Finished slerp implementation, next is NLerp

This commit is contained in:
Trinton Bullard
2016-12-08 22:39:27 -07:00
parent 83f995ed22
commit 98d7b60d7b
5 changed files with 85 additions and 81 deletions

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@@ -233,7 +233,7 @@ extern "C"
#define HMM_MIN(a, b) (a) > (b) ? (b) : (a)
#define HMM_MAX(a, b) (a) < (b) ? (b) : (a)
#define HMN_ABS(a) (a) < 0 ? -(a) : (a)
#define HMM_ABS(a) ((a) > 0 ? (a) : -(a))
#define HMM_MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
#define HMM_SQUARE(x) ((x) * (x))
@@ -387,7 +387,10 @@ typedef hmm_mat4 hmm_m4;
HMMDEF float HMM_SinF(float Angle);
HMMDEF float HMM_TanF(float Angle);
HMMDEF float HMM_ATanF(float Theta);
HMMDEF float HMM_ATanF2(float Theta, float Theta2);
HMMDEF float HMM_CosF(float Angle);
HMMDEF float HMM_ACosF(float Theta);
HMMDEF float HMM_ExpF(float Float);
HMMDEF float HMM_LogF(float Float);
@@ -607,6 +610,15 @@ HMM_SinF(float Angle)
return (Result);
}
HINLINE float
HMM_ACosF(float Theta)
{
float Result = 0.0f;
float Theta2 = HMM_SquareRootF((1.0f + Theta) * (1.0f - Theta));
Result = HMM_ATanF2(Theta2, Theta);
return(Result);
}
HINLINE float
HMM_CosF(float Angle)
{
@@ -625,6 +637,36 @@ HMM_TanF(float Radians)
return (Result);
}
HINLINE float
HMM_ATanF(float Theta)
{
float u = Theta*Theta;
float u2 = u*u;
float u3 = u2*u;
float u4 = u3*u;
float f = 1.0f + 0.33288950512027f*u - 0.08467922817644f*u2 + 0.03252232640125f*u3 - 0.00749305860992f*u4;
return Theta / f;
}
HINLINE float
HMM_ATanF2(float Theta, float Theta2)
{
if (HMM_ABS(Theta2) > HMM_ABS(Theta)) {
float a = HMM_ATanF(Theta / Theta2);
if (Theta2 > 0.0f)
return a;
else
return Theta > 0.0f ? a + HMM_PI : a - HMM_PI;
}
else {
float a = HMM_ATanF(Theta2 / Theta);
if (Theta2 > 0.0f)
return Theta > 0.0f ? (HMM_PI/2) - a : - (HMM_PI/2) - a;
else
return Theta > 0.0f ? (HMM_PI/2) + a : - (HMM_PI/2) + a;
}
}
HINLINE float
HMM_ExpF(float Float)
{
@@ -1536,14 +1578,42 @@ HMM_DotQuat(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo)
return(Result);
}
/**HMM_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time)
HINLINE hmm_quaternion
HMM_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time)
{
hmm_quaternion Result = {0};
hmm_quaternion QuaternionLeft = {0};
hmm_quaternion QuaternionRight = {0};
float Theta = HMM_DotQuat(QuaternionOne, QuaternionTwo);
float Cos_Theta = HMM_DotQuat(QuaternionOne, QuaternionTwo);
float angle = HMM_ACosF(Cos_Theta);
float s1 = HMM_SinF(1.0f - time*angle);
float s2 = HMM_SinF(time*angle);
float is = 1.0f / HMM_SinF(angle);
QuaternionLeft.X = QuaternionTwo.X * s1;
QuaternionLeft.Y = QuaternionTwo.Y * s1;
QuaternionLeft.Z = QuaternionTwo.Z * s1;
QuaternionLeft.W = QuaternionTwo.W * s1;
QuaternionRight.X = QuaternionTwo.X * s2;
QuaternionRight.Y = QuaternionTwo.Y * s2;
QuaternionRight.Z = QuaternionTwo.Z * s2;
QuaternionRight.W = QuaternionTwo.W * s2;
Result.X = QuaternionLeft.X + QuaternionRight.X;
Result.Y = QuaternionLeft.Y + QuaternionRight.Y;
Result.Z = QuaternionLeft.Z + QuaternionRight.Z;
Result.W = QuaternionLeft.W + QuaternionRight.W;
Result.X = Result.X * is;
Result.Y = Result.Y * is;
Result.Z = Result.Z * is;
Result.W = Result.W * is;
return(Result);
}**/
}
#ifdef HANDMADE_MATH_CPP_MODE

