275 lines
12 KiB
C
275 lines
12 KiB
C
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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_OZZ_BASE_MATHS_SIMD_QUATERNION_H_
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#define OZZ_OZZ_BASE_MATHS_SIMD_QUATERNION_H_
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#include "ozz/base/maths/simd_math.h"
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#include <cmath>
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// Implement simd quaternion.
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namespace ozz {
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namespace math {
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// Declare the Quaternion type.
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struct SimdQuaternion {
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SimdFloat4 xyzw;
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// Returns the identity quaternion.
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static OZZ_INLINE SimdQuaternion identity() {
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const SimdQuaternion quat = {simd_float4::w_axis()};
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return quat;
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}
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// the angle in radian.
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static OZZ_INLINE SimdQuaternion FromAxisAngle(_SimdFloat4 _axis,
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_SimdFloat4 _angle);
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// Returns a normalized quaternion initialized from an axis and angle cosine
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// representation.
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// Assumes the axis part (x, y, z) of _axis_angle is normalized.
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// _angle.x is the angle cosine in radian, it must be within [-1,1] range.
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static OZZ_INLINE SimdQuaternion FromAxisCosAngle(_SimdFloat4 _axis,
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_SimdFloat4 _cos);
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// Returns the quaternion that will rotate vector _from into vector _to,
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// around their plan perpendicular axis.The input vectors don't need to be
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// normalized, they can be null also.
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static OZZ_INLINE SimdQuaternion FromVectors(_SimdFloat4 _from,
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_SimdFloat4 _to);
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// Returns the quaternion that will rotate vector _from into vector _to,
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// around their plan perpendicular axis. The input vectors must be normalized.
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static OZZ_INLINE SimdQuaternion FromUnitVectors(_SimdFloat4 _from,
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_SimdFloat4 _to);
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// Returns a normalized quaternion initialized from an axis angle
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// representation.
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// Assumes the axis part (x, y, z) of _axis_angle is normalized. _angle.x is
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};
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// Returns the multiplication of _a and _b. If both _a and _b are normalized,
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// then the result is normalized.
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OZZ_INLINE SimdQuaternion operator*(const SimdQuaternion& _a,
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const SimdQuaternion& _b) {
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// Original quaternion multiplication can be swizzled in a simd friendly way
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// if w is negated, and some w multiplications parts (1st/last) are swaped.
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//
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// p1 p2 p3 p4
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// _a.w * _b.x + _a.x * _b.w + _a.y * _b.z - _a.z * _b.y
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// _a.w * _b.y + _a.y * _b.w + _a.z * _b.x - _a.x * _b.z
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// _a.w * _b.z + _a.z * _b.w + _a.x * _b.y - _a.y * _b.x
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// _a.w * _b.w - _a.x * _b.x - _a.y * _b.y - _a.z * _b.z
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// ... becomes ->
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// _a.w * _b.x + _a.x * _b.w + _a.y * _b.z - _a.z * _b.y
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// _a.w * _b.y + _a.y * _b.w + _a.z * _b.x - _a.x * _b.z
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// _a.w * _b.z + _a.z * _b.w + _a.x * _b.y - _a.y * _b.x
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// - (_a.z * _b.z + _a.x * _b.x + _a.y * _b.y - _a.w * _b.w)
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const SimdFloat4 p1 =
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Swizzle<3, 3, 3, 2>(_a.xyzw) * Swizzle<0, 1, 2, 2>(_b.xyzw);
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const SimdFloat4 p2 =
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Swizzle<0, 1, 2, 0>(_a.xyzw) * Swizzle<3, 3, 3, 0>(_b.xyzw);
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const SimdFloat4 p13 =
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MAdd(Swizzle<1, 2, 0, 1>(_a.xyzw), Swizzle<2, 0, 1, 1>(_b.xyzw), p1);
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const SimdFloat4 p24 =
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NMAdd(Swizzle<2, 0, 1, 3>(_a.xyzw), Swizzle<1, 2, 0, 3>(_b.xyzw), p2);
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const SimdQuaternion quat = {Xor(p13 + p24, simd_int4::mask_sign_w())};
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return quat;
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}
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// Returns the conjugate of _q. This is the same as the inverse if _q is
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// normalized. Otherwise the magnitude of the inverse is 1.f/|_q|.
