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authormattkae <mattkae@protonmail.com>2022-12-23 12:47:10 -0500
committermattkae <mattkae@protonmail.com>2022-12-23 12:47:10 -0500
commit7228b2e1a2d0a8399facce3493d71a3569d250d5 (patch)
tree8eb5e4b686bf68fa12fcbb270ef88dd29aa1d704 /themes/src/mathlib.cpp
parentf63d0af456f76d713e56ca17be114fba0af22f6c (diff)
Improved the makefile considerably
Diffstat (limited to 'themes/src/mathlib.cpp')
-rw-r--r--themes/src/mathlib.cpp779
1 files changed, 779 insertions, 0 deletions
diff --git a/themes/src/mathlib.cpp b/themes/src/mathlib.cpp
new file mode 100644
index 0000000..9e86833
--- /dev/null
+++ b/themes/src/mathlib.cpp
@@ -0,0 +1,779 @@
+// mathlib.cpp
+//
+// Created by Matt Kosarek
+//
+// A file containing some common math functionality that I find
+// useful in my projects. I don't like that I don't know what's happening
+// in glm, so I wrote most of this myself. All mistakes are my own.
+//
+
+#include "mathlib.h"
+#include <cstdlib>
+
+// ***************************************
+// Vector2
+Vector2::Vector2() { }
+
+Vector2::Vector2(float inX, float inY) {
+ x = inX;
+ y = inY;
+}
+
+Vector2 getRandomNormalVector2() {
+ Vector2 retval = {
+ static_cast<float>(rand()) / static_cast<float>(RAND_MAX),
+ static_cast<float>(rand()) / static_cast<float>(RAND_MAX)
+ };
+
+ return retval.normalize();
+}
+
+Vector2 Vector2::operator+(Vector2 other) {
+ return { x + other.x, y + other.y };
+}
+
+Vector2& Vector2::operator+=(Vector2 other) {
+ x += other.x;
+ y += other.y;
+ return *this;
+}
+
+Vector2 Vector2::operator-(Vector2 other) {
+ return { x - other.x, y - other.y };
+}
+
+Vector2 Vector2::operator*(float s) {
+ return { x * s, y * s };
+}
+
+Vector2 Vector2::operator/(float s) {
+ return { x / s, y / s };
+}
+
+float Vector2::dot(Vector2 other) {
+ return x * other.x + y * other.y;
+}
+
+float Vector2::length() {
+ return sqrtf(x * x + y * y);
+}
+
+Vector2 Vector2::normalize() {
+ float len = length();
+ float inverseLength = len == 0 ? 1.0 : 1.0 / len;
+
+ return { x * inverseLength, y * inverseLength };
+}
+
+Vector2 Vector2::negate() {
+ return { -x, -y };
+}
+
+Vector2 Vector2::getPerp() {
+ return { y, -x };
+}
+
+Vector2 Vector2::rotate(float angle) {
+ return {
+ x * cosf(angle) - y * sinf(angle),
+ x * sinf(angle) + y * cosf(angle)
+ };
+}
+
+Vector2 Vector2::rotateAround(float angle, const Vector2& other) {
+ Vector2 point = { x - other.x, y - other.y };
+ point = {
+ point.x * cosf(angle) - point.y * sinf(angle),
+ point.x * sinf(angle) + point.y * cosf(angle)
+ };
+ point = point + other;
+ return point;
+}
+
+void Vector2::printDebug(const char* name) {
+ printf("%s=Vector2(%f, %f)\n", name, x, y);
+}
+
+
+// ***************************************
+// Vector3
+Vector3::Vector3() { };
+
+Vector3::Vector3(float value) {
+ x = value;
+ y = value;
+ z = value;
+}
+
+Vector3::Vector3(float inX, float inY, float inZ) {
+ x = inX;
+ y = inY;
+ z = inZ;
+}
+
+float Vector3::length() {
+ return sqrtf(x * x + y * y + z * z);
+}
+
+float Vector3::dot(const Vector3& other) {
+ return x * other.x + y * other.y + z * other.z;
+}
+
+Vector3 Vector3::scale(float scalar) {
+ return {
+ x * scalar,
+ y * scalar,
+ z * scalar
+ };
+}
+
+Vector3 Vector3::add(const Vector3& other) {
+ return {
+ x + other.x,
+ y + other.y,
+ z + other.z
+ };
+}
+
+Vector3 Vector3::subtract(const Vector3& other) {
+ return {
+ x - other.x,
+ y - other.y,
+ z - other.z
+ };
+}
+
+Vector3 Vector3::negate() {
+ return {
+ -x,
+ -y,
+ -z
+ };
+}
+
+Vector3 Vector3::cross(const Vector3& other) {
