)
{
return lhs.X * rhs.X + lhs.Y * rhs.Y + lhs.Z * rhs.Z + lhs.W * rhs.W;
}
Quaternion Quaternion::FromAngleAxis(float angle, Vector3 axis)
{
Quaternion q;
float m = sqrt(axis.X * axis.X + axis.Y * axis.Y + axis.Z * axis.Z);
float s = sin(angle / 2) / m;
q.X = axis.X * s;
q.Y = axis.Y * s;
q.Z = axis.Z * s;
q.W = cos(angle / 2);
return q;
}
Quaternion Quaternion::FromEuler(Vector3 rotation)
{
return FromEuler(rotation.X, rotation.Y, rotation.Z);
}
Quaternion Quaternion::FromEuler(float x, float y, float z)
{
float cx = cos(x * 0.5);
float cy = cos(y * 0.5);
float cz = cos(z * 0.5);
float sx = sin(x * 0.5);
float sy = sin(y * 0.5);
float sz = sin(z * 0.5);
Quaternion q;
q.X = cx * sy * sz + cy * cz * sx;
q.Y = cx * cz * sy - cy * sx * sz;
q.Z = cx * cy * sz - cz * sx * sy;
q.W = sx * sy * sz + cx * cy * cz;
return q;
}
Quaternion Quaternion::FromToRotation(Vector3 fromVector, Vector3 toVector)
{
float dot = Vector3::Dot(fromVector, toVector);
float k = sqrt(Vector3::SqrMagnitude(fromVector) *
Vector3::SqrMagnitude(toVector));
if (fabs(dot / k + 1) < 0.00001)
{
Vector3 ortho = Vector3::Orthogonal(fromVector);
return Quaternion(Vector3::Normalized(ortho), 0);
}
Vector3 cross = Vector3::Cross(fromVector, toVector);
return Normalized(Quaternion(cross, dot + k));
}
Quaternion Quaternion::Inverse(Quaternion rotation)
{
float n = Norm(rotation);
return Conjugate(rotation) / (n * n);
}
Quaternion Quaternion::Lerp(Quaternion a, Quaternion b, float t)
{
if (t < 0) return Normalized(a);
else if (t > 1) return Normalized(b);
return LerpUnclamped(a, b, t);
}
Quaternion Quaternion::LerpUnclamped(Quaternion a, Quaternion b, float t)
{
Quaternion quaternion;
if (Dot(a, b) >= 0)
quaternion = a * (1 - t) + b * t;
else
quaternion = a * (1 - t) - b * t;
return Normalized(quaternion);
}
Quaternion Quaternion::LookRotation(Vector3 forward)
{
return LookRotation(forward, Vector3(0, 1, 0));
}
Quaternion Quaternion::LookRotation(Vector3 forward, Vector3 upwards)
{
// Normalize inputs
forward = Vector3::Normalized(forward);
upwards = Vector3::Normalized(upwards);
// Don't allow zero vectors
if (Vector3::SqrMagnitude(forward) < SMALL_float || Vector3::SqrMagnitude(upwards) < SMALL_float)
return Quaternion::Identity();
// Handle alignment with up direction
if (1 - fabs(Vector3::Dot(forward, upwards)) < SMALL_float)
return FromToRotation(Vector3::Forward(), forward);
// Get orthogonal vectors
Vector3 right = Vector3::Normalized(Vector3::Cross(upwards, forward));
upwards = Vector3::Cross(forward, right);
// Calculate rotation
Quaternion quaternion;
float radicand = right.X + upwards.Y + forward.Z;
if (radicand > 0)
{
quaternion.W = sqrt(1.0 + radicand) * 0.5;
float recip = 1.0 / (4.0 * quaternion.W);
quaternion.X = (upwards.Z - forward.Y) * recip;
quaternion.Y = (forward.X - right.Z) * recip;
quaternion.Z = (right.Y - upwards.X) * recip;
}
else if (right.X >= upwards.Y && right.X >= forward.Z)
{
