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re-organise files, remove cglm prefix from file to make them more clean
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212
include/cglm/quat.h
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212
include/cglm/quat.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Macros:
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GLM_QUAT_IDENTITY_INIT
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GLM_QUAT_IDENTITY
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Functions:
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CGLM_INLINE void glm_quat_identity(versor q);
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CGLM_INLINE void glm_quat(versor q, float angle, float x, float y, float z);
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CGLM_INLINE void glm_quatv(versor q, float angle, vec3 v);
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CGLM_INLINE float glm_quat_norm(versor q);
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CGLM_INLINE void glm_quat_normalize(versor q);
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CGLM_INLINE float glm_quat_dot(versor q, versor r);
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CGLM_INLINE void glm_quat_mulv(versor q1, versor q2, versor dest);
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CGLM_INLINE void glm_quat_mat4(versor q, mat4 dest);
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CGLM_INLINE void glm_quat_slerp(versor q, versor r, float t, versor dest);
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*/
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#ifndef cglm_quat_h
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#define cglm_quat_h
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#include "common.h"
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#include "vec4.h"
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#ifdef CGLM_SSE_FP
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# include "simd/sse2/quat.h"
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#endif
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#define GLM_QUAT_IDENTITY_INIT {0.0f, 0.0f, 0.0f, 1.0f}
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#define GLM_QUAT_IDENTITY (versor){0.0f, 0.0f, 0.0f, 1.0f}
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CGLM_INLINE
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void
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glm_quat_identity(versor q) {
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versor v = GLM_QUAT_IDENTITY_INIT;
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glm_vec4_copy(v, q);
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}
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CGLM_INLINE
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void
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glm_quat(versor q,
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float angle,
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float x,
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float y,
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float z) {
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float a, c, s;
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a = angle * 0.5f;
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c = cosf(a);
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s = sinf(a);
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q[0] = c;
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q[1] = s * x;
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q[2] = s * y;
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q[3] = s * z;
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}
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CGLM_INLINE
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void
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glm_quatv(versor q,
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float angle,
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vec3 v) {
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float a, c, s;
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a = angle * 0.5f;
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c = cosf(a);
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s = sinf(a);
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q[0] = c;
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q[1] = s * v[0];
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q[2] = s * v[1];
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q[3] = s * v[2];
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}
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CGLM_INLINE
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float
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glm_quat_norm(versor q) {
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return glm_vec4_norm(q);
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}
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CGLM_INLINE
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void
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glm_quat_normalize(versor q) {
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float sum;
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sum = q[0] * q[0] + q[1] * q[1]
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+ q[2] * q[2] + q[3] * q[3];
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if (fabs(1.0f - sum) < 0.0001f)
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return;
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glm_vec4_scale(q, 1.0f / sqrtf(sum), q);
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}
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CGLM_INLINE
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float
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glm_quat_dot(versor q, versor r) {
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return glm_vec4_dot(q, r);
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}
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CGLM_INLINE
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void
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glm_quat_mulv(versor q1, versor q2, versor dest) {
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dest[0] = q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2] - q2[3] * q1[3];
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dest[1] = q2[0] * q1[1] + q2[1] * q1[0] - q2[2] * q1[3] + q2[3] * q1[2];
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dest[2] = q2[0] * q1[2] + q2[1] * q1[3] + q2[2] * q1[0] - q2[3] * q1[1];
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dest[3] = q2[0] * q1[3] - q2[1] * q1[2] + q2[2] * q1[1] + q2[3] * q1[0];
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glm_quat_normalize(dest);
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}
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CGLM_INLINE
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void
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glm_quat_mat4(versor q, mat4 dest) {
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float w, x, y, z;
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float xx, yy, zz;
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float xy, yz, xz;
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float wx, wy, wz;
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w = q[0];
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x = q[1];
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y = q[2];
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z = q[3];
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xx = 2.0f * x * x; xy = 2.0f * x * y; wx = 2.0f * w * x;
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yy = 2.0f * y * y; yz = 2.0f * y * z; wy = 2.0f * w * y;
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zz = 2.0f * z * z; xz = 2.0f * x * z; wz = 2.0f * w * z;
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dest[0][0] = 1.0f - yy - zz;
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dest[1][1] = 1.0f - xx - zz;
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dest[2][2] = 1.0f - xx - yy;
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dest[0][1] = xy + wz;
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dest[1][2] = yz + wx;
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dest[2][0] = xz + wy;
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dest[1][0] = xy - wz;
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dest[2][1] = yz - wx;
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dest[0][2] = xz - wy;
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dest[1][3] = 0.0f;
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dest[0][3] = 0.0f;
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dest[2][3] = 0.0f;
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dest[3][0] = 0.0f;
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dest[3][1] = 0.0f;
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dest[3][2] = 0.0f;
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dest[3][3] = 1.0f;
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}
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CGLM_INLINE
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void
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glm_quat_slerp(versor q,
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versor r,
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float t,
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versor dest) {
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/* https://en.wikipedia.org/wiki/Slerp */
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glm_quat_slerp_sse2(q, r, t, dest);
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#else
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float cosTheta, sinTheta, angle, a, b, c;
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cosTheta = glm_quat_dot(q, r);
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if (cosTheta < 0.0f) {
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q[0] *= -1.0f;
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q[1] *= -1.0f;
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q[2] *= -1.0f;
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q[3] *= -1.0f;
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cosTheta = -cosTheta;
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}
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if (fabs(cosTheta) >= 1.0f) {
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dest[0] = q[0];
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dest[1] = q[1];
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dest[2] = q[2];
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dest[3] = q[3];
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return;
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}
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sinTheta = sqrt(1.0f - cosTheta * cosTheta);
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c = 1.0f - t;
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/* LERP */
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/* TODO: FLT_EPSILON vs 0.001? */
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if (sinTheta < 0.001f) {
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dest[0] = c * q[0] + t * r[0];
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dest[1] = c * q[1] + t * r[1];
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dest[2] = c * q[2] + t * r[2];
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dest[3] = c * q[3] + t * r[3];
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return;
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}
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/* SLERP */
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angle = acosf(cosTheta);
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a = sinf(c * angle);
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b = sinf(t * angle);
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dest[0] = (q[0] * a + r[0] * b) / sinTheta;
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dest[1] = (q[1] * a + r[1] * b) / sinTheta;
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dest[2] = (q[2] * a + r[2] * b) / sinTheta;
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dest[3] = (q[3] * a + r[3] * b) / sinTheta;
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#endif
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}
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#endif /* cglm_quat_h */
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