Adding code x3
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@@ -21,10 +21,7 @@ namespace Math
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float NormalizeToRange(float input, float fromLower, float fromUpper, float toLower, float toUpper);
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float NormalizeToRange(float input, const NumberRange& from, const NumberRange& to)
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{
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}
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float NormalizeToRange(float input, const NumberRange& from, const NumberRange& to);
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// auto rotation_normalized = NormalizeToRange(inp, {0, 360}, {-1, 1});
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inline float Lerp(float a, float b, float t);
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@@ -9,7 +9,13 @@ namespace LinearAlgebra
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/// Transitional datatype, not useful for internal representation of rotation
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/// But has uses for conversion and manipulation.
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class AxisAngle {
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Vector3 Axis;
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float Angle;
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Vector3 axis;
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float angle;
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public:
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AxisAngle();
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AxisAngle(Vector3 axis, float angle);
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};
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}
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@@ -1,5 +1,5 @@
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#pragma once
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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namespace LinearAlgebra {
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@@ -2,9 +2,12 @@
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#include <J3ML/LinearAlgebra.h>
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#include <J3ML/LinearAlgebra/Vector4.h>
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#include <J3ML/LinearAlgebra/AxisAngle.h>
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namespace LinearAlgebra
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{
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class Quaternion
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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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@@ -12,15 +15,25 @@ namespace LinearAlgebra
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explicit Quaternion(const Matrix3x3& rotationMtrx);
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explicit Quaternion(const 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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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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explicit Quaternion(Vector4 vector4);
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void SetFromAxisAngle(const Vector3 &vector3, float between);
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void SetFromAxisAngle(const Vector4 &vector4, float between);
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Quaternion Inverse() const;
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Quaternion Conjugate() const;
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//void Normalize();
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Quaternion Normalize() const;
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Vector3 GetWorldX() const;
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Vector3 GetWorldY() const;
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Vector3 GetWorldZ() const;
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@@ -35,22 +48,21 @@ namespace LinearAlgebra
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Quaternion GetInverse() const;
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Quaternion Lerp(const Quaternion& b, float t) const;
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Quaternion Slerp(const Quaternion& target) const;
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Quaternion Slerp(const Quaternion& q2, float t) const;
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void SetFromAxisAngle(const Vector3& axis, float angle);
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void SetFromAxisAngle(const Vector4& axis, float angle)
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{
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}
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Quaternion Normalize() const;
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static Quaternion LookAt(const Vector3& position, const Vector3& direction, const Vector3& axisUp);
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// TODO: Document (But do not override!) certain math functions that are the same for Vec4
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// TODO: Double Check which operations need to be overriden for correct behavior!
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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 * (const Quaternion& rhs) const;
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Quaternion operator * (float scalar) const;
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@@ -59,14 +71,16 @@ namespace LinearAlgebra
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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 Quaternion& rhs) const;
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Quaternion operator +() const;
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Quaternion operator -() const;
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public:
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float x = 0;
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float y = 0;
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float z = 0;
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float w = 0;
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float Dot(const Quaternion &quaternion) const;
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float Angle() const;
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float AngleBetween(const Quaternion& target) const;
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AxisAngle ToAxisAngle() const;
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};
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}
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@@ -33,7 +33,6 @@ namespace LinearAlgebra {
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float operator[](std::size_t index) const;
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bool IsWithinMarginOfError(const Vector4& rhs, float margin=0.0001f) const;
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bool IsNormalized(float epsilonSq = 1e-5f) const;
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bool IsZero(float epsilonSq = 1e-6f) const;
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bool IsFinite() const;
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@@ -85,10 +84,10 @@ namespace LinearAlgebra {
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Vector4 operator-() const; // Unary - Operator (Negation)
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public:
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#if MUTABLE
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float x = 0;
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float y = 0;
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float z = 0;
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float w = 0;
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float x;
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float y;
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float z;
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float w;
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#else
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float x = 0;
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float y = 0;
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@@ -1,7 +1,7 @@