quaternion.X = sqrt(1.0 + right.X - upwards.Y - forward.Z) * 0.5;
float recip = 1.0 / (4.0 * quaternion.X);
quaternion.W = (upwards.Z - forward.Y) * recip;
quaternion.Z = (forward.X + right.Z) * recip;
quaternion.Y = (right.Y + upwards.X) * recip;
}
else if (upwards.Y > forward.Z)
{
quaternion.Y = sqrt(1.0 - right.X + upwards.Y - forward.Z) * 0.5;
float recip = 1.0 / (4.0 * quaternion.Y);
quaternion.Z = (upwards.Z + forward.Y) * recip;
quaternion.W = (forward.X - right.Z) * recip;
quaternion.X = (right.Y + upwards.X) * recip;
}
else
{
quaternion.Z = sqrt(1.0 - right.X - upwards.Y + forward.Z) * 0.5;
float recip = 1.0 / (4.0 * quaternion.Z);
quaternion.Y = (upwards.Z + forward.Y) * recip;
quaternion.X = (forward.X + right.Z) * recip;
quaternion.W = (right.Y - upwards.X) * recip;
}
return quaternion;
}
float Quaternion::Norm(Quaternion rotation)
{
return sqrt(rotation.X * rotation.X +
rotation.Y * rotation.Y +
rotation.Z * rotation.Z +
rotation.W * rotation.W);
}
Quaternion Quaternion::Normalized(Quaternion rotation)
{
return rotation / Norm(rotation);
}
Quaternion Quaternion::RotateTowards(Quaternion from, Quaternion to,
float maxRadiansDelta)
{
float angle = Quaternion::Angle(from, to);
if (angle == 0)
return to;
maxRadiansDelta = fmax(maxRadiansDelta, angle - M_PI);
float t = fmin(1, maxRadiansDelta / angle);
return Quaternion::SlerpUnclamped(from, to, t);
}
Quaternion Quaternion::Slerp(Quaternion a, Quaternion b, float t)
{
if (t < 0) return Normalized(a);
else if (t > 1) return Normalized(b);
return SlerpUnclamped(a, b, t);
}
Quaternion Quaternion::SlerpUnclamped(Quaternion a, Quaternion b, float t)
{
float n1;
float n2;
float n3 = Dot(a, b);
bool flag = false;
if (n3 < 0)
{
flag = true;
n3 = -n3;
}
if (n3 > 0.999999)
{
n2 = 1 - t;
n1 = flag ? -t : t;
}
else
{
float n4 = acos(n3);
float n5 = 1 / sin(n4);
n2 = sin((1 - t) * n4) * n5;
n1 = flag ? -sin(t * n4) * n5 : sin(t * n4) * n5;
}
Quaternion quaternion;
quaternion.X = (n2 * a.X) + (n1 * b.X);
quaternion.Y = (n2 * a.Y) + (n1 * b.Y);
quaternion.Z = (n2 * a.Z) + (n1 * b.Z);
quaternion.W = (n2 * a.W) + (n1 * b.W);
return Normalized(quaternion);
}
void Quaternion::ToAngleAxis(Quaternion rotation, float &angle, Vector3 &axis)
{
if (rotation.W > 1)
rotation = Normalized(rotation);
angle = 2 * acos(rotation.W);
float s = sqrt(1 - rotation.W * rotation.W);
if (s < 0.00001) {
axis.X = 1;
axis.Y = 0;
axis.Z = 0;
} else {
axis.X = rotation.X / s;
axis.Y = rotation.Y / s;
axis.Z = rotation.Z / s;
}
}
Vector3 Quaternion::ToEuler(Quaternion rotation)
{
float sqw = rotation.W * rotation.W;
float sqx = rotation.X * rotation.X;
float sqy = rotation.Y * rotation.Y;
float sqz = rotation.Z * rotation.Z;
// If normalized is one, otherwise is correction factor
float unit = sqx + sqy + sqz + sqw;
float test = rotation.X * rotation.W - rotation.Y * rotation.Z;
Vector3 v;
// Singularity at north pole
if (test > 0.4995f * unit)
{
v.Y = 2 * atan2(rotation.Y, rotation.X);
v.X = M_PI_2;
v.Z = 0;
