// feather ignore all /// @func BBMOD_Quaternion([_x, _y, _z, _w]) /// /// @desc A quaternion. /// /// @param {Real} [_x] The first component of the quaternion. Defaults to 0. /// @param {Real} [_y] The second component of the quaternion. Defaults to 0. /// @param {Real} [_z] The third component of the quaternion. Defaults to 0. /// @param {Real} [_w] The fourth component of the quaternion. Defaults to 1. /// /// @note If you leave the arguments to their default values, then an identity /// quaternion is created. function BBMOD_Quaternion(_x=0.0, _y=0.0, _z=0.0, _w=1.0) constructor { /// @var {Real} The first component of the quaternion. X = _x; /// @var {Real} The second component of the quaternion. Y = _y; /// @var {Real} The third component of the quaternion. Z = _z; /// @var {Real} The fourth component of the quaternion. W = _w; static set = function(x, y, z, w) { gml_pragma("forceinline"); X = x; Y = y; Z = z; W = w; return self; } /// @func Add(_q) /// /// @desc Adds quaternions and returns the result as a new quaternion. /// /// @param {Struct.BBMOD_Quaternion} _q The other quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Add = function (_q) { gml_pragma("forceinline"); return new BBMOD_Quaternion( X + _q.X, Y + _q.Y, Z + _q.Z, W + _q.W ); }; /// @func Clone() /// /// @desc Creates a clone of the quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Clone = function () { gml_pragma("forceinline"); return new BBMOD_Quaternion(X, Y, Z, W); }; /// @func Conjugate() /// /// @desc Conjugates the quaternion and returns the result as a quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Conjugate = function () { gml_pragma("forceinline"); return new BBMOD_Quaternion(-X, -Y, -Z, W); }; /// @func Copy(_dest) /// /// @desc Copies components of the quaternion into other quaternion. /// /// @param {Struct.BBMOD_Quaternion} _dest The destination quaternion. /// /// @return {Struct.BBMOD_Quaternion} Returns `self`. static Copy = function (_dest) { gml_pragma("forceinline"); _dest.X = X; _dest.Y = Y; _dest.Z = Z; _dest.W = W; return self; }; /// @func Dot(_q) /// /// @desc Computes a dot product of two dual quaternions. /// /// @param {Struct.BBMOD_Quaternion} _q The other quaternion. /// /// @return {Real} The dot product of the quaternions. static Dot = function (_q) { gml_pragma("forceinline"); return ( X * _q.X + Y * _q.Y + Z * _q.Z + W * _q.W ); }; /// @func Exp() /// /// @desc Computes an exponential map of the quaternion and returns /// the result as a new quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Exp = function () { gml_pragma("forceinline"); var _length = Length(); if (_length >= math_get_epsilon()) { var _sinc = Sinc(_length); return new BBMOD_Quaternion( X * _sinc, Y * _sinc, Z * _sinc, exp(W) * cos(_length) ); } return new BBMOD_Quaternion(0.0, 0.0, 0.0, exp(W)); }; /// @func FromArray(_array[, _index]) /// /// @desc Loads quaternion components `(x, y, z, w)` from an array. /// /// @param {Array} _array The array to read the quaternion components /// from. /// @param {Real} [_index] The index to start reading the quaternion /// components from. Defaults to 0. /// /// @return {Struct.BBMOD_Quaternion} Returns `self`. static FromArray = function (_array, _index=0) { gml_pragma("forceinline"); X = _array[_index]; Y = _array[_index + 1]; Z = _array[_index + 2]; W = _array[_index + 3]; return self; }; /// @func FromAxisAngle(_axis, _angle) /// /// @desc Initializes the quaternion using an axis and an angle. /// /// @param {Struct.BBMOD_Vec3} _axis The axis of rotaiton. /// /// @param {Real} _angle The rotation angle. /// /// @return {Struct.BBMOD_Quaternion} Returns `self`. static FromAxisAngle = function (_axis, _angle) { gml_pragma("forceinline"); _angle = -_angle; var _sinHalfAngle = dsin(_angle * 0.5); X = is_nan(_axis.X)? 0 : _axis.X * _sinHalfAngle; Y = is_nan(_axis.Y)? 0 : _axis.Y * _sinHalfAngle; Z = is_nan(_axis.Z)? 