/
redgpu
/
ezEngine
Обзор
Документация
Войти
/
redgpu
/
ezEngine
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
dev
Code/ThirdParty/Jolt/Math/Quat.inl
460 строк
14 KB
Jan Krassnigg
Updated Jolt (#1965)
16 июн 2026, 10:48
Не верифицирован
16 июн 2026, 10:48
2c0d62b
Код
Авторство
О чём код?
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT JPH_NAMESPACE_BEGIN Quat Quat::operator * (QuatArg inRHS) const { #ifdef JPH_USE_SSE __m128 abcd = mValue.mValue; __m128 xyzw = inRHS.mValue.mValue; // Names based on logical order, opposite of shuffle order. __m128 abca = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(0, 2, 1, 0)); __m128 bcab = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(1, 0, 2, 1)); __m128 cabc = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(2, 1, 0, 2)); __m128 dddd = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(3, 3, 3, 3)); __m128 wwwx = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(0, 3, 3, 3)); __m128 zxyy = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(1, 1, 0, 2)); __m128 yzxz = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(2, 0, 2, 1)); __m128 m2 = _mm_mul_ps(bcab, zxyy); #ifdef JPH_USE_FMADD __m128 m3 = _mm_fmadd_ps(abca, wwwx, m2); #else __m128 m1 = _mm_mul_ps(abca, wwwx); __m128 m3 = _mm_add_ps(m1, m2); #endif // Negate last (logical) component. m3 = _mm_xor_ps(_mm_set_ps(-0.0f, 0.0f, 0.0f, 0.0f), m3); #ifdef JPH_USE_FMADD __m128 m5 = _mm_fnmadd_ps(cabc, yzxz, m3); __m128 m7 = _mm_fmadd_ps(dddd, xyzw, m5); #else __m128 m4 = _mm_mul_ps(dddd, xyzw); __m128 m5 = _mm_mul_ps(cabc, yzxz); __m128 m6 = _mm_sub_ps(m4, m5); __m128 m7 = _mm_add_ps(m3, m6); #endif // [(aw+bz)+(dx-cy),(bw+cx)+(dy-az),(cw+ay)+(dz-bx),-(ax+by)+(dw-cz)] return Quat(Vec4(m7)); #elif defined(JPH_USE_NEON) float32x4_t abcd = mValue.mValue; float32x4_t xyzw = inRHS.mValue.mValue; float32x4_t abca = vcopyq_laneq_f32(abcd, 3, abcd, 0); float32x4_t bcab = JPH_NEON_SHUFFLE_F32x4(abcd, abcd, 1, 2, 0, 1); float32x4_t cabc = JPH_NEON_SHUFFLE_F32x4(abcd, abcd, 2, 0, 1, 2); float32x4_t dddd = vdupq_laneq_f32(abcd, 3); float32x4_t wwwx = vcopyq_laneq_f32(vdupq_laneq_f32(xyzw, 3), 3, xyzw, 0); float32x4_t zxyy = JPH_NEON_SHUFFLE_F32x4(xyzw, xyzw, 2, 0, 1, 1); float32x4_t yzxz = JPH_NEON_SHUFFLE_F32x4(xyzw, xyzw, 1, 2, 0, 2); float32x4_t m1 = vmulq_f32(abca, wwwx); float32x4_t m2 = vmulq_f32(bcab, zxyy); float32x4_t m3 = vaddq_f32(m1, m2); uint32x4_t w_neg_mask = JPH_NEON_UINT32x4(0, 0, 0, 0x80000000u); m3 = vreinterpretq_f32_u32(veorq_u32(vreinterpretq_u32_f32(m3), w_neg_mask)); float32x4_t m4 = vmulq_f32(dddd, xyzw); float32x4_t m5 = vmulq_f32(cabc, yzxz); float32x4_t m6 = vsubq_f32(m4, m5); float32x4_t m7 = vaddq_f32(m3, m6); return Quat(Vec4(m7)); #else float a = mValue.GetX(); float b = mValue.GetY(); float c = mValue.GetZ(); float d = mValue.GetW(); float x = inRHS.mValue.GetX(); float y = inRHS.mValue.GetY(); float z = inRHS.mValue.GetZ(); float w = inRHS.mValue.GetW(); return Quat((a * w + b * z) + (d * x - c * y), (b * w + c * x) + (d * y - a * z), (c * w + a * y) + (d * z - b * x), -(a * x + b * y) + (d * w - c * z)); #endif } Quat Quat::sMultiplyImaginary(Vec3Arg inLHS, QuatArg inRHS) { #ifdef JPH_USE_SSE __m128 abc0 = inLHS.mValue; __m128 xyzw = inRHS.mValue.mValue; // Names based on logical order, opposite of shuffle order. __m128 abca = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(0, 2, 1, 0)); __m128 bcab = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(1, 0, 2, 1)); __m128 cabc = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(2, 