lygia
/math
/quat
)creates a quaternion (QUAT) from a given radian of rotation about a given axis or from a given forward vector and up vector
Dependencies:
Use:
<QUAT> quat(<vec3> axis, <float> r)
<QUAT> quat(<vec3> forward [, <vec3> up])
#ifndef FNC_QUAT
#define FNC_QUAT
// A given r of rotation about a given axis
QUAT quat(vec3 axis, float r) {
float sn = sin(r * 0.5);
float cs = cos(r * 0.5);
return QUAT(axis * sn, cs);
}
QUAT quat(vec3 f, vec3 up) {
vec3 right = normalize(cross(f, -up));
up = normalize(cross(f, right));
float m00 = right.x;
float m01 = right.y;
float m02 = right.z;
float m10 = up.x;
float m11 = up.y;
float m12 = up.z;
float m20 = f.x;
float m21 = f.y;
float m22 = f.z;
float num8 = (m00 + m11) + m22;
QUAT q = QUAT_IDENTITY;
if (num8 > 0.0) {
float num = sqrt(num8 + 1.0);
q.w = num * 0.5;
num = 0.5 / num;
q.x = (m12 - m21) * num;
q.y = (m20 - m02) * num;
q.z = (m01 - m10) * num;
return q;
}
if ((m00 >= m11) && (m00 >= m22)) {
float num7 = sqrt(((1.0 + m00) - m11) - m22);
float num4 = 0.5 / num7;
q.x = 0.5 * num7;
q.y = (m01 + m10) * num4;
q.z = (m02 + m20) * num4;
q.w = (m12 - m21) * num4;
return q;
}
if (m11 > m22) {
float num6 = sqrt(((1.0 + m11) - m00) - m22);
float num3 = 0.5 / num6;
q.x = (m10 + m01) * num3;
q.y = 0.5 * num6;
q.z = (m21 + m12) * num3;
q.w = (m20 - m02) * num3;
return q;
}
float num5 = sqrt(((1.0 + m22) - m00) - m11);
float num2 = 0.5 / num5;
q.x = (m20 + m02) * num2;
q.y = (m21 + m12) * num2;
q.z = 0.5 * num5;
q.w = (m01 - m10) * num2;
return q;
}
QUAT quat(vec3 f) { return quat(f, vec3(0.0, 1.0, 0.0)); }
#endif
Dependencies:
Use:
<QUAT> quat(<float3> axis, <float> r)
<QUAT> quat(<float3> forward [, <float3> up])
#ifndef FNC_QUAT
#define FNC_QUAT
// A given r of rotation about a given axis
QUAT quat(float3 axis, float r) {
float sn = sin(r * 0.5);
float cs = cos(r * 0.5);
return QUAT(axis * sn, cs);
}
QUAT quat(float3 f, float3 up) {
float3 right = normalize(cross(f, -up));
up = normalize(cross(f, right));
float m00 = right.x;
float m01 = right.y;
float m02 = right.z;
float m10 = up.x;
float m11 = up.y;
float m12 = up.z;
float m20 = f.x;
float m21 = f.y;
float m22 = f.z;
float num8 = (m00 + m11) + m22;
QUAT q = QUAT_IDENTITY;
if (num8 > 0.0) {
float num = sqrt(num8 + 1.0);
q.w = num * 0.5;
num = 0.5 / num;
q.x = (m12 - m21) * num;
q.y = (m20 - m02) * num;
q.z = (m01 - m10) * num;
return q;
}
if ((m00 >= m11) && (m00 >= m22)) {
float num7 = sqrt(((1.0 + m00) - m11) - m22);
float num4 = 0.5 / num7;
q.x = 0.5 * num7;
q.y = (m01 + m10) * num4;
q.z = (m02 + m20) * num4;
q.w = (m12 - m21) * num4;
return q;
}
if (m11 > m22) {
float num6 = sqrt(((1.0 + m11) - m00) - m22);
float num3 = 0.5 / num6;
q.x = (m10 + m01) * num3;
q.y = 0.5 * num6;
q.z = (m21 + m12) * num3;
q.w = (m20 - m02) * num3;
return q;
}
float num5 = sqrt(((1.0 + m22) - m00) - m11);
float num2 = 0.5 / num5;
q.x = (m20 + m02) * num2;
q.y = (m21 + m12) * num2;
