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/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef VECMATH_H_
#define VECMATH_H_
#include <math.h>
#include "JNIHelper.h"
namespace ndk_helper
{
/******************************************************************
* Helper class for vector math operations
* Currently all implementations are in pure C++.
* Each class is an opaque class so caller does not have a direct access
* to each element. This is for an ease of future optimization to use vector operations.
*
*/
class Vec2;
class Vec3;
class Vec4;
class Mat4;
/******************************************************************
* 2 elements vector class
*
*/
class Vec2
{
private:
float x_;
float y_;
public:
friend class Vec3;
friend class Vec4;
friend class Mat4;
friend class Quaternion;
Vec2()
{
x_ = y_ = 0.f;
}
Vec2( const float fX, const float fY )
{
x_ = fX;
y_ = fY;
}
Vec2( const Vec2& vec )
{
x_ = vec.x_;
y_ = vec.y_;
}
Vec2( const float* pVec )
{
x_ = (*pVec++);
y_ = (*pVec++);
}
//Operators
Vec2 operator*( const Vec2& rhs ) const
{
Vec2 ret;
ret.x_ = x_ * rhs.x_;
ret.y_ = y_ * rhs.y_;
return ret;
}
Vec2 operator/( const Vec2& rhs ) const
{
Vec2 ret;
ret.x_ = x_ / rhs.x_;
ret.y_ = y_ / rhs.y_;
return ret;
}
Vec2 operator+( const Vec2& rhs ) const
{
Vec2 ret;
ret.x_ = x_ + rhs.x_;
ret.y_ = y_ + rhs.y_;
return ret;
}
Vec2 operator-( const Vec2& rhs ) const
{
Vec2 ret;
ret.x_ = x_ - rhs.x_;
ret.y_ = y_ - rhs.y_;
return ret;
}
Vec2& operator+=( const Vec2& rhs )
{
x_ += rhs.x_;
y_ += rhs.y_;
return *this;
}
Vec2& operator-=( const Vec2& rhs )
{
x_ -= rhs.x_;
y_ -= rhs.y_;
return *this;
}
Vec2& operator*=( const Vec2& rhs )
{
x_ *= rhs.x_;
y_ *= rhs.y_;
return *this;
}
Vec2& operator/=( const Vec2& rhs )
{
x_ /= rhs.x_;
y_ /= rhs.y_;
return *this;
}
//External operators
friend Vec2 operator-( const Vec2& rhs )
{
return Vec2( rhs ) *= -1;
}
friend Vec2 operator*( const float lhs, const Vec2& rhs )
{
Vec2 ret;
ret.x_ = lhs * rhs.x_;
ret.y_ = lhs * rhs.y_;
return ret;
}
friend Vec2 operator/( const float lhs, const Vec2& rhs )
{
Vec2 ret;
ret.x_ = lhs / rhs.x_;
ret.y_ = lhs / rhs.y_;
return ret;
}
//Operators with float
Vec2 operator*( const float& rhs ) const
{
Vec2 ret;
ret.x_ = x_ * rhs;
ret.y_ = y_ * rhs;
return ret;
}
Vec2& operator*=( const float& rhs )
{
x_ = x_ * rhs;
y_ = y_ * rhs;
return *this;
}
Vec2 operator/( const float& rhs ) const
{
Vec2 ret;
ret.x_ = x_ / rhs;
ret.y_ = y_ / rhs;
return ret;
}
Vec2& operator/=( const float& rhs )
{
