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Implement RotByQuat and AngleVec3 and their tests
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@ -111,6 +111,11 @@ func ReflectVec3(v, n *Vec3) *Vec3 {
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}
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}
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// AngleVec3 returns the angle between the two vectors in radians
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func AngleVec3(v1, v2 *Vec3) float32 {
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return Acos32(DotVec3(v1, v2) / (v1.Mag() * v2.Mag()))
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}
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// AngleQuat returns the angle between the two quaternions in radians
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func AngleQuat(q1, q2 *Quat) float32 {
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return Acos32(DotQuat(q1, q2))
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19
gglm/vec3.go
19
gglm/vec3.go
@ -186,6 +186,25 @@ func (v *Vec3) Normalize() *Vec3 {
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return v
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}
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// RotByQuat rotates this vector by the given quaternion
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func (v *Vec3) RotByQuat(q *Quat) *Vec3 {
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// Reference: https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
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// u := NewVec3(q.X(), q.Y(), q.Z())
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// t1 := 2.0f * dot(u, v) * u
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// t2 := (s*s - dot(u, u)) * v
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// t3 := 2.0f * s * cross(u, v);
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// vprime = t1 + t2 + t3
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u := NewVec3(q.X(), q.Y(), q.Z())
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t1 := u.Clone().Scale(2 * DotVec3(u, v))
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t2 := v.Clone().Scale(q.W()*q.W() - DotVec3(u, u))
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t3 := Cross(u, v).Scale(2 * q.W())
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v.Data = t1.Add(t2).Add(t3).Data
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return v
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}
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func (v *Vec3) Clone() *Vec3 {
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return &Vec3{Data: v.Data}
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}
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@ -191,6 +191,29 @@ func TestVecSwizzleSet(t *testing.T) {
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t.Errorf("Got: %v; Expected: %v", v3.String(), ans3.String())
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}
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// Test AngleVec3
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v3 = gglm.NewVec3(1, 0, 0)
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v32 := gglm.NewVec3(1, 0, 0)
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angleV3 := gglm.AngleVec3(v3, v32) * gglm.Rad2Deg
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if angleV3 != 0 {
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t.Errorf("Got: %v; Expected: %v", v3.String(), 0)
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}
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v32.SetXY(0, 1)
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angleV3 = gglm.AngleVec3(v3, v32) * gglm.Rad2Deg
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if angleV3 != 90 {
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t.Errorf("Got: %v; Expected: %v", v3.String(), 0)
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}
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// Test rot by quat
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v32.SetXY(1, 0)
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v32.RotByQuat(gglm.NewQuatAngleAxis(90*gglm.Deg2Rad, gglm.NewVec3(0, 1, 0)))
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angleV3 = gglm.AngleVec3(v3, v32) * gglm.Rad2Deg
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if angleV3 != 90 {
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t.Errorf("Got: %v; Expected: %v", v3.String(), 0)
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}
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//Vec4
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v4 := gglm.NewVec4(1, 1, 1, 1)
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ans4 := gglm.NewVec4(1, 2, 3, 4)
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