q.z = 0.5 * num5;
q.w = (m01 - m10) * num2;
return q;
}
QUAT quat(float3 f) { return quat(f, float3(0.0, 1.0, 0.0)); }
#endif
Dependencies:
Use:
<QUAT> quat(<float3> axis, <float> r)
<QUAT> quat(<float3> forward [, <float3> up])
#ifndef FNC_QUAT
#define FNC_QUAT
// A given r of rotation about a given axis
QUAT quat(float3 axis, float r) {
float sn = sin(r * 0.5);
float cs = cos(r * 0.5);
return QUAT(axis * sn, cs);
}
QUAT quat(float3 f, float3 up) {
float3 right = normalize(cross(f, -up));
up = normalize(cross(f, right));
float m00 = right.x;
float m01 = right.y;
float m02 = right.z;
float m10 = up.x;
float m11 = up.y;
float m12 = up.z;
float m20 = f.x;
float m21 = f.y;
float m22 = f.z;
float num8 = (m00 + m11) + m22;
QUAT q = QUAT_IDENTITY;
if (num8 > 0.0) {
float num = sqrt(num8 + 1.0);
q.w = num * 0.5;
num = 0.5 / num;
q.x = (m12 - m21) * num;
q.y = (m20 - m02) * num;
q.z = (m01 - m10) * num;
return q;
}
if ((m00 >= m11) && (m00 >= m22)) {
float num7 = sqrt(((1.0 + m00) - m11) - m22);
float num4 = 0.5 / num7;
q.x = 0.5 * num7;
q.y = (m01 + m10) * num4;
q.z = (m02 + m20) * num4;
q.w = (m12 - m21) * num4;
return q;
}
if (m11 > m22) {
float num6 = sqrt(((1.0 + m11) - m00) - m22);
float num3 = 0.5 / num6;
q.x = (m10 + m01) * num3;
q.y = 0.5 * num6;
q.z = (m21 + m12) * num3;
q.w = (m20 - m02) * num3;
return q;
}
float num5 = sqrt(((1.0 + m22) - m00) - m11);
float num2 = 0.5 / num5;
q.x = (m20 + m02) * num2;
q.y = (m21 + m12) * num2;
q.z = 0.5 * num5;
q.w = (m01 - m10) * num2;
return q;
}
QUAT quat(float3 f) { return quat(f, float3(0.0, 1.0, 0.0)); }
#endif
Dependencies:
// A given r of rotation about a given axis
fn quat(axis: vec3f, r: f32) -> vec4f {
let sn = sin(r * 0.5);
let cs = cos(r * 0.5);
return vec4f(axis * sn, cs);
}
fn quatFowardUp(f: vec3f, _up: vec3f) -> vec4f {
let right = normalize(cross(f, -_up));
let up = normalize(cross(f, right));
let m00 = right.x;
let m01 = right.y;
let m02 = right.z;
let m10 = up.x;
let m11 = up.y;
let m12 = up.z;
let m20 = f.x;
let m21 = f.y;
let m22 = f.z;
let num8 = (m00 + m11) + m22;
var q = vec4f(0.0, 0.0, 0.0, 1.0);
if (num8 > 0.0) {
var num = sqrt(num8 + 1.0);
q.w = num * 0.5;
num = 0.5 / num;
q.x = (m12 - m21) * num;
q.y = (m20 - m02) * num;
q.z = (m01 - m10) * num;
return q;
}
if ((m00 >= m11) && (m00 >= m22)) {
let num7 = sqrt(((1.0 + m00) - m11) - m22);
let num4 = 0.5 / num7;
q.x = 0.5 * num7;
q.y = (m01 + m10) * num4;
q.z = (m02 + m20) * num4;
q.w = (m12 - m21) * num4;
return q;
}
if (m11 > m22) {
let num6 = sqrt(((1.0 + m11) - m00) - m22);
let num3 = 0.5 / num6;
q.x = (m10 + m01) * num3;
q.y = 0.5 * num6;
q.z = (m21 + m12) * num3;
q.w = (m20 - m02) * num3;
return q;
}
let num5 = sqrt(((1.0 + m22) - m00) - m11);
let num2 = 0.5 / num5;
q.x = (m20 + m02) * num2;
q.y = (m21 + m12) * num2;
q.z = 0.5 * num5;
q.w = (m01 - m10) * num2;
return q;
}
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