x_ = x_ / rhs;
y_ = y_ / rhs;
return *this;
}
//Compare
bool operator==( const Vec2& rhs ) const
{
if( x_ != rhs.x_ || y_ != rhs.y_ )
return false;
return true;
}
bool operator!=( const Vec2& rhs ) const
{
if( x_ == rhs.x_ )
return false;
return true;
}
float Length() const
{
return sqrtf( x_ * x_ + y_ * y_ );
}
Vec2 Normalize()
{
float len = Length();
x_ = x_ / len;
y_ = y_ / len;
return *this;
}
float Dot( const Vec2& rhs )
{
return x_ * rhs.x_ + y_ * rhs.y_;
}
bool Validate()
{
if( isnan( x_ ) || isnan( y_ ) )
return false;
return true;
}
void Value( float& fX, float& fY )
{
fX = x_;
fY = y_;
}
void Dump()
{
LOGI( "Vec2 %f %f", x_, y_ );
}
};
/******************************************************************
* 3 elements vector class
*
*/
class Vec3
{
private:
float x_, y_, z_;
public:
friend class Vec4;
friend class Mat4;
friend class Quaternion;
Vec3()
{
x_ = y_ = z_ = 0.f;
}
Vec3( const float fX, const float fY, const float fZ )
{
x_ = fX;
y_ = fY;
z_ = fZ;
}
Vec3( const Vec3& vec )
{
x_ = vec.x_;
y_ = vec.y_;
z_ = vec.z_;
}
Vec3( const float* pVec )
{
x_ = (*pVec++);
y_ = (*pVec++);
z_ = *pVec;
}
Vec3( const Vec2& vec, float f )
{
x_ = vec.x_;
y_ = vec.y_;
z_ = f;
}
Vec3( const Vec4& vec );
//Operators
Vec3 operator*( const Vec3& rhs ) const
{
Vec3 ret;
ret.x_ = x_ * rhs.x_;
ret.y_ = y_ * rhs.y_;
ret.z_ = z_ * rhs.z_;
return ret;
}
Vec3 operator/( const Vec3& rhs ) const
{
Vec3 ret;
ret.x_ = x_ / rhs.x_;
ret.y_ = y_ / rhs.y_;
ret.z_ = z_ / rhs.z_;
return ret;
}
Vec3 operator+( const Vec3& rhs ) const
{
Vec3 ret;
ret.x_ = x_ + rhs.x_;
ret.y_ = y_ + rhs.y_;
ret.z_ = z_ + rhs.z_;
return ret;
}
Vec3 operator-( const Vec3& rhs ) const
{
Vec3 ret;
ret.x_ = x_ - rhs.x_;
ret.y_ = y_ - rhs.y_;
ret.z_ = z_ - rhs.z_;
return ret;
}
Vec3& operator+=( const Vec3& rhs )
{
x_ += rhs.x_;
y_ += rhs.y_;
z_ += rhs.z_;
return *this;
}
Vec3& operator-=( const Vec3& rhs )
{
x_ -= rhs.x_;
y_ -= rhs.y_;
z_ -= rhs.z_;
return *this;
}
Vec3& operator*=( const Vec3& rhs )
{
x_ *= rhs.x_;
y_ *= rhs.y_;
z_ *= rhs.z_;
return *this;
}
Vec3& operator/=( const Vec3& rhs )
{
x_ /= rhs.x_;
y_ /= rhs.y_;
z_ /= rhs.z_;
return *this;
}
//External operators
friend Vec3 operator-( const Vec3& rhs )
{
return Vec3( rhs ) *= -1;
}
friend Vec3 operator*( const float lhs, const Vec3& rhs )
{
Vec3 ret;
ret.x_ = lhs * rhs.x_;
ret.y_ = lhs * rhs.y_;
ret.z_ = lhs * rhs.z_;
return ret;
}
friend Vec3 operator/( const float lhs, const Vec3& rhs )
{
Vec3 ret;
ret.x_ = lhs / rhs.x_;
ret.y_ = lhs / rhs.y_;