1, 0, 2)); __m128 wwwx = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(0, 3, 3, 3)); __m128 zxyy = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(1, 1, 0, 2)); __m128 yzxz = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(2, 0, 2, 1)); __m128 m2 = _mm_mul_ps(bcab, zxyy); #ifdef JPH_USE_FMADD __m128 m3 = _mm_fmadd_ps(abca, wwwx, m2); #else __m128 m1 = _mm_mul_ps(abca, wwwx); __m128 m3 = _mm_add_ps(m1, m2); #endif // Negate last (logical) component. m3 = _mm_xor_ps(_mm_set_ps(-0.0f, 0.0f, 0.0f, 0.0f), m3); __m128 m4 = _mm_mul_ps(cabc, yzxz); // [(aw+bz)-cy,(bw+cx)-az,(cw+ay)-bx,-(ax+by)-cz] return Quat(Vec4(_mm_sub_ps(m3, m4))); #elif defined(JPH_USE_NEON) float32x4_t abc0 = inLHS.mValue; float32x4_t xyzw = inRHS.mValue.mValue; float32x4_t abca = vcopyq_laneq_f32(abc0, 3, abc0, 0); float32x4_t bcab = JPH_NEON_SHUFFLE_F32x4(abc0, abc0, 1, 2, 0, 1); float32x4_t cabc = JPH_NEON_SHUFFLE_F32x4(abc0, abc0, 2, 0, 1, 2); float32x4_t wwwx = vcopyq_laneq_f32(vdupq_laneq_f32(xyzw, 3), 3, xyzw, 0); float32x4_t zxyy = JPH_NEON_SHUFFLE_F32x4(xyzw, xyzw, 2, 0, 1, 1); float32x4_t yzxz = JPH_NEON_SHUFFLE_F32x4(xyzw, xyzw, 1, 2, 0, 2); float32x4_t m1 = vmulq_f32(abca, wwwx); float32x4_t m2 = vmulq_f32(bcab, zxyy); float32x4_t m3 = vaddq_f32(m1, m2); uint32x4_t w_neg_mask = JPH_NEON_UINT32x4(0, 0, 0, 0x80000000u); m3 = vreinterpretq_f32_u32(veorq_u32(vreinterpretq_u32_f32(m3), w_neg_mask)); float32x4_t m4 = vmulq_f32(cabc, yzxz); float32x4_t m7 = vsubq_f32(m3, m4); return Quat(Vec4(m7)); #else float a = inLHS.GetX(); float b = inLHS.GetY(); float c = inLHS.GetZ(); float x = inRHS.mValue.GetX(); float y = inRHS.mValue.GetY(); float z = inRHS.mValue.GetZ(); float w = inRHS.mValue.GetW(); return Quat((a * w + b * z) - c * y, (b * w + c * x) - a * z, (c * w + a * y) - b * x, -(a * x + b * y) - c * z); #endif } Quat Quat::sRotation(Vec3Arg inAxis, float inAngle) { // returns [inAxis * sin(0.5f * inAngle), cos(0.5f * inAngle)] JPH_ASSERT(inAxis.IsNormalized()); Vec4 s, c; Vec4::sReplicate(0.5f * inAngle).SinCos(s, c); return Quat(Vec4::sSelect(Vec4(inAxis) * s, c, UVec4(0, 0, 0, 0xffffffffU))); } void Quat::GetAxisAngle(Vec3 &outAxis, float &outAngle) const { JPH_ASSERT(IsNormalized()); Quat w_pos = EnsureWPositive(); float abs_w = w_pos.GetW(); if (abs_w >= 1.0f) { outAxis = Vec3::sZero(); outAngle = 0.0f; } else { outAngle = 2.0f * ACos(abs_w); outAxis = w_pos.GetXYZ().NormalizedOr(Vec3::sZero()); } } Vec3 Quat::GetAngularVelocity(float inDeltaTime) const { JPH_ASSERT(IsNormalized()); // w = cos(angle / 2), ensure it is positive so that we get an angle in the range [0, PI] Quat w_pos = EnsureWPositive(); // The imaginary part of the quaternion is axis * sin(angle / 2), // if the length is small use the approximation sin(x) = x to calculate angular velocity Vec3 xyz = w_pos.GetXYZ(); float xyz_len_sq = xyz.LengthSq(); if (xyz_len_sq < 4.0e-4f) // Max error introduced is sin(0.02) - 0.02 = 7e-5 (when w is near 1 the angle becomes more inaccurate in the code below, so don't make this number too small) return (2.0f / inDeltaTime) * xyz; // Otherwise calculate the angle from w = cos(angle / 2) and determine the axis by normalizing the imaginary part // Note that it is also possible to calculate the angle through angle = 2 * atan2(|xyz|, w). This is more accurate but also 2x as expensive. float angle = 2.0f * ACos(w_pos.GetW()); return (xyz / (Sqrt(xyz_len_sq) * inDeltaTime)) * angle; } Quat Quat::sFromTo(Vec3Arg inFrom, Vec3Arg inTo) { /* Uses (inFrom = v1, inTo = v2): angle = arcos(v1 . v2 / |v1||v2|) axis = normalize(v1 x v2) Quaternion is then: s = sin(angle / 2) x = axis.x * s y = axis.y * s z = axis.z * s w = cos(angle / 2) Using identities: sin(2 * a) = 2 * sin(a) * cos(a) cos(2 * a) = cos(a)^2 - sin(a)^2 sin(a)^2 + cos(a)^2 = 1 This reduces to: x = (v1 x v2).x y = (v1 x v2).y z = (v1 x v2).z w = |v1||v2| + v1 . v2 which then needs to be normalized because the whole equation was multiplied by 2 cos(angle / 2) */ float len_v1_v2 = Sqrt(inFrom.LengthSq() * inTo.LengthSq()); float w = len_v1_v2 + inFrom.Dot(inTo); if (w == 0.0f) { if (len_v1_v2 == 0.0f) { // If either of the vectors has zero length, there is no rotation and we return identity return Quat::sIdentity(); } else { // If vectors are perpendicular, take one of the many 180 degree rotations that exist return Quat(Vec4(inFrom.GetNormalizedPerpendicular(), 0)); } } Vec3 v = inFrom.Cross(inTo); return Quat(Vec4(v, w)).Normalized(); } template <class Random> Quat Quat::sRandom(Random &inRandom) { // Using Uniform Random Rotations - Graphics Gems III - Ken Shoemake float x0 = float(inRandom() - inRandom.min()) / float(inRandom.max() - inRandom.min()); float r1 = Sqrt(1.0f - x0), r2 = Sqrt(x0); float theta1 = 2.0f * JPH_PI * float(inRandom() - inRandom.min()) / float(inRandom.max() - inRandom.min()); float theta2 = 2.0f * JPH_PI * float(inRandom() - inRandom.min()) / float(inRandom.max() - inRandom.min()); Vec4 s, c; Vec4(theta1, theta2, 0, 0).SinCos(s, c); return Quat(s.GetX() * r1, c.GetX() * r1, s.GetY() * r2, c.GetY() * r2); } Quat Quat::sEulerAngles(Vec3Arg inAngles) { Vec4 half(0.5f * inAngles); Vec4 s, c; half.SinCos(s, c); float cx = c.GetX(); float sx = s.GetX(); float cy = c.GetY(); float sy = s.GetY(); float cz = c.GetZ(); float sz = s.GetZ(); return Quat( cz * sx * cy - sz * cx * sy, cz * cx * sy + sz * sx * cy, sz * cx * cy - cz * sx * sy, cz * cx * cy + sz * sx * sy); } Vec3 Quat::GetEulerAngles() const { float x = GetX(), y = GetY(), z = GetZ(), w = GetW(); float y_sq = y * y; // X float t0 = 2.0f * (w * x + y * z); float t1 = 1.0f - 2.0f * (x * x + y_sq); // Y float t2 = 2.0f * (w * y - z * x); t2 = t2 > 1.0f? 1.0f : t2; t2 = t2 < -1.0f? -1.0f : t2; // Z float t3 = 2.0f * (w * z + x * y); float t4 = 1.0f - 2.0f * (y_sq + z * z); return Vec3(ATan2(t0, t1), ASin(t2), ATan2(t3, t4)); } Quat Quat::GetTwist(Vec3Arg inAxis) const { Quat twist(Vec4(GetXYZ().Dot(inAxis) * inAxis, GetW())); float twist_len = twist.LengthSq(); if (twist_len != 0.0f) return twist / Sqrt(twist_len); else return Quat::sIdentity(); } void Quat::GetSwingTwist(Quat &outSwing, Quat &outTwist) const { float x = GetX(), y = GetY(), z = GetZ(), w = GetW(); float s = Sqrt(Square(w) + Square(x)); if (s != 0.0f) { outTwist = Quat(x / s, 0, 0, w / s); outSwing = Quat(0, (w * y - x * z) / s, (w * z + x * y) / s, s); } else { // If both x and w are zero, this must be a 180 degree rotation around either y or z outTwist = Quat::sIdentity(); outSwing = *this; } } Quat Quat::LERP(QuatArg inDestination, float inFraction) const { float scale0 = 1.0f - inFraction; return Quat(scale0 * mValue + inFraction * inDestination.mValue); } Quat Quat::SLERP(QuatArg inDestination, float inFraction) const { // Difference at which to LERP instead of SLERP const float delta = 0.0001f; // Calc cosine float sign_scale1 = 1.0f; float cos_omega = Dot(inDestination); // Adjust signs (if necessary) if (cos_omega < 0.0f) { cos_omega = -cos_omega; sign_scale1 = -1.0f; } // Calculate coefficients float scale0, scale1; if (1.0f - cos_omega > delta) { // Standard case (slerp) float omega = ACos(cos_omega); float sin_omega = Sin(omega); scale0 = Sin((1.0f - inFraction) * omega) / sin_omega; scale1 = sign_scale1 * Sin(inFraction * omega) / sin_omega; } else { // Quaternions are very close so we can do a linear interpolation scale0 = 1.0f - inFraction; scale1 = sign_scale1 * inFraction; } // Interpolate between the two quaternions return Quat(scale0 * mValue + scale1 * inDestination.mValue).Normalized(); } Vec3 Quat::operator * (Vec3Arg inValue) const { // Rotating a vector by a quaternion is done by: p' = q * (p, 0) * q^-1 (q^-1 = conjugated(q) for a unit quaternion) // Using Rodrigues formula: https://en.m.wikipedia.org/wiki/Euler%E2%80%93Rodrigues_formula // This is equivalent to: p' = p + 2 * (q.w * q.xyz x p + q.xyz x (q.xyz x p)) // // This is: // // Vec3 xyz = GetXYZ(); // Vec3 q_cross_p = xyz.Cross(inValue); // Vec3 q_cross_q_cross_p = xyz.Cross(q_cross_p); // Vec3 v = mValue.SplatW3() * q_cross_p + q_cross_q_cross_p; // return inValue + (v + v); // // But we can write out the cross products in a more efficient way: JPH_ASSERT(IsNormalized()); Vec3 xyz = GetXYZ(); Vec3 yzx = xyz.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>(); Vec3 q_cross_p = (inValue.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz - yzx * inValue).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>(); Vec3 q_cross_q_cross_p = (q_cross_p.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz - yzx * q_cross_p).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>(); Vec3 v = mValue.SplatW3() * q_cross_p + q_cross_q_cross_p; return inValue + (v + v); } Vec3 Quat::InverseRotate(Vec3Arg inValue) const { JPH_ASSERT(IsNormalized()); Vec3 xyz = GetXYZ(); // Needs to be negated, but we do this in the equations below Vec3 yzx = xyz.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>(); Vec3 q_cross_p = (yzx * inValue - inValue.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>(); Vec3 q_cross_q_cross_p = (yzx * q_cross_p - q_cross_p.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>(); Vec3 v = mValue.SplatW3() * q_cross_p + q_cross_q_cross_p; return inValue + (v + v); } Vec3 Quat::RotateAxisX() const { // This is *this * Vec3::sAxisX() written out: JPH_ASSERT(IsNormalized()); Vec4 t = mValue + mValue; return Vec3(t.SplatX() * mValue + (t.SplatW() * mValue.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>()).FlipSign<1, 1, -1, 1>() - Vec4(1, 0, 0, 0)); } Vec3 Quat::RotateAxisY() const { // This is *this * Vec3::sAxisY() written out: JPH_ASSERT(IsNormalized()); Vec4 t = mValue + mValue; return Vec3(t.SplatY() * mValue + (t.SplatW() * mValue.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_X, SWIZZLE_Y>()).FlipSign<-1, 1, 1, 1>() - Vec4(0, 1, 0, 0)); } Vec3 Quat::RotateAxisZ() const { // This is *this * Vec3::sAxisZ() written out: JPH_ASSERT(IsNormalized()); Vec4 t = mValue + mValue; return Vec3(t.SplatZ() * mValue + (t.SplatW() * mValue.Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_W, SWIZZLE_Z>()).FlipSign<1, -1, 1, 1>() - Vec4(0, 0, 1, 0)); } void Quat::StoreFloat3(Float3 *outV) const { JPH_ASSERT(IsNormalized()); EnsureWPositive().GetXYZ().StoreFloat3(outV); } void Quat::StoreFloat4(Float4 *outV) const { mValue.StoreFloat4(outV); } Quat Quat::sLoadFloat3Unsafe(const Float3 &inV) { Vec3 v = Vec3::sLoadFloat3Unsafe(inV); float w = Sqrt(max(1.0f - v.LengthSq(), 0.0f)); // It is possible that the length of v is a fraction above 1, and we don't want to introduce NaN's in that case so we clamp to 0 return Quat(Vec4(v, w)); } JPH_NAMESPACE_END