+ return {
+ y * other.z - z * other.y,
+ z * other.x - x * other.z,
+ x * other.y - y * other.x
+ };
+}
+
+Vector3 Vector3::normalize() {
+ float len = 1.f / length();
+ return {
+ x * len,
+ y * len,
+ z * len
+ };
+}
+
+Vector3 Vector3::operator+(const Vector3& v2) {
+ return add(v2);
+}
+
+Vector3& Vector3::operator+=(Vector3 other) {
+ x += other.x;
+ y += other.y;
+ z += other.z;
+ return *this;
+}
+
+Vector3 Vector3::operator-(const Vector3& v2) {
+ return subtract(v2);
+}
+
+Vector3 Vector3::operator-() {
+ return negate();
+}
+
+Vector3 Vector3::operator*(float value) {
+ return scale(value);
+}
+
+Vector3 Vector3::operator/(const Vector3& v2) {
+ return {
+ x / v2.x,
+ y / v2.y,
+ z / v2.z
+ };
+}
+
+Vector3 Vector3::operator*(const Vector3& v2) {
+ return {
+ x * v2.x,
+ y * v2.y,
+ z * v2.z
+ };
+}
+
+float Vector3::operator [](int index) {
+ switch (index) {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ case 2:
+ return z;
+ default:
+ return 0;
+ }
+}
+
+void Vector2::operator=(const Vector4& other) {
+ x = other.x;
+ y = other.y;
+}
+
+void Vector3::printDebug(const char* name) {
+ printf("%s=Vector3(%f, %f, %f)\n", name, x, y, z);
+}
+
+
+// ***************************************
+// Vector4
+Vector4::Vector4() { }
+
+Vector4::Vector4(float value) {
+ x = value;
+ y = value;
+ z = value;
+ w = value;
+}
+
+Vector4::Vector4(float inX, float inY, float inZ, float inW) {
+ x = inX;
+ y = inY;
+ z = inZ;
+ w = inW;
+}
+
+Vector4::Vector4(Vector2& v) {
+ x = v.x;
+ y = v.y;
+ z = 0;
+ w = 1;
+}
+
+Vector4::Vector4(Vector3& v) {
+ x = v.x;
+ y = v.y;
+ z = v.z;
+ w = 1;
+}
+
+Vector4 Vector4::fromColor(float r, float g, float b, float a) {
+ float scale = 1.f / 255.f;
+ return { r * scale, g * scale, b * scale, a * scale };
+}
+
+Vector4 Vector4::toNormalizedColor() {
+ return fromColor(x, y, z, w);
+}
+
+
+Vector3 Vector4::toVector3() {
+ return { x, y, z };
+}
+
+float Vector4::length() {
+ return sqrtf(x * x + y * y + z * z + w * w);
+}
+
+Vector4 Vector4::normalize() {
+ float len = length();
+ float inverseLength = len == 0 ? 1.0 : 1.0 / len;
+
+ return { x * inverseLength, y * inverseLength, z * inverseLength, w * inverseLength };
+}
+
+float Vector4::dot(const Vector4& other) {
+ return x * other.x + y * other.y + z * other.z + w * other.w;
+}
+
+Vector4 Vector4::scale(float scalar) {
+ return {
+ x * scalar,
+ y * scalar,
+ z * scalar,
+ w * scalar
+ };
+}
+
+Vector4 Vector4::add(const Vector4& other) {
+ return {
+ x + other.x,
+ y + other.y,
+ z + other.z,
+ w + other.w
+ };
+}
+
+Vector4 Vector4::subtract(const Vector4& other) {
+ return {
+ x - other.x,
+ y - other.y,
+ z - other.z,
+ w - other.w
+ };
+}
+
+Vector4 Vector4::negate() {
+ return { -x, -y, -z, -w };
+}
+
+Vector4 Vector4::cross(const Vector4& other) {
+ return {
+ y * other.z - z * other.y,
+ z * other.x - x * other.z,
+ x * other.y - y * other.x,
+ 1.f
+ };
+}
+
+Vector4 lerp(Vector4 start, Vector4 end, float t) {
+ return (end - start) * t + start;
+}
+
+void Vector4::operator=(const Vector2& v2) {
+ x = v2.x;
+ y = v2.y;
+ z = 0;
+ w = 1;
+}
+
+void Vector4::operator=(const Vector3& v2) {
+ x = v2.x;
+ y = v2.y;
+ z = v2.z;
+ w = 1;
+}
+
+Vector4 Vector4::operator+(const Vector4& v2) {
+ return add(v2);
+}
+
+Vector4 Vector4::operator-(const Vector4& v2) {
+ return subtract(v2);
+}
+
+Vector4 Vector4::operator-() {
+ return negate();
+}
+
+Vector4 Vector4::operator*(float value) {
+ return scale(value);
+}
+
+Vector4 Vector4::operator*(const Vector4& v2) {
+ return {
+ x * v2.x,
+ y * v2.y,
+ z * v2.z,