ret.z_ = lhs / rhs.z_;
return ret;
}
//Operators with float
Vec3 operator*( const float& rhs ) const
{
Vec3 ret;
ret.x_ = x_ * rhs;
ret.y_ = y_ * rhs;
ret.z_ = z_ * rhs;
return ret;
}
Vec3& operator*=( const float& rhs )
{
x_ = x_ * rhs;
y_ = y_ * rhs;
z_ = z_ * rhs;
return *this;
}
Vec3 operator/( const float& rhs ) const
{
Vec3 ret;
ret.x_ = x_ / rhs;
ret.y_ = y_ / rhs;
ret.z_ = z_ / rhs;
return ret;
}
Vec3& operator/=( const float& rhs )
{
x_ = x_ / rhs;
y_ = y_ / rhs;
z_ = z_ / rhs;
return *this;
}
//Compare
bool operator==( const Vec3& rhs ) const
{
if( x_ != rhs.x_ || y_ != rhs.y_ || z_ != rhs.z_ )
return false;
return true;
}
bool operator!=( const Vec3& rhs ) const
{
if( x_ == rhs.x_ )
return false;
return true;
}
float Length() const
{
return sqrtf( x_ * x_ + y_ * y_ + z_ * z_ );
}
Vec3 Normalize()
{
float len = Length();
x_ = x_ / len;
y_ = y_ / len;
z_ = z_ / len;
return *this;
}
float Dot( const Vec3& rhs )
{
return x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_;
}
Vec3 Cross( const Vec3& rhs )
{
Vec3 ret;
ret.x_ = y_ * rhs.z_ - z_ * rhs.y_;
ret.y_ = z_ * rhs.x_ - x_ * rhs.z_;
ret.z_ = x_ * rhs.y_ - y_ * rhs.x_;
return ret;
}
bool Validate()
{
if( isnan( x_ ) || isnan( y_ ) || isnan( z_ ) )
return false;
return true;
}
void Value( float& fX, float& fY, float& fZ )
{
fX = x_;
fY = y_;
fZ = z_;
}
void Dump()
{
LOGI( "Vec3 %f %f %f", x_, y_, z_ );
}
};
/******************************************************************
* 4 elements vector class
*
*/
class Vec4
{
private:
float x_, y_, z_, w_;
public:
friend class Vec3;
friend class Mat4;
friend class Quaternion;
Vec4()
{
x_ = y_ = z_ = w_ = 0.f;
}
Vec4( const float fX, const float fY, const float fZ, const float fW )
{
x_ = fX;
y_ = fY;
z_ = fZ;
w_ = fW;
}
Vec4( const Vec4& vec )
{
x_ = vec.x_;
y_ = vec.y_;
z_ = vec.z_;
w_ = vec.w_;
}
Vec4( const Vec3& vec, const float fW )
{
x_ = vec.x_;
y_ = vec.y_;
z_ = vec.z_;
w_ = fW;
}
Vec4( const float* pVec )
{
x_ = (*pVec++);
y_ = (*pVec++);
z_ = *pVec;
w_ = *pVec;
}
//Operators
Vec4 operator*( const Vec4& rhs ) const
{
Vec4 ret;
ret.x_ = x_ * rhs.x_;
ret.y_ = y_ * rhs.y_;
ret.z_ = z_ * rhs.z_;
ret.w_ = z_ * rhs.w_;
return ret;
}
Vec4 operator/( const Vec4& rhs ) const
{
Vec4 ret;
ret.x_ = x_ / rhs.x_;
ret.y_ = y_ / rhs.y_;
ret.z_ = z_ / rhs.z_;
ret.w_ = z_ / rhs.w_;
return ret;
}
Vec4 operator+( const Vec4& rhs ) const
{
Vec4 ret;
ret.x_ = x_ + rhs.x_;
ret.y_ = y_ + rhs.y_;
ret.z_ = z_ + rhs.z_;
ret.w_ = z_ + rhs.w_;
return ret;
}
Vec4 operator-( const Vec4& rhs ) const