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#include <J3ML/LinearAlgebra/Quaternion.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <J3ML/LinearAlgebra/Vector4.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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#include <J3ML/LinearAlgebra/Quaternion.h>
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namespace LinearAlgebra {
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Quaternion Quaternion::operator-() const
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@@ -56,4 +56,90 @@ namespace LinearAlgebra {
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Quaternion Quaternion::operator+() const { return *this; }
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Quaternion::Quaternion() {}
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Quaternion::Quaternion(float X, float Y, float Z, float W) : Vector4(X,Y,Z,W) {}
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// TODO: implement
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float Quaternion::Dot(const Quaternion &quaternion) const {}
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Quaternion::Quaternion(Vector4 vector4) {
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}
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float Quaternion::Angle() const {
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return std::acos(w) * 2.f;
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}
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Quaternion Quaternion::Normalize() const {
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float length = Length();
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if (length < 1e-4f)
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return {0,0,0,0};
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float reciprocal = 1.f / length;
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return {
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x * reciprocal,
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y * reciprocal,
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z * reciprocal,
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w * reciprocal
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};
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}
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Quaternion Quaternion::Conjugate() const {
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return { -x, -y, -z, w };
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}
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Quaternion Quaternion::Inverse() const {
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return Conjugate();
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}
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Quaternion Quaternion::Slerp(const Quaternion &q2, float t) const {
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float angle = this->Dot(q2);
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float sign = 1.f;
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if (angle < 0.f)
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{
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angle = -angle;
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sign = -1.f;
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}
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float a;
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float b;
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if (angle < 0.999)
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{
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// angle = Acos(angle); // After this, angle is in the range pi/2 -> 0 as the original angle variable ranged from 0 -> 1.
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angle = (-0.69813170079773212f * angle * angle - 0.87266462599716477f) * angle + 1.5707963267948966f;
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float ta = t*angle;
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// Not using a lookup table, manually compute the two sines by using a very rough approximation.
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float ta2 = ta*ta;
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b = ((5.64311797634681035370e-03f * ta2 - 1.55271410633428644799e-01f) * ta2 + 9.87862135574673806965e-01f) * ta;
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a = angle - ta;
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float a2 = a*a;
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a = ((5.64311797634681035370e-03f * a2 - 1.55271410633428644799e-01f) * a2 + 9.87862135574673806965e-01f) * a;
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}
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else // If angle is close to taking the denominator to zero, resort to linear interpolation (and normalization).
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{
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a = 1.f - t;
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b = t;
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}
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// Lerp and renormalize.
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return (*this * (a * sign) + q2 * b).Normalize();
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}
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AxisAngle Quaternion::ToAxisAngle() const {
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float halfAngle = std::acos(w);
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float angle = halfAngle * 2.f;
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// TODO: Can Implement Fast Inverse Sqrt Here
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float reciprocalSinAngle = 1.f / std::sqrt(1.f - w*w);
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Vector3 axis = {
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x*reciprocalSinAngle,
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y*reciprocalSinAngle,
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z*reciprocalSinAngle
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};
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return {axis, angle};
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}
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float Quaternion::AngleBetween(const Quaternion &target) const {
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Quaternion delta = target / *this;
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return delta.Normalize().Angle();
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}
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}
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@@ -1,3 +1,5 @@
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//
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// Created by josh on 12/26/2023.
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//
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#include <J3ML/LinearAlgebra/Transform2D.h>
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namespace LinearAlgebra {
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}
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@@ -118,6 +118,19 @@ Vector4 Vector4::operator-(const Vector4& rhs) const
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return {x-rhs.x, y-rhs.y, z-rhs.z, w-rhs.w};
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}
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Vector4 Vector4::operator*(float rhs) const {
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return {
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this->x * rhs,
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this->y * rhs,
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this->z * rhs,
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this->w * rhs
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};
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}
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bool Vector4::IsWithinMarginOfError(const Vector4 &rhs, float margin) const {
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return this->Distance(rhs) <= margin;
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}
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}
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#pragma endregion
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