Add quat.cross, fix quat.rotate, cleanup.

This commit is contained in:
Colby Klein 2015-07-10 12:25:39 -07:00
parent 6a0e56d799
commit 7cdca018aa

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@ -22,65 +22,77 @@ real numbers or by giving the scalar part and the vector part.
local function new(...)
local x, y, z, w
-- copy
local arg = {...}
if #arg == 1 and type(arg[1]) == "table" then
x = arg[1].x
y = arg[1].y
z = arg[1].z
w = arg[1].w
local arg = { select(1, ...) or 0, select(2, ...) or 0, select(3, ...) or 0, select(4, ...) or 0 }
local n = select('#', ...)
if n == 1 and type(arg[1]) == "table" then
x = arg[1].x or arg[1][1]
y = arg[1].y or arg[1][2]
z = arg[1].z or arg[1][3]
w = arg[1].w or arg[1][4]
-- four numbers
elseif #arg == 4 then
elseif n == 4 then
x = arg[1]
y = arg[2]
z = arg[3]
w = arg[4]
-- real number plus vector
elseif #arg == 2 then
elseif n == 2 then
x = arg[1].x or arg[1][1]
y = arg[1].y or arg[1][2]
z = arg[1].z or arg[1][3]
w = arg[2]
else
print(string.format("%s %s %s %s", select(1, ...), select(2, ...), select(3, ...), select(4, ...)))
error("Incorrect number of arguments to quaternion")
end
return setmetatable({ x = x or 0, y = y or 0, z = z or 0, w = w or 0 }, quaternion)
return setmetatable({ x = x or 0, y = y or 0, z = z or 0, w = w or 1 }, quaternion)
end
function quaternion:__add(q)
if type(q) == "number" then
return new(self.x, self.y, self.z, self.w + q)
else
return new(self.x + q.x, self.y + q.y, self.z + q.z, self.w + q.w)
function quaternion.__add(a, b)
if type(b) == "number" then
return new(a.x, a.y, a.z, a.w + b)
end
return new(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w)
end
function quaternion:__sub(q)
return new(self.x - q.x, self.y - q.y, self.z - q.z, self.w - q.w)
function quaternion.__sub(a, b)
return new(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w)
end
function quaternion:__unm()
return self:scale(-1)
end
function quaternion:__mul(q)
if type(q) == "number" then
return self:scale(q)
elseif type(q) == "table" then
local x,y,z,w
x = self.w * q.x + self.x * q.w + self.y * q.z - self.z * q.y
y = self.w * q.y - self.x * q.z + self.y * q.w + self.z * q.x
z = self.w * q.z + self.x * q.y - self.y * q.x + self.z * q.w
w = self.w * q.w - self.x * q.x - self.y * q.y - self.z * q.z
return new(x,y,z,w)
function quaternion.__mul(a, b)
-- quat * number
if type(b) == "number" then
return a:scale(b)
-- quat * quat
elseif type(b) == "table" and b.w then
local x, y, z, w
x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y
y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z
z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x
w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
return new(x, y, z, w)
else
local qv = vec3(a.x, a.y, a.z)
local uv = qv:cross(b)
local uuv = qv:cross(uv)
return b + ((uv * a.w) + uuv) * 2
end
end
function quaternion:__div(q)
if type(q) == "number" then
return self:scale(1/q)
elseif type(q) == "table" then
return self * q:reciprocal()
function quaternion.__div(a, b)
if type(b) == "number" then
return a:scale(1 / b)
elseif type(b) == "table" then
return a * b:reciprocal()
end
end
@ -94,38 +106,41 @@ function quaternion:__pow(n)
end
end
function quaternion:__eq(q)
if self.x ~= q.x or self.y ~= q.y or self.z ~= q.z or self.w ~= q.w then
function quaternion.__eq(a, b)
if a.x ~= b.x or a.y ~= b.y or a.z ~= b.z or a.w ~= b.w then
return false
end
return true
end
function quaternion:__tostring()
return "("..tonumber(self.x)..","..tonumber(self.y)..","..tonumber(self.z)..","..tonumber(self.w)..")"
