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Working on slerp
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@@ -3,3 +3,89 @@
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#define HANDMADE_MATH_CPP_MODE
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#define HANDMADE_MATH_NO_INLINE
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#include "../HandmadeMath.h"
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#ifndef gb_abs
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#define gb_abs(x) ((x) > 0 ? (x) : -(x))
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#endif
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#define GB_MATH_TAU_OVER_2 3.14159265358979323846264338327950288f
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#define GB_MATH_TAU_OVER_4 1.570796326794896619231321691639751442f
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#define GB_MATH_TAU_OVER_8 0.785398163397448309615660845819875721f
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static float gb_arctan(float a);
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static float gb_arctan2(float y, float x);
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float gb_arccos(float a) { return gb_arctan2(HMM_SquareRootF((1.0f + a) * (1.0 - a)), a); }
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float
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gb_arctan(float a)
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{
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float u = a*a;
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float u2 = u*u;
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float u3 = u2*u;
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float u4 = u3*u;
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float f = 1.0f + 0.33288950512027f*u - 0.08467922817644f*u2 + 0.03252232640125f*u3 - 0.00749305860992f*u4;
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return a / f;
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}
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float
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gb_arctan2(float y, float x)
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{
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if (gb_abs(x) > gb_abs(y)) {
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float a = gb_arctan(y / x);
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if (x > 0.0f)
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return a;
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else
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return y > 0.0f ? a + GB_MATH_TAU_OVER_2 : a - GB_MATH_TAU_OVER_2;
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}
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else {
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float a = gb_arctan(x / y);
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if (x > 0.0f)
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return y > 0.0f ? GB_MATH_TAU_OVER_4 - a : -GB_MATH_TAU_OVER_4 - a;
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else
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return y > 0.0f ? GB_MATH_TAU_OVER_4 + a : -GB_MATH_TAU_OVER_4 + a;
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}
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}
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int main() {
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hmm_quaternion q1 = { 0,1,0 };
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hmm_quaternion q2 = { 0,0,0 };
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hmm_quaternion Result = { 0 };
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float time = 0.5f;
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hmm_quaternion x, y, z;
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float cos_theta, angle;
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float s1, s2, is;
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z = q2;
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cos_theta = HMM_DotQuat(q1, q2);
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angle = gb_arccos(cos_theta);
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s1 = HMM_SinF(1.0f - time*angle);
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s2 = HMM_SinF(time*angle);
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is = 1.0f / HMM_SinF(angle);
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x.X = z.X * s1;
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x.Y = z.Y * s1;
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x.Z = z.Z * s1;
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x.W = z.W * s1;
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y.X = z.X * s2;
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y.Y = z.Y * s2;
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y.Z = z.Z * s2;
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y.W = z.W * s2;
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Result.X = x.X + y.X;
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Result.Y = x.Y + y.Y;
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Result.Z = x.Z + y.Z;
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Result.W = x.W + y.W;
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Result.X = Result.X * is;
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Result.Y = Result.Y * is;
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Result.Z = Result.Z * is;
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Result.W = Result.W * is;
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return 0;
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}
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