{
Vec4 ret;
ret.x_ = x_ - rhs.x_;
ret.y_ = y_ - rhs.y_;
ret.z_ = z_ - rhs.z_;
ret.w_ = z_ - rhs.w_;
return ret;
}
Vec4& operator+=( const Vec4& rhs )
{
x_ += rhs.x_;
y_ += rhs.y_;
z_ += rhs.z_;
w_ += rhs.w_;
return *this;
}
Vec4& operator-=( const Vec4& rhs )
{
x_ -= rhs.x_;
y_ -= rhs.y_;
z_ -= rhs.z_;
w_ -= rhs.w_;
return *this;
}
Vec4& operator*=( const Vec4& rhs )
{
x_ *= rhs.x_;
y_ *= rhs.y_;
z_ *= rhs.z_;
w_ *= rhs.w_;
return *this;
}
Vec4& operator/=( const Vec4& rhs )
{
x_ /= rhs.x_;
y_ /= rhs.y_;
z_ /= rhs.z_;
w_ /= rhs.w_;
return *this;
}
//External operators
friend Vec4 operator-( const Vec4& rhs )
{
return Vec4( rhs ) *= -1;
}
friend Vec4 operator*( const float lhs, const Vec4& rhs )
{
Vec4 ret;
ret.x_ = lhs * rhs.x_;
ret.y_ = lhs * rhs.y_;
ret.z_ = lhs * rhs.z_;
ret.w_ = lhs * rhs.w_;
return ret;
}
friend Vec4 operator/( const float lhs, const Vec4& rhs )
{
Vec4 ret;
ret.x_ = lhs / rhs.x_;
ret.y_ = lhs / rhs.y_;
ret.z_ = lhs / rhs.z_;
ret.w_ = lhs / rhs.w_;
return ret;
}
//Operators with float
Vec4 operator*( const float& rhs ) const
{
Vec4 ret;
ret.x_ = x_ * rhs;
ret.y_ = y_ * rhs;
ret.z_ = z_ * rhs;
ret.w_ = w_ * rhs;
return ret;
}
Vec4& operator*=( const float& rhs )
{
x_ = x_ * rhs;
y_ = y_ * rhs;
z_ = z_ * rhs;
w_ = w_ * rhs;
return *this;
}
Vec4 operator/( const float& rhs ) const
{
Vec4 ret;
ret.x_ = x_ / rhs;
ret.y_ = y_ / rhs;
ret.z_ = z_ / rhs;
ret.w_ = w_ / rhs;
return ret;
}
Vec4& operator/=( const float& rhs )
{
x_ = x_ / rhs;
y_ = y_ / rhs;
z_ = z_ / rhs;
w_ = w_ / rhs;
return *this;
}
//Compare
bool operator==( const Vec4& rhs ) const
{
if( x_ != rhs.x_ || y_ != rhs.y_ || z_ != rhs.z_ || w_ != rhs.w_ )
return false;
return true;
}
bool operator!=( const Vec4& rhs ) const
{
if( x_ == rhs.x_ )
return false;
return true;
}
Vec4 operator*( const Mat4& rhs ) const;
float Length() const
{
return sqrtf( x_ * x_ + y_ * y_ + z_ * z_ + w_ * w_ );
}
Vec4 Normalize()
{
float len = Length();
x_ = x_ / len;
y_ = y_ / len;
z_ = z_ / len;
w_ = w_ / len;
return *this;
}
float Dot( const Vec3& rhs )
{
return x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_;
}
Vec3 Cross( const Vec3& rhs )
{
Vec3 ret;
ret.x_ = y_ * rhs.z_ - z_ * rhs.y_;
ret.y_ = z_ * rhs.x_ - x_ * rhs.z_;
ret.z_ = x_ * rhs.y_ - y_ * rhs.x_;
return ret;
}
bool Validate()
{
if( isnan( x_ ) || isnan( y_ ) || isnan( z_ ) || isnan( w_ ) )
return false;
return true;
}
void Value( float& fX, float& fY, float& fZ, float& fW )
{
fX = x_;
fY = y_;
fZ = z_;
fW = w_;
}
};
