de.bixilon.kotlinglm.dualQuat.op_DualQuatD.kt Maven / Gradle / Ivy
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Kotlin port of OpenGL Mathematics (GLM)
package de.bixilon.kotlinglm.dualQuat
import de.bixilon.kotlinglm.dualQuat.DualQuatD.Companion.times
import de.bixilon.kotlinglm.vec3.Vec3d
import de.bixilon.kotlinglm.vec4.Vec4d
/**
* Created by GBarbieri on 13.12.2016.
*/
interface op_DualQuatD {
fun plus(res: DualQuatD, a: DualQuatD, b: DualQuatD): DualQuatD {
a.real.plus(b.real, res.real)
a.dual.plus(b.dual, res.dual)
return res
}
// fun minus(res: Quat, a: Quat, b: Quat): Quat {
// res.w = a.w - b.w
// res.x = a.x - b.x
// res.y = a.y - b.y
// res.z = a.z - b.z
// return res
// }
fun times(res: DualQuatD, a: DualQuatD, b: DualQuatD): DualQuatD {
a.real.times(b.real, res.real)
a.real.times(b.dual, res.dual)
val w = a.dual.w * b.real.w - a.dual.x * b.real.x - a.dual.y * b.real.y - a.dual.z * b.real.z
val x = a.dual.w * b.real.x + a.dual.x * b.real.w + a.dual.y * b.real.z - a.dual.z * b.real.y
val y = a.dual.w * b.real.y + a.dual.y * b.real.w + a.dual.z * b.real.x - a.dual.x * b.real.z
val z = a.dual.w * b.real.z + a.dual.z * b.real.w + a.dual.x * b.real.y - a.dual.y * b.real.x
res.dual.w += w
res.dual.x += x
res.dual.y += y
res.dual.z += z
return res
}
fun times(res: Vec3d, q: DualQuatD, v: Vec3d): Vec3d {
// t = cross(real_v3,v) + v * q.real.w + dual_v3)
val t0 = q.real.y * v.z - v.y * q.real.z + v.x * q.real.w + q.dual.x
val t1 = q.real.z * v.x - v.z * q.real.x + v.y * q.real.w + q.dual.y
val t2 = q.real.x * v.y - v.x * q.real.y + v.z * q.real.w + q.dual.z
// c = cross(real_v3, t + dual_v3 * q.real.w - real_v3 * q.dual.w)
val c0 = q.real.y * t2 - t1 * q.real.z + q.dual.x * q.real.w - q.real.x * q.dual.w
val c1 = q.real.z * t0 - t2 * q.real.x + q.dual.y * q.real.w - q.real.y * q.dual.w
val c2 = q.real.x * t1 - t0 * q.real.y + q.dual.z * q.real.w - q.real.z * q.dual.w
// c * 2f + v
return res(
c0 * 2.0 + v.x,
c1 * 2.0 + v.y,
c2 * 2.0 + v.z)
}
fun times(res: Vec3d, v: Vec3d, q: DualQuatD): Vec3d {
// inverse
// conjugate
val realW = q.real.w
val realX = -q.real.x
val realY = -q.real.y
val realZ = -q.real.z
// conjugate
val dualW = q.dual.w
val dualX = -q.dual.x
val dualY = -q.dual.y
val dualZ = -q.dual.z
val dot = realX * dualX + realY * dualY + realZ * dualZ + realW * dualW
val w = dualW + realW * (-2.0 * dot)
val x = dualX + realX * (-2.0 * dot)
val y = dualY + realY * (-2.0 * dot)
val z = dualZ + realZ * (-2.0 * dot)
//res(realW, realX, realY, realZ, w, x, y, z)
//(cross(real_v3, cross(real_v3,v) + v * q.real.w + dual_v3) + dual_v3 * q.real.w - real_v3 * q.dual.w) * T(2) + v
val t0 = realY * v.z - v.y * realZ + v.x * realW + x
val t1 = realZ * v.x - v.z * realX + v.y * realW + y
val t2 = realX * v.y - v.x * realY + v.z * realW + z
val c0 = realY * t2 - t1 * realZ + x * realW - realX * w
val c1 = realZ * t0 - t2 * realX + y * realW - realY * w
val c2 = realX * t1 - t0 * realY + z * realW - realZ * w
return res(
c0 * 2.0 + v.x,
c1 * 2.0 + v.y,
c2 * 2.0 + v.z)
}
fun times(res: Vec4d, q: DualQuatD, v: Vec4d): Vec4d {
// t = cross(real_v3,v) + v * q.real.w + dual_v3)
val t0 = q.real.y * v.z - v.y * q.real.z + v.x * q.real.w + q.dual.x
val t1 = q.real.z * v.x - v.z * q.real.x + v.y * q.real.w + q.dual.y
val t2 = q.real.x * v.y - v.x * q.real.y + v.z * q.real.w + q.dual.z
// c = cross(real_v3, t + dual_v3 * q.real.w - real_v3 * q.dual.w)
val c0 = q.real.y * t2 - t1 * q.real.z + q.dual.x * q.real.w - q.real.x * q.dual.w
val c1 = q.real.z * t0 - t2 * q.real.x + q.dual.y * q.real.w - q.real.y * q.dual.w
val c2 = q.real.x * t1 - t0 * q.real.y + q.dual.z * q.real.w - q.real.z * q.dual.w
// c * 2f + v
return res(
c0 * 2.0 + v.x,
c1 * 2.0 + v.y,
c2 * 2.0 + v.z,
v.w)
}
fun times(res: Vec4d, v: Vec4d, q: DualQuatD): Vec4d {
// inverse
// conjugate
val realW = q.real.w
val realX = -q.real.x
val realY = -q.real.y
val realZ = -q.real.z
// conjugate
val dualW = q.dual.w
val dualX = -q.dual.x
val dualY = -q.dual.y
val dualZ = -q.dual.z
val dot = realX * dualX + realY * dualY + realZ * dualZ + realW * dualW
val w = dualW + realW * (-2.0 * dot)
val x = dualX + realX * (-2.0 * dot)
val y = dualY + realY * (-2.0 * dot)
val z = dualZ + realZ * (-2.0 * dot)
//res(realW, realX, realY, realZ, w, x, y, z)
//(cross(real_v3, cross(real_v3,v) + v * q.real.w + dual_v3) + dual_v3 * q.real.w - real_v3 * q.dual.w) * T(2) + v
val t0 = realY * v.z - v.y * realZ + v.x * realW + x
val t1 = realZ * v.x - v.z * realX + v.y * realW + y
val t2 = realX * v.y - v.x * realY + v.z * realW + z
val c0 = realY * t2 - t1 * realZ + x * realW - realX * w
val c1 = realZ * t0 - t2 * realX + y * realW - realY * w
val c2 = realX * t1 - t0 * realY + z * realW - realZ * w
return res(
c0 * 2.0 + v.x,
c1 * 2.0 + v.y,
c2 * 2.0 + v.z,
v.w)
}
fun times(res: DualQuatD, q: DualQuatD, s: Double): DualQuatD {
q.real.times(s, res.real)
q.dual.times(s, res.dual)
return res
}
fun div(res: DualQuatD, q: DualQuatD, s: Double): DualQuatD {
q.real.div(s, res.real)
q.dual.div(s, res.dual)
return res
}
}
infix operator fun Double.times(b: DualQuatD) = times(DualQuatD(), b, this)
infix operator fun Vec3d.times(b: DualQuatD) = times(Vec3d(), this, b)
infix operator fun Vec4d.times(b: DualQuatD) = times(Vec4d(), b, this)