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@@ -2,90 +2,25 @@
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_CPP_MODE
#define HANDMADE_MATH_NO_INLINE
#define GB_MATH_IMPLEMENTATION
#include "../HandmadeMath.h"
#ifndef gb_abs
#define gb_abs(x) ((x) > 0 ? (x) : -(x))
#endif
#define GB_MATH_TAU_OVER_2 3.14159265358979323846264338327950288f
#define GB_MATH_TAU_OVER_4 1.570796326794896619231321691639751442f
#define GB_MATH_TAU_OVER_8 0.785398163397448309615660845819875721f
static float gb_arctan(float a);
static float gb_arctan2(float y, float x);
float gb_arccos(float a) { return gb_arctan2(HMM_SquareRootF((1.0f + a) * (1.0 - a)), a); }
float
gb_arctan(float a)
{
float u = a*a;
float u2 = u*u;
float u3 = u2*u;
float u4 = u3*u;
float f = 1.0f + 0.33288950512027f*u - 0.08467922817644f*u2 + 0.03252232640125f*u3 - 0.00749305860992f*u4;
return a / f;
}
float
gb_arctan2(float y, float x)
{
if (gb_abs(x) > gb_abs(y)) {
float a = gb_arctan(y / x);
if (x > 0.0f)
return a;
else
return y > 0.0f ? a + GB_MATH_TAU_OVER_2 : a - GB_MATH_TAU_OVER_2;
}
else {
float a = gb_arctan(x / y);
if (x > 0.0f)
return y > 0.0f ? GB_MATH_TAU_OVER_4 - a : -GB_MATH_TAU_OVER_4 - a;
else
return y > 0.0f ? GB_MATH_TAU_OVER_4 + a : -GB_MATH_TAU_OVER_4 + a;
}
}
#include "../gb_math.h"
int main() {
hmm_quaternion q1 = { 0,1,0 };
hmm_quaternion q2 = { 0,0,0 };
hmm_quaternion Result = { 0 };
hmm_quaternion q1 = { 1,0,0,0 };
hmm_quaternion q2 = { 0,1,0,0 };
gbQuat q3 = { 1,0,0,0 };
gbQuat q4 = { 0,1,0,0 };
gbQuat result2 = { 0 };
float time = 0.5f;
hmm_quaternion x, y, z;
float cos_theta, angle;
float s1, s2, is;
hmm_quaternion Result = HMM_Slerp(q1, q2, time);
gb_quat_slerp(&result2, q3, q4, time);
z = q2;
cos_theta = HMM_DotQuat(q1, q2);
angle = gb_arccos(cos_theta);
s1 = HMM_SinF(1.0f - time*angle);
s2 = HMM_SinF(time*angle);
is = 1.0f / HMM_SinF(angle);
x.X = z.X * s1;
x.Y = z.Y * s1;
x.Z = z.Z * s1;
x.W = z.W * s1;
y.X = z.X * s2;
y.Y = z.Y * s2;
y.Z = z.Z * s2;
y.W = z.W * s2;
Result.X = x.X + y.X;
Result.Y = x.Y + y.Y;
Result.Z = x.Z + y.Z;
Result.W = x.W + y.W;
Result.X = Result.X * is;
Result.Y = Result.Y * is;
Result.Z = Result.Z * is;
Result.W = Result.W * is;
return 0;
}

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@@ -1 +0,0 @@
cl -Zi HandmadeMath.cpp

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