return v;
}
// Singularity at south pole
if (test < -0.4995f * unit)
{
v.Y = -2 * atan2(rotation.Y, rotation.X);
v.X = -M_PI_2;
v.Z = 0;
return v;
}
// Yaw
v.Y = atan2(2 * rotation.W * rotation.Y + 2 * rotation.Z * rotation.X,
1 - 2 * (rotation.X * rotation.X + rotation.Y * rotation.Y));
// Pitch
v.X = asin(2 * (rotation.W * rotation.X - rotation.Y * rotation.Z));
// Roll
v.Z = atan2(2 * rotation.W * rotation.Z + 2 * rotation.X * rotation.Y,
1 - 2 * (rotation.Z * rotation.Z + rotation.X * rotation.X));
return v;
}
struct Quaternion& Quaternion::operator+=(const float rhs)
{
X += rhs;
Y += rhs;
Z += rhs;
W += rhs;
return *this;
}
struct Quaternion& Quaternion::operator-=(const float rhs)
{
X -= rhs;
Y -= rhs;
Z -= rhs;
W -= rhs;
return *this;
}
struct Quaternion& Quaternion::operator*=(const float rhs)
{
X *= rhs;
Y *= rhs;
Z *= rhs;
W *= rhs;
return *this;
}
struct Quaternion& Quaternion::operator/=(const float rhs)
{
X /= rhs;
Y /= rhs;
Z /= rhs;
W /= rhs;
return *this;
}
struct Quaternion& Quaternion::operator+=(const Quaternion rhs)
{
X += rhs.X;
Y += rhs.Y;
Z += rhs.Z;
W += rhs.W;
return *this;
}
struct Quaternion& Quaternion::operator-=(const Quaternion rhs)
{
X -= rhs.X;
Y -= rhs.Y;
Z -= rhs.Z;
W -= rhs.W;
return *this;
}
struct Quaternion& Quaternion::operator*=(const Quaternion rhs)
{
Quaternion q;
q.W = W * rhs.W - X * rhs.X - Y * rhs.Y - Z * rhs.Z;
q.X = X * rhs.W + W * rhs.X + Y * rhs.Z - Z * rhs.Y;
q.Y = W * rhs.Y - X * rhs.Z + Y * rhs.W + Z * rhs.X;
q.Z = W * rhs.Z + X * rhs.Y - Y * rhs.X + Z * rhs.W;
*this = q;
return *this;
}
Quaternion operator-(Quaternion rhs) { return rhs * -1; }
Quaternion operator+(Quaternion lhs, const float rhs) { return lhs += rhs; }
Quaternion operator-(Quaternion lhs, const float rhs) { return lhs -= rhs; }
Quaternion operator*(Quaternion lhs, const float rhs) { return lhs *= rhs; }
Quaternion operator/(Quaternion lhs, const float rhs) { return lhs /= rhs; }
Quaternion operator+(const float lhs, Quaternion rhs) { return rhs += lhs; }
Quaternion operator-(const float lhs, Quaternion rhs) { return rhs -= lhs; }
Quaternion operator*(const float lhs, Quaternion rhs) { return rhs *= lhs; }
Quaternion operator/(const float lhs, Quaternion rhs) { return rhs /= lhs; }
Quaternion operator+(Quaternion lhs, const Quaternion rhs)
{
return lhs += rhs;
}
Quaternion operator-(Quaternion lhs, const Quaternion rhs)
{
return lhs -= rhs;
}
Quaternion operator*(Quaternion lhs, const Quaternion rhs)
{
return lhs *= rhs;
}
Vector3 operator*(Quaternion lhs, const Vector3 rhs)
{
Vector3 u = Vector3(lhs.X, lhs.Y, lhs.Z);
float s = lhs.W;
return u * (Vector3::Dot(u, rhs) * 2)
+ rhs * (s * s - Vector3::Dot(u, u))
+ Vector3::Cross(u, rhs) * (2.0 * s);
}
bool operator==(const Quaternion lhs, const Quaternion rhs)
{
return lhs.X == rhs.X &&
lhs.Y == rhs.Y &&
lhs.Z == rhs.Z &&
lhs.W == rhs.W;
}
bool operator!=(const Quaternion lhs, const Quaternion rhs)
{
return !(lhs == rhs);
}