Adding code
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93
include/J3ML/LinearAlgebra/Quaternion.h
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93
include/J3ML/LinearAlgebra/Quaternion.h
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#pragma once
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namespace LinearAlgebra
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{
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class Quaternion : public Vector4
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{
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public:
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Quaternion() {}
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Quaternion(const Quaternion& rhs) = default;
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explicit Quaternion(Matrix3x3& rotationMtrx) {}
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explicit Quaternion(Matrix4x4& rotationMtrx) {}
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// @note The input data is not normalized after construction, this has to be done manually.
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Quaternion(float x, float y, float z, float w);
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// Constructs this quaternion by specifying a rotation axis and the amount of rotation to be performed about that axis
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// @param rotationAxis The normalized rotation axis to rotate about. If using Vector4 version of the constructor, the w component of this vector must be 0.
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Quaternion(const Vector3& rotationAxis, float rotationAngleBetween) { SetFromAxisAngle(rotationAxis, rotationAngleBetween); }
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Quaternion(const Vector4& rotationAxis, float rotationAngleBetween) { SetFromAxisAngle(rotationAxis, rotationAngleBetween); }
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//void Inverse();
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Quaternion Inverse() const;
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//void Normalize();
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Quaternion Normalize() const;
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Vector3 GetWorldX() const { return Transform(1.f, 0.f, 0.f); }
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Vector3 GetWorldY() const { return Transform(0.f, 1.f, 0.f); }
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Vector3 GetWorldZ() const { return Transform(0.f, 0.f, 1.f); }
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Matrix3x3 ToMatrix3x3() const;
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Vector3 Transform(const Vector3& vec) const
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{
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Matrix3x3 mat = this->ToMatrix3x3();
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return mat * vec;
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}
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Vector3 Transform(float X, float Y, float Z) const
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{
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return Transform(Vector3{X, Y, Z});
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}
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// Note: We only transform the x,y,z components of 4D vectors, w is left untouched
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Vector4 Transform(const Vector4& vec) const
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{
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return Vector4(Transform(vec.x, vec.y, vec.z), vec.w);
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}
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Vector4 Transform(float X, float Y, float Z, float W) const
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{
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return Transform(Vector4(X, Y, Z, W));
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}
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Quaternion GetInverse() const;
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Quaternion Lerp(const Quaternion& b, float t) const
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{
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float angle = this->dot(b);
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if (angle >= 0.f) // Make sure we rotate the shorter arc
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return (*this * (1.f - t) + b * t).Normalize();
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else
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return (*this * (t - 1.f) + b * t).Normalize();
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}
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Quaternion Slerp(const Quaternion& target) const;
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void SetFromAxisAngle(const Vector3& axis, float angle)
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{
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float sinz, cosz;
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}
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void SetFromAxisAngle(const Vector4& axis, float angle)
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{
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}
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static Quaternion LookAt(const Vector3& position, const Vector3& direction, const Vector3& axisUp);
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// Multiplies two quaternions together.
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// The product q1 * q2 returns a quaternion that concatenates the two orientation rotations.
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// The rotation q2 is applied first before q1.
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Quaternion operator * (const Quaternion& rhs) const;
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Quaternion operator * (float scalar) const
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{
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return Quaternion(x * scalar, y * scalar, z * scalar, w * scalar);
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}
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// Transforms the given vector by this Quaternion.
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Vector3 operator * (const Vector3& rhs) const;
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Vector4 operator * (const Vector4& rhs) const;
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// Divides a quaternion by another. Divison "a / b" results in a quaternion that rotates the orientation b to coincide with orientation of
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Quaternion operator / (const Quaternion& rhs) const;
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Quaternion operator +(const Quaternion& rhs) const;
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Quaternion operator +() const { return *this; }
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Quaternion operator -() const;
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};
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}
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