+ w * v2.w
+ };
+}
+
+float Vector4::operator[](int index) {
+ switch (index) {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ case 2:
+ return z;
+ case 3:
+ return w;
+ default:
+ return 0;
+ }
+}
+
+void Vector4::printDebug(const char* name) {
+ printf("%s=Vector4(%f, %f, %f, %f)\n", name, x, y, z, w);
+}
+
+
+// ***************************************
+// Mat4x4
+Mat4x4 Mat4x4::copy() {
+ Mat4x4 result;
+ memcpy(result.m, m, sizeof(float) * 16);
+ return result;
+}
+
+Mat4x4 Mat4x4::scale(Vector3 v) {
+ Mat4x4 result = copy();
+ result.m[0] = result.m[0] * v.x;
+ result.m[5] = result.m[5] *v.y;
+ result.m[10] = result.m[10] * v.z;
+ return result;
+}
+
+Mat4x4 Mat4x4::translate(Vector3 v) {
+ Mat4x4 result = copy();
+ result.m[12] += v.x;
+ result.m[13] += v.y;
+ result.m[14] += v.z;
+ return result;
+}
+
+Mat4x4 Mat4x4::translateByVec2(Vector2 v) {
+ Mat4x4 result = copy();
+ result.m[12] += v.x;
+ result.m[13] += v.y;
+ return result;
+}
+
+Mat4x4 Mat4x4::rotate2D(float angle) {
+ Mat4x4 result = copy();
+ result.m[0] = cos(angle);
+ result.m[1] = -sin(angle);
+ result.m[4] = sin(angle);
+ result.m[5] = cos(angle);
+ return result;
+}
+
+Mat4x4 Mat4x4::getXRotationMatrix(float angleRadians) {
+ return {
+ { 1, 0, 0, 0,
+ 0, cos(angleRadians), -sin(angleRadians), 0,
+ 0, sin(angleRadians), cos(angleRadians), 0,
+ 0, 0, 0, 1 }
+ };
+}
+
+Mat4x4 Mat4x4::getYRotationMatrix(float angleRadians) {
+ return {
+ { cos(angleRadians), 0, sin(angleRadians), 0,
+ 0, 1, 0, 0,
+ -sin(angleRadians), 0, cos(angleRadians), 0,
+ 0, 0, 0, 1 }
+ };
+}
+
+Mat4x4 Mat4x4::getZRotationMatrix(float angleRadians) {
+ return {
+ { cos(angleRadians), -sin(angleRadians), 0, 0,
+ sin(angleRadians), cos(angleRadians), 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1 }
+ };
+}
+
+Mat4x4 Mat4x4::rotate(float xRadians, float yRadians, float zRadians) {
+ Mat4x4 result = copy();
+
+ Mat4x4 rotationMatrix;
+ if (xRadians != 0) {
+ rotationMatrix = getXRotationMatrix(xRadians);
+ result = result * rotationMatrix;
+ }
+
+ if (yRadians != 0) {
+ rotationMatrix = getYRotationMatrix(yRadians);
+ result = result * rotationMatrix;
+ }
+
+ if (zRadians != 0) {
+ rotationMatrix = getZRotationMatrix(zRadians);
+ result = result * rotationMatrix;
+ }
+
+ return result;
+}
+
+Vector2 Mat4x4::multByVec2(Vector2 v) {
+ Vector4 vec4 = { v.x, v.y, 0.0, 1.0 };
+ return {
+ vec4.x * m[0] + vec4.y * m[4] + vec4.z * m[8] + vec4.w * m[12],
+ vec4.x * m[1] + vec4.y * m[5] + vec4.z * m[9] + vec4.w * m[13]
+ };
+}
+
+Vector2 Mat4x4::operator*(Vector2 v) {
+ return multByVec2(v);
+}
+
+Mat4x4 Mat4x4::multMat4x4(const Mat4x4& other) {
+ Mat4x4 result;
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ int row = i * 4;
+ result.m[row + j] = m[row + 0] * other.m[0 + j] + m[row + 1] * other.m[4 + j] + m[row + 2] * other.m[8 + j] + m[row + 3] * other.m[12 + j];
+ }
+ }
+
+ return result;
+}
+
+Mat4x4 Mat4x4::operator*(const Mat4x4& other) {
+ return multMat4x4(other);
+}
+
+Mat4x4 Mat4x4::getOrthographicMatrix(float left, float right, float bottom, float top) {
+ Mat4x4 result;
+ result.m[0] = 2.0 / (right - left);
+ result.m[5] = 2.0 / (top - bottom);
+ result.m[10] = 1.0;
+ result.m[12] = -(right + left) / (right - left);
+ result.m[13] = -(top + bottom) / (top - bottom);
+ return result;
+}
+
+Mat4x4 Mat4x4::inverse() {
+ Mat4x4 inv;
+
+ inv.m[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10];
+ inv.m[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10];
+ inv.m[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9];
