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https://github.com/bloeys/gglm.git
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NewXYZ funcs for Quat+github workflows
This commit is contained in:
21
.github/workflows/test-gglm.yml
vendored
Executable file
21
.github/workflows/test-gglm.yml
vendored
Executable file
@ -0,0 +1,21 @@
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name: test-gglm
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on:
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create:
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workflow_dispatch:
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jobs:
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test-gglm:
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runs-on: [windows-latest, macos-latest, ubuntu-latest]
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steps:
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- name: Install golang
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uses: actions/setup-go@v3
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with:
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go-version: ">=1.17"
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- name: Clone gglm
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run: git clone https://github.com/bloeys/gglm
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- name: Test gglm
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working-directory: nmage
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run: cd gglm && go test ./... -v
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68
gglm/quat.go
68
gglm/quat.go
@ -47,36 +47,15 @@ func (q *Quat) Axis() Vec3 {
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}}
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}
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// Euler takes rotations in radians and produces a rotation that
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// NewQuatEulerVec takes rotations in radians and produces a rotation that
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// rotates around the z-axis, y-axis and lastly x-axis.
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func NewQuatEuler(v *Vec3) Quat {
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//Some other common terminology: x=roll, y=pitch, z=yaw
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sinX, cosX := Sincos32(v.Data[0] * 0.5)
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sinY, cosY := Sincos32(v.Data[1] * 0.5)
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sinZ, cosZ := Sincos32(v.Data[2] * 0.5)
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//This produces a z->y->x multiply order, but its written as XYZ.
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//This is due to XYZ meaning independent rotation matrices, so Z is applied
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//first, then Y matrix and lastly X.
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//See this for more info: https://github.com/godotengine/godot/issues/6816#issuecomment-254592170
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//
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//Note: On most conversion tools putting the multiply order (e.g. ZYX for us) is required.
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return Quat{
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Vec4: Vec4{
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Data: [4]float32{
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sinX*cosY*cosZ - cosX*sinY*sinZ,
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cosX*sinY*cosZ + sinX*cosY*sinZ,
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cosX*cosY*sinZ - sinX*sinY*cosZ,
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cosX*cosY*cosZ + sinX*sinY*sinZ,
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},
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},
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}
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func NewQuatEulerVec(v *Vec3) Quat {
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return NewQuatEuler(v.X(), v.Y(), v.Z())
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}
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// Euler takes rotations in radians and produces a rotation that
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// NewQuatEuler takes rotations in radians and produces a rotation that
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// rotates around the z-axis, y-axis and lastly x-axis.
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func NewQuatEulerXYZ(x, y, z float32) Quat {
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func NewQuatEuler(x, y, z float32) Quat {
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//Some other common terminology: x=roll, y=pitch, z=yaw
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sinX, cosX := Sincos32(x * 0.5)
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@ -101,16 +80,21 @@ func NewQuatEulerXYZ(x, y, z float32) Quat {
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}
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}
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// NewQuatAngleAxisVec produces a quaternion thats rotates rotRad radians around the *normalized* vector rotAxisNorm
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func NewQuatAngleAxisVec(rotRad float32, rotAxisNorm *Vec3) Quat {
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return NewQuatAngleAxis(rotRad, rotAxisNorm.X(), rotAxisNorm.Y(), rotAxisNorm.Z())
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}
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// NewQuatAngleAxis produces a quaternion thats rotates rotRad radians around the *normalized* vector rotAxisNorm
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func NewQuatAngleAxis(rotRad float32, rotAxisNorm *Vec3) Quat {
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func NewQuatAngleAxis(rotRad float32, rotAxisNormX, rotAxisNormY, rotAxisNormZ float32) Quat {
