de.bixilon.kotlinglm.quaternion.op_Quat.kt Maven / Gradle / Ivy
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Kotlin port of OpenGL Mathematics (GLM)
package de.bixilon.kotlinglm.quaternion
import de.bixilon.kotlinglm.GLM.dot
import de.bixilon.kotlinglm.quaternion.Quat.Companion.times
import de.bixilon.kotlinglm.vec3.Vec3
import de.bixilon.kotlinglm.vec4.Vec4
/**
* Created by GBarbieri on 13.12.2016.
*/
interface op_Quat {
fun plus(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 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: Quat, a: Quat, b: Quat): Quat {
val resW = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
val resX = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y
val resY = a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z
val resZ = a.w * b.z + a.z * b.w + a.x * b.y - a.y * b.x
return res.put(resW, resX, resY, resZ)
}
fun times(res: Quat, a: Quat, b: Float): Quat {
res.w = a.w * b
res.x = a.x * b
res.y = a.y * b
res.z = a.z * b
return res
}
fun times(res: Vec3, a: Quat, b: Vec3): Vec3 {
val uvX = a.y * b.z - b.y * a.z
val uvY = a.z * b.x - b.z * a.x
val uvZ = a.x * b.y - b.x * a.y
val uuvX = a.y * uvZ - uvY * a.z
val uuvY = a.z * uvX - uvZ * a.x
val uuvZ = a.x * uvY - uvX * a.y
res.x = b.x + (uvX * a.w + uuvX) * 2f
res.y = b.y + (uvY * a.w + uuvY) * 2f
res.z = b.z + (uvZ * a.w + uuvZ) * 2f
return res
}
fun times(res: Vec3, a: Vec3, b: Quat): Vec3 {
val dot = dot(b, b)
val iW = b.w / dot
val iX = -b.x / dot
val iY = -b.y / dot
val iZ = -b.z / dot
val uvX = iY * a.z - a.y * iZ
val uvY = iZ * a.x - a.z * iX
val uvZ = iX * a.y - a.x * iY
val uuvX = iY * uvZ - uvY * iZ
val uuvY = iZ * uvX - uvZ * iX
val uuvZ = iX * uvY - uvX * iY
res.x = a.x + (uvX * iW + uuvX) * 2f
res.y = a.y + (uvY * iW + uuvY) * 2f
res.z = a.z + (uvZ * iW + uuvZ) * 2f
return res
}
fun times(res: Quat, a: Quat, b: Vec4): Quat {
res.w = a.w
res.x = a.x * b.x
res.y = a.y * b.y
res.z = a.z * b.z
return res
}
fun div(res: Quat, a: Quat, b: Float): Quat {
res.w = a.w / b
res.x = a.x / b
res.y = a.y / b
res.z = a.z / b
return res
}
}
infix operator fun Float.times(b: Quat) = times(Quat(), b, this)
infix operator fun Vec3.times(b: Quat) = times(Vec3(), this, b)
infix operator fun Vec4.times(b: Quat) = times(Quat(), b, this)