+ inv.m[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9];
+ inv.m[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10];
+ inv.m[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10];
+ inv.m[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9];
+ inv.m[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9];
+ inv.m[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6];
+ inv.m[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6];
+ inv.m[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5];
+ inv.m[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5];
+ inv.m[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6];
+ inv.m[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6];
+ inv.m[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5];
+ inv.m[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5];
+
+ float det = m[0] * inv.m[0] + m[1] * inv.m[4] + m[2] * inv.m[8] + m[3] * inv.m[12];
+
+ if (det == 0)
+ return Mat4x4();
+
+ det = 1.f / det;
+
+ for (int i = 0; i < 16; i++)
+ inv.m[i] = inv.m[i] * det;
+
+ return inv;
+}
+
+Mat4x4 Mat4x4::getPerspectiveProjection(float near, float far, float fieldOfViewRadians, float aspectRatio) {
+ float halfFieldOfView = fieldOfViewRadians * 0.5f;
+ float top = tan(halfFieldOfView) * near;
+ float bottom = -top;
+ float right = top * aspectRatio;
+ float left = -right;
+
+ return {
+ { (2 * near) / (right - left), 0, 0, 0,
+ 0, (2 * near) / (top - bottom), 0, 0,
+ (right + left) / (right - left), (top + bottom) / (top - bottom), -(far + near) / (far - near), -1,
+ 0, 0, (-2 * far * near) / (far - near), 0 }
+ };
+}
+
+void Mat4x4::print() {
+ printf("[ ");
+ for (int idx = 0; idx < 16; idx++) {
+ printf("%f, ", m[idx]);
+ }
+ printf(" ]\n");
+}
+
+// See https://stackoverflow.com/questions/349050/calculating-a-lookat-matrix for why the dot product is in the bottom
+Mat4x4 Mat4x4::getLookAt(Vector3 eye,Vector3 pointToLookAt, Vector3 up) {
+ Vector3 zAxis = (pointToLookAt - eye).normalize();
+ Vector3 xAxis = zAxis.cross(up).normalize();
+ Vector3 yAxis = xAxis.cross(zAxis).normalize();
+
+ return {
+ { xAxis.x, yAxis.x, -zAxis.x, 0,
+ xAxis.y, yAxis.y, -zAxis.y, 0,
+ xAxis.z, yAxis.z, -zAxis.z, 0,
+ -xAxis.dot(eye), -yAxis.dot(eye), zAxis.dot(eye), 1 }
+ };
+}
+
+// ***************************************
+// Quaternion
+Quaternion::Quaternion() { };
+
+Quaternion::Quaternion(float inW, float inX, float inY, float inZ) {
+ w = inW;
+ x = inX;
+ y = inY;
+ z = inZ;
+}
+
+float Quaternion::operator [](int index) {
+ switch (index) {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ case 2:
+ return z;
+ case 3:
+ return w;
+ default:
+ return 0;
+ }
+}
+
+Quaternion Quaternion::operator*(const Quaternion& other) const {
+ return {
+ w * other.w - x * other.x - y * other.y - z * other.z, // w
+ w * other.x + x * other.w + y * other.z - z * other.y, // i
+ w * other.y - x * other.z + y * other.w + z * other.x, // j
+ w * other.z + x * other.y - y * other.x + z * other.w // k
+ };
+}
+
+Quaternion Quaternion::operator*(const float& scale) const {
+ return {
+ w * scale,
+ x * scale,
+ y * scale,
+ z * scale
+ };
+}
+
+Quaternion Quaternion::operator+(const Quaternion& other) const {
+ return {
+ w + other.w,
+ x + other.x,
+ y + other.y,
+ z + other.z
+ };
+}
+
+Quaternion Quaternion::operator-(const Quaternion& other) const {
+ return {
+ w - other.w,
+ x - other.x,
+ y - other.y,
+ z - other.z
+ };
+}
+
+const float DOT_THRESHOLD = 0.9999f;
+
+// Using a slerp here, mostly taken from here: http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/.