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OZZ_INLINE SimdQuaternion Conjugate(const SimdQuaternion& _q) {
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const SimdQuaternion quat = {Xor(_q.xyzw, simd_int4::mask_sign_xyz())};
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return quat;
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}
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// Returns the negate of _q. This represent the same rotation as q.
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OZZ_INLINE SimdQuaternion operator-(const SimdQuaternion& _q) {
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const SimdQuaternion quat = {Xor(_q.xyzw, simd_int4::mask_sign())};
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return quat;
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}
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// Returns the normalized quaternion _q.
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OZZ_INLINE SimdQuaternion Normalize(const SimdQuaternion& _q) {
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const SimdQuaternion quat = {Normalize4(_q.xyzw)};
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return quat;
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}
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// Returns the normalized quaternion _q if the norm of _q is not 0.
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// Otherwise returns _safer.
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OZZ_INLINE SimdQuaternion NormalizeSafe(const SimdQuaternion& _q,
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const SimdQuaternion& _safer) {
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const SimdQuaternion quat = {NormalizeSafe4(_q.xyzw, _safer.xyzw)};
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return quat;
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}
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// Returns the estimated normalized quaternion _q.
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OZZ_INLINE SimdQuaternion NormalizeEst(const SimdQuaternion& _q) {
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const SimdQuaternion quat = {NormalizeEst4(_q.xyzw)};
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return quat;
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}
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// Returns the estimated normalized quaternion _q if the norm of _q is not 0.
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// Otherwise returns _safer.
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OZZ_INLINE SimdQuaternion NormalizeSafeEst(const SimdQuaternion& _q,
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const SimdQuaternion& _safer) {
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const SimdQuaternion quat = {NormalizeSafeEst4(_q.xyzw, _safer.xyzw)};
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return quat;
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}
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// Tests if the _q is a normalized quaternion.
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// Returns the result in the x component of the returned vector. y, z and w are
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// set to 0.
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OZZ_INLINE SimdInt4 IsNormalized(const SimdQuaternion& _q) {
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return IsNormalized4(_q.xyzw);
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}
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// Tests if the _q is a normalized quaternion.
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// Uses the estimated normalization coefficient, that matches estimated math
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// functions (RecpEst, MormalizeEst...).
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// Returns the result in the x component of the returned vector. y, z and w are
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// set to 0.
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OZZ_INLINE SimdInt4 IsNormalizedEst(const SimdQuaternion& _q) {
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return IsNormalizedEst4(_q.xyzw);
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}
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OZZ_INLINE SimdQuaternion SimdQuaternion::FromAxisAngle(_SimdFloat4 _axis,
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_SimdFloat4 _angle) {
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assert(AreAllTrue1(IsNormalizedEst3(_axis)) && "axis is not normalized.");
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const SimdFloat4 half_angle = _angle * simd_float4::Load1(.5f);
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const SimdFloat4 half_sin = SinX(half_angle);
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const SimdFloat4 half_cos = CosX(half_angle);
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const SimdQuaternion quat = {SetW(_axis * SplatX(half_sin), half_cos)};
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return quat;
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}
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OZZ_INLINE SimdQuaternion SimdQuaternion::FromAxisCosAngle(_SimdFloat4 _axis,
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_SimdFloat4 _cos) {
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const SimdFloat4 one = simd_float4::one();
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const SimdFloat4 half = simd_float4::Load1(.5f);
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assert(AreAllTrue1(IsNormalizedEst3(_axis)) && "axis is not normalized.");
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assert(AreAllTrue1(And(CmpGe(_cos, -one), CmpLe(_cos, one))) &&
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"cos is not in [-1,1] range.");
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const SimdFloat4 half_cos2 = (one + _cos) * half;
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const SimdFloat4 half_sin2 = one - half_cos2;
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const SimdFloat4 half_sincos2 = SetY(half_cos2, half_sin2);
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const SimdFloat4 half_sincos = Sqrt(half_sincos2);
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const SimdFloat4 half_sin = SplatY(half_sincos);
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const SimdQuaternion quat = {SetW(_axis * half_sin, half_sincos)};
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return quat;
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}
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// Returns to an axis angle representation of quaternion _q.
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// Assumes quaternion _q is normalized.
