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use crate::{Scalar, Degrees, Radians};
use crate::vector::Vector3;
use crate::matrix::{Matrix3x3, Matrix4x4};
#[derive(Debug, Default, Copy, Clone, PartialEq)]
pub struct Quaternion {
pub x: Scalar,
pub y: Scalar,
pub z: Scalar,
pub w: Scalar,
}
impl_approx!(Quaternion, x, y, z, w);
impl Quaternion {
pub fn identity() -> Self {
Self {
x: 0.0,
y: 0.0,
z: 0.0,
w: 1.0,
}
}
pub fn from_axis_angle(axis: &Vector3, angle: Degrees) -> Self {
let mut result = Quaternion {
x: axis.x * (Radians::from(angle).0 / 2.0).sin(),
y: axis.y * (Radians::from(angle).0 / 2.0).sin(),
z: axis.z * (Radians::from(angle).0 / 2.0).sin(),
w: (Radians::from(angle).0 / 2.0).cos()
};
result.normalize();
result
}
pub fn from_look_at(forward: &Vector3, up: &Vector3) -> Self {
let mat = Matrix3x3::from_look_at(*forward, *up);
let tr = mat.c00 + mat.c11 + mat.c22;
let mut result = {
if tr >= 0.0 {
let s = (tr + 1.0).sqrt() * 2.0;
Self {
x: (mat.c21 - mat.c12) / s,
y: (mat.c02 - mat.c20) / s,
z: (mat.c10 - mat.c01) / s,
w: 0.25 * s
}
} else if (mat.c00 > mat.c11) && (mat.c00 > mat.c22) {
let s = (1.0 + mat.c00 - mat.c11 - mat.c22).sqrt() * 2.0;
Self {
x: 0.25 * s,
y: (mat.c01 + mat.c10) / s,
z: (mat.c02 + mat.c20) / s,
w: (mat.c21 - mat.c12) / s,
}
} else if mat.c11 > mat.c22 {
let s = (1.0 + mat.c11 - mat.c00 - mat.c22).sqrt() * 2.0;
Self {
x: (mat.c01 + mat.c10) / s,
y: 0.25 * s,
z: (mat.c12 + mat.c21) / s,
w: (mat.c02 - mat.c20) / s,
}
} else {
let s = (1.0 + mat.c22 - mat.c00 - mat.c11).sqrt() * 2.0;
Self {
x: (mat.c02 + mat.c20) / s,
y: (mat.c12 + mat.c21) / s,
z: 0.25 * s,
w: (mat.c10 - mat.c01) / s,
}
}
};
result.normalize();
result
}
pub fn from_euler(angle_x: Degrees, angle_y: Degrees, angle_z: Degrees) -> Self {
let angle_x = Radians::from(angle_x).0 * 0.5;
let angle_y = Radians::from(angle_y).0 * 0.5;
let angle_z = Radians::from(angle_z).0 * 0.5;
let cy = angle_z.cos();
let sy = angle_z.sin();
let cr = angle_x.cos();
let sr = angle_x.sin();
let cp = angle_y.cos();
let sp = angle_y.sin();
let mut result = Quaternion {
x: cy * sr * cp - sy * cr * sp,
y: cy * cr * sp + sy * sr * cp,
z: sy * cr * cp - cy * sr * sp,
w: cy * cr * cp + sy * sr * sp,
};
result.normalize();
result
}
fn normalize(&mut self) {
let mag = self.magnitude();
self.x /= mag;
self.y /= mag;
self.z /= mag;
self.w /= mag;
}
fn magnitude(&self) -> Scalar {
return (self.x.powf(2.0) + self.y.powf(2.0) + self.z.powf(2.0) + self.w.powf(2.0)).sqrt();
}
}
impl std::ops::Mul for Quaternion {
type Output = Quaternion;
fn mul(self, rhs: Quaternion) -> Quaternion {
Quaternion {
x: self.w * rhs.x + self.x * rhs.w + self.y * rhs.z - self.z * rhs.y,
y: self.w * rhs.y + self.y * rhs.w + self.z * rhs.x - self.x * rhs.z,
z: self.w * rhs.z + self.z * rhs.w + self.x * rhs.y - self.y * rhs.x,
w: self.w * rhs.w - self.x * rhs.x - self.y * rhs.y - self.z * rhs.z,
}
}
}
impl std::ops::MulAssign for Quaternion {
fn mul_assign(&mut self, rhs: Quaternion) {
let x = self.w * rhs.x + self.x * rhs.w + self.y * rhs.z - self.z * rhs.y;
let y = self.w * rhs.y + self.y * rhs.w + self.z * rhs.x - self.x * rhs.z;
let z = self.w * rhs.z + self.z * rhs.w + self.x * rhs.y - self.y * rhs.x;
let w = self.w * rhs.w - self.x * rhs.x - self.y * rhs.y - self.z * rhs.z;
self.x = x;
self.y = y;
self.z = z;
self.w = w;
}
}
impl std::ops::Mul<Matrix4x4> for Quaternion {
type Output = Matrix4x4;
fn mul(self, rhs: Matrix4x4) -> Matrix4x4 {
Matrix4x4::from(self) * rhs
}
}