Implement nlerp and slerp methods
Still need to write unit tests for these...
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1 changed files with 47 additions and 2 deletions
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@ -5,7 +5,9 @@ use ptr::to_unsafe_ptr;
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use vec::raw::buf_as_slice;
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use vec::raw::buf_as_slice;
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use std::cmp::FuzzyEq;
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use std::cmp::FuzzyEq;
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use funs::exp::Exp;
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use funs::exp::*;
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use funs::trig::*;
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use funs::common::*;
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use math::*;
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use math::*;
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use matrix::{Mat3, Mat4};
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use matrix::{Mat3, Mat4};
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use ncast::*;
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use ncast::*;
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@ -41,6 +43,9 @@ pub trait Quaternion<T> {
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pure fn length() -> T;
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pure fn length() -> T;
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pure fn normalize() -> self;
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pure fn normalize() -> self;
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pure fn nlerp(other: &self, amount: T) -> self;
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pure fn slerp(other: &self, amount: T) -> self;
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pure fn to_Mat3() -> Mat3<T>;
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pure fn to_Mat3() -> Mat3<T>;
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pure fn to_Mat4() -> Mat4<T>;
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pure fn to_Mat4() -> Mat4<T>;
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}
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}
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@ -81,7 +86,7 @@ pub mod Quat {
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}
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}
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}
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}
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pub impl<T:Copy Num NumCast Exp FuzzyEq> Quat<T>: Quaternion<T> {
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pub impl<T:Copy Num NumCast Trig Exp Extent Ord FuzzyEq> Quat<T>: Quaternion<T> {
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#[inline(always)]
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#[inline(always)]
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pure fn dim() -> uint { 4 }
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pure fn dim() -> uint { 4 }
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@ -165,6 +170,46 @@ pub impl<T:Copy Num NumCast Exp FuzzyEq> Quat<T>: Quaternion<T> {
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return self.mul_t(n);
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return self.mul_t(n);
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}
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}
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#[inline(always)]
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pure fn nlerp(other: &Quat<T>, amount: T) -> Quat<T> {
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let _1: T = cast(1);
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self.mul_t(_1 - amount).add_q(&other.mul_t(amount)).normalize()
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}
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/**
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* Spherical Linear Intoperlation
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*
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* Both quaternions should be normalized first, or else strange things will
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* will happen...
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*
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* Note: The `acos` used in `slerp` is an expensive operation, so unless your
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* quarternions a far away from each other it's generally more advisable to
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* use nlerp when you know your rotations are going to be small.
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*
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* See *[Understanding Slerp, Then Not Using It]
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* (http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/)*
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* for more information. The [Arcsynthesis OpenGL tutorial]
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* (http://www.arcsynthesis.org/gltut/Positioning/Tut08%20Interpolation.html)
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* also provides a good explanation.
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*/
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#[inline(always)]
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pure fn slerp(other: &Quat<T>, amount: T) -> Quat<T> {
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let dot: T = cast(self.dot(other));
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// if quaternions are close together use `nlerp`
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let dot_threshold = cast(0.9995);
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if dot > dot_threshold { return self.nlerp(other, amount) }
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let robust_dot = dot.clamp(&-cast(1), &cast(1)); // stay within the domain of acos()
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let theta_0 = acos(&robust_dot); // the angle between the quaternions
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let theta = theta_0 * amount; // the fraction of theta specified by `amount`
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let q = other.sub_q(&self.mul_t(robust_dot))
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.normalize();
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self.mul_t(cos(&theta)).add_q(&q.mul_t(sin(&theta)))
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}
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#[inline(always)]
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#[inline(always)]
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pure fn to_Mat3() -> Mat3<T> {
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pure fn to_Mat3() -> Mat3<T> {
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let x2 = self.x + self.x;
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let x2 = self.x + self.x;
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