/******************************************************************
* 4x4 matrix
*
*/
class Mat4
{
private:
float f_[16];
public:
friend class Vec3;
friend class Vec4;
friend class Quaternion;
Mat4();
Mat4( const float* );
Mat4 operator*( const Mat4& rhs ) const;
Vec4 operator*( const Vec4& rhs ) const;
Mat4 operator+( const Mat4& rhs ) const
{
Mat4 ret;
for( int32_t i = 0; i < 16; ++i )
{
ret.f_[i] = f_[i] + rhs.f_[i];
}
return ret;
}
Mat4 operator-( const Mat4& rhs ) const
{
Mat4 ret;
for( int32_t i = 0; i < 16; ++i )
{
ret.f_[i] = f_[i] - rhs.f_[i];
}
return ret;
}
Mat4& operator+=( const Mat4& rhs )
{
for( int32_t i = 0; i < 16; ++i )
{
f_[i] += rhs.f_[i];
}
return *this;
}
Mat4& operator-=( const Mat4& rhs )
{
for( int32_t i = 0; i < 16; ++i )
{
f_[i] -= rhs.f_[i];
}
return *this;
}
Mat4& operator*=( const Mat4& rhs )
{
Mat4 ret;
ret.f_[0] = f_[0] * rhs.f_[0] + f_[4] * rhs.f_[1] + f_[8] * rhs.f_[2]
+ f_[12] * rhs.f_[3];
ret.f_[1] = f_[1] * rhs.f_[0] + f_[5] * rhs.f_[1] + f_[9] * rhs.f_[2]
+ f_[13] * rhs.f_[3];
ret.f_[2] = f_[2] * rhs.f_[0] + f_[6] * rhs.f_[1] + f_[10] * rhs.f_[2]
+ f_[14] * rhs.f_[3];
ret.f_[3] = f_[3] * rhs.f_[0] + f_[7] * rhs.f_[1] + f_[11] * rhs.f_[2]
+ f_[15] * rhs.f_[3];
ret.f_[4] = f_[0] * rhs.f_[4] + f_[4] * rhs.f_[5] + f_[8] * rhs.f_[6]
+ f_[12] * rhs.f_[7];
ret.f_[5] = f_[1] * rhs.f_[4] + f_[5] * rhs.f_[5] + f_[9] * rhs.f_[6]
+ f_[13] * rhs.f_[7];
ret.f_[6] = f_[2] * rhs.f_[4] + f_[6] * rhs.f_[5] + f_[10] * rhs.f_[6]
+ f_[14] * rhs.f_[7];
ret.f_[7] = f_[3] * rhs.f_[4] + f_[7] * rhs.f_[5] + f_[11] * rhs.f_[6]
+ f_[15] * rhs.f_[7];
ret.f_[8] = f_[0] * rhs.f_[8] + f_[4] * rhs.f_[9] + f_[8] * rhs.f_[10]
+ f_[12] * rhs.f_[11];
ret.f_[9] = f_[1] * rhs.f_[8] + f_[5] * rhs.f_[9] + f_[9] * rhs.f_[10]
+ f_[13] * rhs.f_[11];
ret.f_[10] = f_[2] * rhs.f_[8] + f_[6] * rhs.f_[9] + f_[10] * rhs.f_[10]
+ f_[14] * rhs.f_[11];
ret.f_[11] = f_[3] * rhs.f_[8] + f_[7] * rhs.f_[9] + f_[11] * rhs.f_[10]
+ f_[15] * rhs.f_[11];
ret.f_[12] = f_[0] * rhs.f_[12] + f_[4] * rhs.f_[13] + f_[8] * rhs.f_[14]
+ f_[12] * rhs.f_[15];
ret.f_[13] = f_[1] * rhs.f_[12] + f_[5] * rhs.f_[13] + f_[9] * rhs.f_[14]
+ f_[13] * rhs.f_[15];
ret.f_[14] = f_[2] * rhs.f_[12] + f_[6] * rhs.f_[13] + f_[10] * rhs.f_[14]
+ f_[14] * rhs.f_[15];
ret.f_[15] = f_[3] * rhs.f_[12] + f_[7] * rhs.f_[13] + f_[11] * rhs.f_[14]
+ f_[15] * rhs.f_[15];
*this = ret;
return *this;
}
Mat4 operator*( const float rhs )
{
Mat4 ret;
for( int32_t i = 0; i < 16; ++i )
{
ret.f_[i] = f_[i] * rhs;
}
return ret;
}