+// As JBlow says, it's expensive as heck. I will address this if it becomes a problem.
+Quaternion Quaternion::interpolate(const Quaternion& other, const float factor) {
+ Quaternion newOther = other;
+ float dotProduct = dot(other);
+
+ if (dotProduct < 0) {
+ newOther = other * -1;
+ dotProduct *= -1;
+ }
+
+ if (dotProduct > DOT_THRESHOLD) {
+ return (*this + ((newOther - *this) * factor)).normalize();
+ }
+
+ float thetaZero = acos(dotProduct); // angle between input vectors
+ float theta = thetaZero * factor;
+
+ Quaternion v2 = (newOther - (*this * dotProduct)).normalize();
+
+ return (*this * cos(theta)) + (v2 * sin(theta));
+}
+
+float Quaternion::length() const {
+ return sqrtf(x * x + y * y + z * z + w * w);
+}
+
+Quaternion Quaternion::normalize() const {
+ float l = length();
+ return {
+ w / l,
+ x / l,
+ y / l,
+ z / l,
+ };
+}
+
+/*Mat4x4 Quaternion::toMatrix() const {
+ return {
+ {
+ 1 - 2 * (y * y - z * z),
+ 2 * (x * y - z * w),
+ 2 * (x * z + w * y),
+ 0,
+
+ 2 * (x * y + w * z),
+ 1 - 2 * (x * x - z * z),
+ 2 * (y * z - w * x),
+ 0,
+
+ 2 * (x * z - w * y),
+ 2 * (y * z + w * x),
+ 1 - 2 * (x * x - y * y),
+ 0,
+
+ 0,
+ 0,
+ 0,
+ 1
+ }
+ };
+}*/
+
+Mat4x4 Quaternion::toMatrix() const {
+ return {
+ {
+ 1 - 2 * (y * y + z * z),
+ 2 * (x * y + z * w),
+ 2 * (x * z - y * w),
+ 0,
+ 2 * (x * y - w * z),
+ 1 - 2 * (x * x + z * z),
+ 2 * (y * z + w * x),
+ 0,
+ 2 * (x * z + w * y),
+ 2 * (y * z - w * x),
+ 1 - 2 * (x * x + y * y),
+ 0,
+ 0,
+ 0,
+ 0,
+ 1
+ }
+ };
+}
+
+float Quaternion::dot(const Quaternion& other) const {
+ return w * other.w + x * other.x + y * other.y + z * other.z;
+}
+
+Quaternion quaternionFromRotation(Vector3 axis, float angleRadians) {
+ float halfAngleRadians = angleRadians / 2.f;
+ float cosHalfAngRad = cosf(halfAngleRadians);
+ float sinHalfAngRad = sinf(halfAngleRadians);
+
+ return {
+ cosHalfAngRad,
+ axis.x * sinHalfAngRad,
+ axis.y * sinHalfAngRad,
+ axis.z * sinHalfAngRad
+ };
+}
+
+Quaternion quaternionFromEulerAngle(float yaw, float pitch, float roll) {
+ float cy = cosf(yaw * 0.5f);
+ float sy = sinf(yaw * 0.5f);
+ float cp = cosf(pitch * 0.5f);
+ float sp = sinf(pitch * 0.5f);
+ float cr = cosf(roll * 0.5f);
+ float sr = sinf(roll * 0.5f);
+
+ return {
+ cr * cp * cy + sr * sp * sy,
+ sr * cp * cy - cr * sp * sy,
+ cr * sp * cy + sr * cp * sy,
+ cr * cp * sy - sr * sp * cy
+ };
+}
+
+void Quaternion::printDebug(const char* name) {
+ printf("%s=Quaternion(%f, %f, %f, %f)\n", name, x, y, z, w);
+}