diff --git a/src/raymath.h b/src/raymath.h index e85367c2b..855f97b00 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -184,11 +184,15 @@ RMDEF float *MatrixToFloat(Matrix mat); // Returns float //------------------------------------------------------------------------------------ // Functions Declaration to work with Quaternions //------------------------------------------------------------------------------------ +RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions +RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions +RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions +RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions +RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis @@ -991,6 +995,12 @@ RMDEF float *MatrixToFloat(Matrix mat) // Module Functions Definition - Quaternion math //---------------------------------------------------------------------------------- +// Returns identity quaternion +RMDEF Quaternion QuaternionIdentity(void) +{ + return (Quaternion){ 0.0f, 0.0f, 0.0f, 1.0f }; +} + // Computes the length of a quaternion RMDEF float QuaternionLength(Quaternion quat) { @@ -1047,6 +1057,19 @@ RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) return result; } +// Calculate linear interpolation between two quaternions +RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result; + + result.x = q1.x + amount*(q2.x - q1.x); + result.y = q1.y + amount*(q2.y - q1.y); + result.z = q1.z + amount*(q2.z - q1.z); + result.w = q1.w + amount*(q2.w - q1.w); + + return result; +} + // Calculates spherical linear interpolation between two quaternions RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) { @@ -1055,6 +1078,7 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; if (fabs(cosHalfTheta) >= 1.0f) result = q1; + else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); else { float halfTheta = acos(cosHalfTheta); @@ -1082,6 +1106,35 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) return result; } +// Calculate slerp-optimized interpolation between two quaternions +RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) +{ + Quaternion result = QuaternionLerp(q1, q2, amount); + QuaternionNormalize(&result); + + return result; +} + +// Calculate quaternion based on the rotation from one vector to another +RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) +{ + Quaternion q = { 0 }; + + float cos2Theta = Vector3DotProduct(from, to); + Vector3 cross = Vector3CrossProduct(from, to); + + q.x = cross.x; + q.y = cross.y; + q.z = cross.y; + q.w = 1.0f + cos2Theta; + + QuaternionNormalize(&q); + + Quaternion result = QuaternionNlerp(q, QuaternionIdentity(), 0.5f); + + return result; +} + // Returns a quaternion for a given rotation matrix RMDEF Quaternion QuaternionFromMatrix(Matrix matrix) { @@ -1148,18 +1201,21 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q) float x2 = x + x; float y2 = y + y; float z2 = z + z; + + float length = QuaternionLength(q); + float lenghtSquared = length*length; - float xx = x*x2; - float xy = x*y2; - float xz = x*z2; + float xx = x*x2/lenghtSquared; + float xy = x*y2/lenghtSquared; + float xz = x*z2/lenghtSquared; - float yy = y*y2; - float yz = y*z2; - float zz = z*z2; + float yy = y*y2/lenghtSquared; + float yz = y*z2/lenghtSquared; + float zz = z*z2/lenghtSquared; - float wx = w*x2; - float wy = w*y2; - float wz = w*z2; + float wx = w*x2/lenghtSquared; + float wy = w*y2/lenghtSquared; + float wz = w*z2/lenghtSquared; result.m0 = 1.0f - (yy + zz); result.m1 = xy - wz; @@ -1255,7 +1311,7 @@ RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw) } // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -// NOTE: Angles are returned in a Vector3 struct and in degrees +// NOTE: Angles are returned in a Vector3 struct in degrees RMDEF Vector3 QuaternionToEuler(Quaternion q) { Vector3 v = { 0 };