Mat4& operator*=( const float rhs )
{
for( int32_t i = 0; i < 16; ++i )
{
f_[i] *= rhs;
}
return *this;
}
Mat4& operator=( const Mat4& rhs )
{
for( int32_t i = 0; i < 16; ++i )
{
f_[i] = rhs.f_[i];
}
return *this;
}
Mat4 Inverse();
Mat4 Transpose()
{
Mat4 ret;
ret.f_[0] = f_[0];
ret.f_[1] = f_[4];
ret.f_[2] = f_[8];
ret.f_[3] = f_[12];
ret.f_[4] = f_[1];
ret.f_[5] = f_[5];
ret.f_[6] = f_[9];
ret.f_[7] = f_[13];
ret.f_[8] = f_[2];
ret.f_[9] = f_[6];
ret.f_[10] = f_[10];
ret.f_[11] = f_[14];
ret.f_[12] = f_[3];
ret.f_[13] = f_[7];
ret.f_[14] = f_[11];
ret.f_[15] = f_[15];
*this = ret;
return *this;
}
Mat4& PostTranslate( float tx, float ty, float tz )
{
f_[12] += (tx * f_[0]) + (ty * f_[4]) + (tz * f_[8]);
f_[13] += (tx * f_[1]) + (ty * f_[5]) + (tz * f_[9]);
f_[14] += (tx * f_[2]) + (ty * f_[6]) + (tz * f_[10]);
f_[15] += (tx * f_[3]) + (ty * f_[7]) + (tz * f_[11]);
return *this;
}
float* Ptr()
{
return f_;
}
//--------------------------------------------------------------------------------
// Misc
//--------------------------------------------------------------------------------
static Mat4 Perspective( float width, float height, float nearPlane, float farPlane );
static Mat4 LookAt( const Vec3& vEye, const Vec3& vAt, const Vec3& vUp );
static Mat4 Translation( const float fX, const float fY, const float fZ );
static Mat4 Translation( const Vec3 vec );
static Mat4 RotationX( const float angle );
static Mat4 RotationY( const float angle );
static Mat4 RotationZ( const float angle );
static Mat4 Identity()
{
Mat4 ret;
ret.f_[0] = 1.f;
ret.f_[1] = 0;
ret.f_[2] = 0;
ret.f_[3] = 0;
ret.f_[4] = 0;
ret.f_[5] = 1.f;
ret.f_[6] = 0;
ret.f_[7] = 0;
ret.f_[8] = 0;
ret.f_[9] = 0;
ret.f_[10] = 1.f;
ret.f_[11] = 0;
ret.f_[12] = 0;
ret.f_[13] = 0;
ret.f_[14] = 0;
ret.f_[15] = 1.f;
return ret;
}
void Dump()
{
LOGI( "%f %f %f %f", f_[0], f_[1], f_[2], f_[3] );
LOGI( "%f %f %f %f", f_[4], f_[5], f_[6], f_[7] );
LOGI( "%f %f %f %f", f_[8], f_[9], f_[10], f_[11] );
LOGI( "%f %f %f %f", f_[12], f_[13], f_[14], f_[15] );
}
};
/******************************************************************
* Quaternion class
*
*/
class Quaternion
{
private:
float x_, y_, z_, w_;
public:
friend class Vec3;
friend class Vec4;
friend class Mat4;
Quaternion()
{
x_ = 0.f;
y_ = 0.f;
z_ = 0.f;
w_ = 1.f;
}
Quaternion( const float fX, const float fY, const float fZ, const float fW )
{
x_ = fX;
y_ = fY;
z_ = fZ;
w_ = fW;
}
Quaternion( const Vec3 vec, const float fW )
{
x_ = vec.x_;
y_ = vec.y_;
z_ = vec.z_;