return string.format("(%0.3f,%0.3f,%0.3f,%0.3f)", self.x, self.y, self.z, self.x)
end
function quaternion.unit()
return new(0,0,0,1)
return new(0, 0, 0, 1)
end
function quaternion:to_axis_angle()
local tmp = self
if tmp.w > 1 then
tmp = tmp:normalize()
if self.w > 1 then
self = self:normalize()
end
local angle = 2 * math.acos(tmp.w)
local s = math.sqrt(1-tmp.w*tmp.w)
local angle = 2 * math.acos(self.w)
local s = math.sqrt(1-self.w*self.w)
local x, y, z
if s < constants.FLT_EPSILON then
x = tmp.x
y = tmp.y
z = tmp.z
x = self.x
y = self.y
z = self.z
else
x = tmp.x / s -- normalize axis
y = tmp.y / s
z = tmp.z / s
x = self.x / s -- normalize axis
y = self.y / s
z = self.z / s
end
return angle, { x, y, z }
end
@ -135,6 +150,7 @@ function quaternion:is_zero()
if self.x ~= 0 or self.y ~= 0 or self.z ~= 0 or self.w ~= 0 then
return false
end
return true
end
@ -144,6 +160,7 @@ function quaternion:is_real()
if self.x ~= 0 or self.y ~= 0 or self.z ~= 0 then
return false
end
return true
end
@ -153,6 +170,7 @@ function quaternion:is_imaginary()
if self.w ~= 0 then
return false
end
return true
end
@ -161,6 +179,15 @@ function quaternion.dot(a, b)
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w
end
function quaternion.cross(a, b)
return new(
a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z,
a.w * b.z + a.z * b.w + a.x * b.y - a.y * b.x,
a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
)
end
-- Length of a quaternion
function quaternion:len()
return math.sqrt(self:len2())
@ -168,7 +195,7 @@ end
-- Length squared of a quaternion
function quaternion:len2()
return self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w
return self:dot(self)
end
-- Normalize a quaternion to have length 1
@ -177,13 +204,14 @@ function quaternion:normalize()
error("Unable to normalize a zero-length quaternion")
return false
end
local l = 1/self:len()
local l = 1 / self:len()
return self:scale(l)
end
-- Scale the quaternion
function quaternion:scale(l)
return new(self.x * l,self.y * l,self.z * l, self.w * l)
return new(self.x * l, self.y * l, self.z * l, self.w * l)
end
-- Conjugation (corresponds to inverting a rotation)
@ -191,15 +219,21 @@ function quaternion:conjugate()
return new(-self.x, -self.y, -self.z, self.w)
end
function quaternion:inverse()
return self:conjugate():normalize()
end
-- Reciprocal: 1/q
function quaternion:reciprocal()
if self.is_zero() then
error("Cannot reciprocate a zero quaternion")
return false
end
local q = self:conjugate()
local l = self:len2()
q = q:scale(1/l)
q = q:scale(1 / l)
return q
end
@ -222,15 +256,19 @@ Converts a rotation to a quaternion. The first argument is the angle
to rotate, the second must specify an axis as a Vec3 object.
--]]
function quaternion:rotate(a,axis)
local q,c,s
q = new(axis, 0)
q = q:normalize()
c = math.cos(a)
s = math.sin(a)
q = q:scale(s)
q = q + c
return q
local function rotate(angle, axis)
local len = axis:len()
if math.abs(len - 1) > 0.001 then
axis.x = axis.x / len
axis.y = axis.y / len
axis.z = axis.z / len
end
local sin = math.sin(angle * 0.5)
local cos = math.cos(angle * 0.5)
return new(axis.x * sin, axis.y * sin, axis.z * sin, cos)
end
function quaternion:to_euler()
@ -260,9 +298,10 @@ function quaternion:to_euler()
roll = 0
return pitch, yaw, roll
end
yaw = math.atan2(2*self.y*self.w-2*self.x*self.z , sqx - sqy - sqz + sqw)
yaw = math.atan2(2*self.y*self.w-2*self.x*self.z , sqx - sqy - sqz + sqw)
pitch = math.asin(2*test/unit)
roll = math.atan2(2*self.x*self.w-2*self.y*self.z , -sqx + sqy - sqz + sqw)
roll = math.atan2(2*self.x*self.w-2*self.y*self.z , -sqx + sqy - sqz + sqw)
return pitch, roll, yaw
end
@ -298,5 +337,5 @@ end
-- return quaternion
-- the module
return setmetatable({ new = new },
return setmetatable({ new = new, rotate = rotate },
{ __call = function(_, ...) return new(...) end })