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OZZ_INLINE SimdFloat4 ToAxisAngle(const SimdQuaternion& _q) {
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assert(AreAllTrue1(IsNormalizedEst4(_q.xyzw)) && "_q is not normalized.");
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const SimdFloat4 x_axis = simd_float4::x_axis();
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const SimdFloat4 clamped_w = Clamp(-x_axis, SplatW(_q.xyzw), x_axis);
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const SimdFloat4 half_angle = ACosX(clamped_w);
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// Assuming quaternion is normalized then s always positive.
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const SimdFloat4 s = SplatX(SqrtX(NMAdd(clamped_w, clamped_w, x_axis)));
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// If s is close to zero then direction of axis is not important.
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const SimdInt4 low = CmpLt(s, simd_float4::Load1(1e-3f));
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return Select(low, x_axis,
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SetW(_q.xyzw * RcpEstNR(s), half_angle + half_angle));
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}
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OZZ_INLINE SimdQuaternion SimdQuaternion::FromVectors(_SimdFloat4 _from,
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_SimdFloat4 _to) {
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// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
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const SimdFloat4 norm_from_norm_to =
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SqrtX(Length3Sqr(_from) * Length3Sqr(_to));
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const float norm_from_norm_to_x = GetX(norm_from_norm_to);
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if (norm_from_norm_to_x < 1.e-6f) {
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return SimdQuaternion::identity();
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}
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const SimdFloat4 real_part = norm_from_norm_to + Dot3(_from, _to);
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SimdQuaternion quat;
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if (GetX(real_part) < 1.e-6f * norm_from_norm_to_x) {
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// If _from and _to are exactly opposite, rotate 180 degrees around an
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// arbitrary orthogonal axis. Axis normalization can happen later, when we
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// normalize the quaternion.
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float from[4];
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ozz::math::StorePtrU(_from, from);
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quat.xyzw = std::abs(from[0]) > std::abs(from[2])
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? ozz::math::simd_float4::Load(-from[1], from[0], 0.f, 0.f)
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: ozz::math::simd_float4::Load(0.f, -from[2], from[1], 0.f);
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} else {
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// This is the general code path.
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quat.xyzw = SetW(Cross3(_from, _to), real_part);
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}
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return Normalize(quat);
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}
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OZZ_INLINE SimdQuaternion SimdQuaternion::FromUnitVectors(_SimdFloat4 _from,
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_SimdFloat4 _to) {
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// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
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assert(ozz::math::AreAllTrue1(
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And(IsNormalizedEst3(_from), IsNormalizedEst3(_to))) &&
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"Input vectors must be normalized.");
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const SimdFloat4 real_part =
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ozz::math::simd_float4::x_axis() + Dot3(_from, _to);
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if (GetX(real_part) < 1.e-6f) {
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// If _from and _to are exactly opposite, rotate 180 degrees around an
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// arbitrary orthogonal axis.
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// Normalization isn't needed, as from is already.
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float from[4];
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ozz::math::StorePtrU(_from, from);
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SimdQuaternion quat = {
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std::abs(from[0]) > std::abs(from[2])
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? ozz::math::simd_float4::Load(-from[1], from[0], 0.f, 0.f)
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: ozz::math::simd_float4::Load(0.f, -from[2], from[1], 0.f)};
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return quat;
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} else {
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// This is the general code path.
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SimdQuaternion quat = {SetW(Cross3(_from, _to), real_part)};
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return Normalize(quat);
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}
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}
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// Computes the transformation of a Quaternion and a vector _v.
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// This is equivalent to carrying out the quaternion multiplications:
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// _q.conjugate() * (*this) * _q
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// w component of the returned vector is undefined.
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OZZ_INLINE SimdFloat4 TransformVector(const SimdQuaternion& _q,
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_SimdFloat4 _v) {
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// http://www.neil.dantam.name/note/dantam-quaternion.pdf
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// _v + 2.f * cross(_q.xyz, cross(_q.xyz, _v) + _q.w * _v)
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const SimdFloat4 cross1 = MAdd(SplatW(_q.xyzw), _v, Cross3(_q.xyzw, _v));
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const SimdFloat4 cross2 = Cross3(_q.xyzw, cross1);
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return _v + cross2 + cross2;
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}
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} // namespace math
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} // namespace ozz
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#endif // OZZ_OZZ_BASE_MATHS_SIMD_QUATERNION_H_
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