w_ = fW;
}
Quaternion( const float* p )
{
x_ = *p++;
y_ = *p++;
z_ = *p++;
w_ = *p++;
}
Quaternion operator*( const Quaternion rhs )
{
Quaternion ret;
ret.x_ = x_ * rhs.w_ + y_ * rhs.z_ - z_ * rhs.y_ + w_ * rhs.x_;
ret.y_ = -x_ * rhs.z_ + y_ * rhs.w_ + z_ * rhs.x_ + w_ * rhs.y_;
ret.z_ = x_ * rhs.y_ - y_ * rhs.x_ + z_ * rhs.w_ + w_ * rhs.z_;
ret.w_ = -x_ * rhs.x_ - y_ * rhs.y_ - z_ * rhs.z_ + w_ * rhs.w_;
return ret;
}
Quaternion& operator*=( const Quaternion rhs )
{
Quaternion ret;
ret.x_ = x_ * rhs.w_ + y_ * rhs.z_ - z_ * rhs.y_ + w_ * rhs.x_;
ret.y_ = -x_ * rhs.z_ + y_ * rhs.w_ + z_ * rhs.x_ + w_ * rhs.y_;
ret.z_ = x_ * rhs.y_ - y_ * rhs.x_ + z_ * rhs.w_ + w_ * rhs.z_;
ret.w_ = -x_ * rhs.x_ - y_ * rhs.y_ - z_ * rhs.z_ + w_ * rhs.w_;
*this = ret;
return *this;
}
Quaternion Conjugate()
{
x_ = -x_;
y_ = -y_;
z_ = -z_;
return *this;
}
//Non destuctive version
Quaternion Conjugated()
{
Quaternion ret;
ret.x_ = -x_;
ret.y_ = -y_;
ret.z_ = -z_;
ret.w_ = w_;
return ret;
}
void ToMatrix( Mat4& mat )
{
float x2 = x_ * x_ * 2.0f;
float y2 = y_ * y_ * 2.0f;
float z2 = z_ * z_ * 2.0f;
float xy = x_ * y_ * 2.0f;
float yz = y_ * z_ * 2.0f;
float zx = z_ * x_ * 2.0f;
float xw = x_ * w_ * 2.0f;
float yw = y_ * w_ * 2.0f;
float zw = z_ * w_ * 2.0f;
mat.f_[0] = 1.0f - y2 - z2;
mat.f_[1] = xy + zw;
mat.f_[2] = zx - yw;
mat.f_[4] = xy - zw;
mat.f_[5] = 1.0f - z2 - x2;
mat.f_[6] = yz + xw;
mat.f_[8] = zx + yw;
mat.f_[9] = yz - xw;
mat.f_[10] = 1.0f - x2 - y2;
mat.f_[3] = mat.f_[7] = mat.f_[11] = mat.f_[12] = mat.f_[13] = mat.f_[14] = 0.0f;
mat.f_[15] = 1.0f;
}
void ToMatrixPreserveTranslate( Mat4& mat )
{
float x2 = x_ * x_ * 2.0f;
float y2 = y_ * y_ * 2.0f;
float z2 = z_ * z_ * 2.0f;
float xy = x_ * y_ * 2.0f;
float yz = y_ * z_ * 2.0f;
float zx = z_ * x_ * 2.0f;
float xw = x_ * w_ * 2.0f;
float yw = y_ * w_ * 2.0f;
float zw = z_ * w_ * 2.0f;
mat.f_[0] = 1.0f - y2 - z2;
mat.f_[1] = xy + zw;
mat.f_[2] = zx - yw;
mat.f_[4] = xy - zw;
mat.f_[5] = 1.0f - z2 - x2;
mat.f_[6] = yz + xw;
mat.f_[8] = zx + yw;
mat.f_[9] = yz - xw;
mat.f_[10] = 1.0f - x2 - y2;
mat.f_[3] = mat.f_[7] = mat.f_[11] = 0.0f;
mat.f_[15] = 1.0f;
}
static Quaternion RotationAxis( const Vec3 axis, const float angle )
{
Quaternion ret;
float s = sinf( angle / 2 );
ret.x_ = s * axis.x_;
ret.y_ = s * axis.y_;
ret.z_ = s * axis.z_;
ret.w_ = cosf( angle / 2 );
return ret;
}
void Value( float& fX, float& fY, float& fZ, float& fW )
{
fX = x_;
fY = y_;
fZ = z_;
fW = w_;
}
};
} //namespace ndk_helper
#endif /* VECMATH_H_ */