Implemented some changes

This commit is contained in:
raysan5 2017-07-23 13:20:35 +02:00
parent a766e2c480
commit f57367e786

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@ -184,11 +184,15 @@ RMDEF float *MatrixToFloat(Matrix mat); // Returns float
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions // 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 float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion
RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication 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 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 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 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 // 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 // Computes the length of a quaternion
RMDEF float QuaternionLength(Quaternion quat) RMDEF float QuaternionLength(Quaternion quat)
{ {
@ -1047,6 +1057,19 @@ RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
return result; 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 // Calculates spherical linear interpolation between two quaternions
RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) 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; 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; if (fabs(cosHalfTheta) >= 1.0f) result = q1;
else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount);
else else
{ {
float halfTheta = acos(cosHalfTheta); float halfTheta = acos(cosHalfTheta);
@ -1082,6 +1106,35 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
return result; 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 // Returns a quaternion for a given rotation matrix
RMDEF Quaternion QuaternionFromMatrix(Matrix matrix) RMDEF Quaternion QuaternionFromMatrix(Matrix matrix)
{ {
@ -1148,18 +1201,21 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
float x2 = x + x; float x2 = x + x;
float y2 = y + y; float y2 = y + y;
float z2 = z + z; float z2 = z + z;
float length = QuaternionLength(q);
float lenghtSquared = length*length;
float xx = x*x2; float xx = x*x2/lenghtSquared;
float xy = x*y2; float xy = x*y2/lenghtSquared;
float xz = x*z2; float xz = x*z2/lenghtSquared;
float yy = y*y2; float yy = y*y2/lenghtSquared;
float yz = y*z2; float yz = y*z2/lenghtSquared;
float zz = z*z2; float zz = z*z2/lenghtSquared;
float wx = w*x2; float wx = w*x2/lenghtSquared;
float wy = w*y2; float wy = w*y2/lenghtSquared;
float wz = w*z2; float wz = w*z2/lenghtSquared;
result.m0 = 1.0f - (yy + zz); result.m0 = 1.0f - (yy + zz);
result.m1 = xy - wz; 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) // 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) RMDEF Vector3 QuaternionToEuler(Quaternion q)
{ {
Vector3 v = { 0 }; Vector3 v = { 0 };