Files
Nuake-custom/Nuake/src/Core/Maths.cpp
2024-08-16 17:55:35 -04:00

75 lines
2.1 KiB
C++

#include "src/Core/Maths.h"
namespace Nuake
{
Quat LookAt(Vector3 sourcePoint, Vector3 destPoint)
{
Vector3 forwardVector = glm::normalize(destPoint - sourcePoint);
float dot = glm::dot(Vector3(0, 0, 1), forwardVector);
if (glm::abs(dot - (-1.0f)) < 0.000001f)
{
return Quat(0, 1, 0, 3.1415926535897932f);
}
if (glm::abs(dot - (1.0f)) < 0.000001f)
{
return Quat(); // identity
}
float rotAngle = acos(dot);
Vector3 rotAxis = glm::cross(Vector3(0, 0, 1), forwardVector);
rotAxis = glm::normalize(rotAxis);
return CreateFromAxisAngle(rotAxis, rotAngle);
}
// just in case you need that function also
Quat CreateFromAxisAngle(Vector3 axis, float angle)
{
float halfAngle = angle * .5f;
float s = sin(halfAngle);
Quat q;
q.x = axis.x * s;
q.y = axis.y * s;
q.z = axis.z * s;
q.w = cos(halfAngle);
return q;
}
Quat QuatFromEuler(float x, float y, float z)
{
Quat pitchQuat = glm::angleAxis(Rad(x), Vector3(1.0f, 0.0f, 0.0f));
Quat yawQuat = glm::angleAxis(Rad(y), Vector3(0.0f, 1.0f, 0.0f));
Quat rollQuat = glm::angleAxis(Rad(z), Vector3(0.0f, 0.0f, -1.0f));
Quat orientation = yawQuat * pitchQuat * rollQuat;
return glm::normalize(orientation);
}
Vector3 QuatToDirection(const Quat& quat)
{
return glm::normalize(quat * Vector3(0, 0, -1));
}
void Decompose(const Matrix4& m, Vector3& pos, Quat& rot, Vector3& scale)
{
pos = m[3];
for (int i = 0; i < 3; i++)
scale[i] = glm::length(Vector3(m[i]));
const Matrix3 rotMtx(
Vector3(m[0]) / scale[0],
Vector3(m[1]) / scale[1],
Vector3(m[2]) / scale[2]);
rot = glm::quat_cast(rotMtx);
}
float Distance(const Vector3& a, const Vector3& b)
{
return glm::distance(a, b);
}
const Matrix4& TransformToCameraTransform(const Matrix4& mat)
{
return mat;
}
}