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s, c := Sincos32(rotRad * 0.5)
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return Quat{
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Vec4: Vec4{
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Data: [4]float32{
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rotAxisNorm.Data[0] * s,
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rotAxisNorm.Data[1] * s,
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rotAxisNorm.Data[2] * s,
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rotAxisNormX * s,
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rotAxisNormY * s,
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rotAxisNormZ * s,
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c,
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},
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},
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@ -124,3 +108,27 @@ func NewQuatId() Quat {
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},
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}
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}
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func NewQuat(x, y, z, w float32) Quat {
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return Quat{
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Vec4: Vec4{
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Data: [4]float32{x, y, z, w},
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},
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}
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}
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func NewQuatArr(arr [4]float32) Quat {
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return Quat{
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Vec4: Vec4{
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Data: arr,
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},
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}
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}
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func NewQuatVec(v *Vec4) Quat {
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return Quat{
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Vec4: Vec4{
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Data: v.Data,
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},
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}
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}
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@ -10,14 +10,14 @@ func TestNewQuatEuler(t *testing.T) {
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degs := gglm.NewVec3(180, 180, 180)
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degs.Data = degs.AsRad().Data
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q := gglm.NewQuatEuler(°s)
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q := gglm.NewQuatEulerVec(°s)
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ans := &gglm.Quat{Vec4: gglm.NewVec4(0, 0, 0, 1)}
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if !gglm.EqF32(q.X(), ans.X()) || !gglm.EqF32(q.Y(), ans.Y()) || !gglm.EqF32(q.Z(), ans.Z()) || !gglm.EqF32(q.W(), ans.W()) {
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t.Errorf("Got: %v; Expected: %v", q.String(), ans.String())
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}
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q = gglm.NewQuatEulerXYZ(180*gglm.Deg2Rad, 180*gglm.Deg2Rad, 180*gglm.Deg2Rad)
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q = gglm.NewQuatEuler(180*gglm.Deg2Rad, 180*gglm.Deg2Rad, 180*gglm.Deg2Rad)
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if !gglm.EqF32(q.X(), ans.X()) || !gglm.EqF32(q.Y(), ans.Y()) || !gglm.EqF32(q.Z(), ans.Z()) || !gglm.EqF32(q.W(), ans.W()) {
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t.Errorf("Got: %v; Expected: %v", q.String(), ans.String())
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@ -27,7 +27,7 @@ func TestNewQuatEuler(t *testing.T) {
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func TestNewQuatAngleAxis(t *testing.T) {
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rotAxis := gglm.NewVec3(0, 1, 0)
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q := gglm.NewQuatAngleAxis(180*gglm.Deg2Rad, &rotAxis)
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q := gglm.NewQuatAngleAxisVec(180*gglm.Deg2Rad, &rotAxis)
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ans := &gglm.Quat{Vec4: gglm.NewVec4(0, 1, 0, 0)}
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if !gglm.EqF32(q.X(), ans.X()) || !gglm.EqF32(q.Y(), ans.Y()) || !gglm.EqF32(q.Z(), ans.Z()) || !gglm.EqF32(q.W(), ans.W()) {
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@ -38,7 +38,7 @@ func TestNewQuatAngleAxis(t *testing.T) {
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func TestQuatAngle(t *testing.T) {
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rotAxis := gglm.NewVec3(0, 1, 0)
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quat := gglm.NewQuatAngleAxis(180*gglm.Deg2Rad, &rotAxis)
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quat := gglm.NewQuatAngleAxisVec(180*gglm.Deg2Rad, &rotAxis)
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a := quat.Angle()
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var ans float32 = 180.0 * gglm.Deg2Rad
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@ -47,7 +47,7 @@ func TestQuatAngle(t *testing.T) {
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}
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rotAxis = gglm.NewVec3(1, 1, 0)
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quat = gglm.NewQuatAngleAxis(90*gglm.Deg2Rad, rotAxis.Normalize())
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quat = gglm.NewQuatAngleAxisVec(90*gglm.Deg2Rad, rotAxis.Normalize())
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a = quat.Angle()
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ans = 90 * gglm.Deg2Rad
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@ -56,7 +56,7 @@ func TestQuatAngle(t *testing.T) {
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}
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rotAxis = gglm.NewVec3(1, 1, 0)
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quat = gglm.NewQuatAngleAxis(125*gglm.Deg2Rad, rotAxis.Normalize())
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quat = gglm.NewQuatAngleAxisVec(125*gglm.Deg2Rad, rotAxis.Normalize())
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a = quat.Angle()
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ans = 125 * gglm.Deg2Rad
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@ -68,7 +68,7 @@ func TestQuatAngle(t *testing.T) {
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func TestQuatAxis(t *testing.T) {
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rotAxis := gglm.NewVec3(0, 1, 0)
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quat := gglm.NewQuatAngleAxis(1, &rotAxis)
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quat := gglm.NewQuatAngleAxisVec(1, &rotAxis)
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a := quat.Axis()
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ans := gglm.NewVec3(0, 1, 0)
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@ -77,7 +77,7 @@ func TestQuatAxis(t *testing.T) {
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}
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rotAxis = gglm.NewVec3(1, 1, 0)
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quat = gglm.NewQuatAngleAxis(1, rotAxis.Normalize())
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quat = gglm.NewQuatAngleAxisVec(1, rotAxis.Normalize())
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a = quat.Axis()
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ans = gglm.NewVec3(1, 1, 0)
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ans.Normalize()
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@ -87,7 +87,7 @@ func TestQuatAxis(t *testing.T) {
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}
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rotAxis = gglm.NewVec3(67, 46, 32)
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quat = gglm.NewQuatAngleAxis(1, rotAxis.Normalize())
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quat = gglm.NewQuatAngleAxisVec(1, rotAxis.Normalize())
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a = quat.Axis()
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ans = gglm.NewVec3(67, 46, 32)
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ans.Normalize()
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@ -209,7 +209,7 @@ func TestVecSwizzleSet(t *testing.T) {
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// Test rot by quat
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v32.SetXY(1, 0)
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rotAxis := gglm.NewVec3(0, 1, 0)
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quat := gglm.NewQuatAngleAxis(90*gglm.Deg2Rad, &rotAxis)
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quat := gglm.NewQuatAngleAxisVec(90*gglm.Deg2Rad, &rotAxis)
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v32.RotByQuat(&quat)
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angleV3 = gglm.AngleVec3(&v3, &v32) * gglm.Rad2Deg
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if angleV3 != 90 {
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10
main.go
10
main.go
@ -143,11 +143,11 @@ func main() {
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// Quaternion
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vRot := &gglm.Vec3{Data: [3]float32{60, 30, 20}}
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q := gglm.NewQuatEuler(vRot.AsRad())
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q := gglm.NewQuatEulerVec(vRot.AsRad())
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println("\n" + vRot.AsRad().String())
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println(q.String(), "\n", q.Mag())
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q = gglm.NewQuatAngleAxis(60*gglm.Deg2Rad, vRot.Normalize())
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q = gglm.NewQuatAngleAxisVec(60*gglm.Deg2Rad, vRot.Normalize())
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println("\n" + vRot.Normalize().String())
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println(q.String())
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@ -155,7 +155,7 @@ func main() {
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translationMat := gglm.NewTranslationMat(&gglm.Vec3{Data: [3]float32{1, 2, 3}})
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rotDegs := gglm.NewVec3(60, 30, 20)
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quat := gglm.NewQuatEuler(rotDegs.AsRad())
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quat := gglm.NewQuatEulerVec(rotDegs.AsRad())
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rotMat := gglm.NewRotMat(&quat)
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scale := gglm.NewVec3(1, 1, 1)
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@ -186,10 +186,10 @@ func main() {
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// Quat geo
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q1Degs := gglm.NewVec3(180*gglm.Deg2Rad, 0, 0)
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q1 := gglm.NewQuatEuler(&q1Degs)
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q1 := gglm.NewQuatEulerVec(&q1Degs)
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q2Degs := gglm.NewVec3(0, 180*gglm.Deg2Rad, 0)
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q2 := gglm.NewQuatEuler(&q2Degs)
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q2 := gglm.NewQuatEulerVec(&q2Degs)
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println(gglm.AngleQuat(&q1, &q2) * gglm.Rad2Deg)
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// LookAt
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