0 : _axis.Z * _sinHalfAngle; W = dcos(_angle * 0.5); return self; }; /// @func FromBuffer(_buffer, _type) /// /// @desc Loads quaternion components `(x, y, z, w)` from a buffer. /// /// @param {Id.Buffer} _buffer The buffer to read the quaternion components /// from. /// /// @param {Constant.BufferDataType} [_type] The type of each component. /// /// @return {Struct.BBMOD_Quaternion} Returns `self`. static FromBuffer = function (_buffer, _type) { gml_pragma("forceinline"); X = buffer_read(_buffer, _type); Y = buffer_read(_buffer, _type); Z = buffer_read(_buffer, _type); W = buffer_read(_buffer, _type); return self; }; /// @func FromEuler(_x, _y, _z) /// /// @desc Initializes the quaternion using euler angles. /// /// @param {Real} _x The rotation around the X axis (in degrees). /// @param {Real} _y The rotation around the Y axis (in degrees). /// @param {Real} _z The rotation around the Z axis (in degrees). /// /// @return {Struct.BBMOD_Quaternion} Returns `self`. /// /// @note The order of rotations is YXZ, same as in the `matrix_build` /// function. static FromEuler = function (_x, _y, _z) { gml_pragma("forceinline"); _x = -_x * 0.5; _y = -_y * 0.5; _z = -_z * 0.5; var _q1Sin, _q1Cos, _temp; var _qX, _qY, _qZ, _qW; _q1Sin = dsin(_z); _q1Cos = dcos(_z); _temp = dsin(_x); _qX = _q1Cos * _temp; _qY = _q1Sin * _temp; _temp = dcos(_x); _qZ = _q1Sin * _temp; _qW = _q1Cos * _temp; _q1Sin = dsin(_y); _q1Cos = dcos(_y); X = _qX * _q1Cos - _qZ * _q1Sin; Y = _qW * _q1Sin + _qY * _q1Cos; Z = _qZ * _q1Cos + _qX * _q1Sin; W = _qW * _q1Cos - _qY * _q1Sin; return self; }; /// @func FromLookRotation(_forward, _up) /// /// @desc Initializes the quaternion using a forward and an up vector. These /// vectors must not be parallel! If they are, the quaternion will be set to an /// identity. /// /// @param {Struct.BBMOD_Vec3} _forward The vector facing forward. /// @param {Struct.BBMOD_Vec3} _up The vector facing up. /// /// @return {Struct.BBMOD_Quaternion} Returns `self`. static FromLookRotation = function (_forward, _up) { gml_pragma("forceinline"); _forward = new BBMOD_Vec3(_forward); _up = new BBMOD_Vec3(_up); if (!_forward.Orthonormalize(_up)) { X = 0.0; Y = 0.0; Z = 0.0; W = 1.0; return self; } var _right = _up.Cross(_forward); var _w = sqrt(abs(1.0 + _right.X + _up.Y + _forward.Z)) * 0.5; var _w4Recip = 1.0 / (4.0 * _w); X = (_up.Z - _forward.Y) * _w4Recip; Y = (_forward.X - _right.Z) * _w4Recip; Z = (_right.Y - _up.X) * _w4Recip; W = _w; return self; }; static FromMatrix = function(rotMatrix) { gml_pragma("forceinline"); W = sqrt(1 + rotMatrix[0] + rotMatrix[5] + rotMatrix[10]) / 2; X = (rotMatrix[9] - rotMatrix[6]) / (4 * W); Y = (rotMatrix[2] - rotMatrix[8]) / (4 * W); Z = (rotMatrix[4] - rotMatrix[1]) / (4 * W); return self; } /// @func GetAngle() /// /// @desc Retrieves the rotation angle of the quaternion. /// /// @return {Real} The rotation angle. static GetAngle = function () { gml_pragma("forceinline"); return radtodeg(arccos(W) * 2.0); }; /// @func GetAxis() /// /// @desc Retrieves the axis of rotation of the quaternion. /// /// @return {Struct.BBMOD_Vec3} The axis of rotation. static GetAxis = function () { gml_pragma("forceinline"); var _sinThetaInv = 1.0 / sin(arccos(W)); return new BBMOD_Vec3( X * _sinThetaInv, Y * _sinThetaInv, Z * _sinThetaInv ); }; /// @func Inverse() /// /// @desc Computes an inverse of the quaternion and returns the result /// as a new quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Inverse = function () { gml_pragma("forceinline"); return Conjugate().Scale(1.0 / Length()); }; /// @func Length() /// /// @desc Computes the length of the quaternion. /// /// @return {Real} The length of the quaternion. static Length = function () { gml_pragma("forceinline"); return sqrt( X * X + Y * Y + Z * Z + W * W ); }; /// @func LengthSqr() /// /// @desc Computes a squared length of the quaternion. /// /// @return {Real} The squared length of the quaternion. static LengthSqr = function () { gml_pragma("forceinline"); return ( X * X + Y * Y + Z * Z + W * W ); }; /// @func Lerp(_q, _s) /// /// @desc Computes a linear interpolation of two quaternions /// and returns the result as a new quaternion. /// /// @param {Struct.BBMOD_Quaternion} _q The other quaternion. /// @param {Real} _s The interpolation factor. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Lerp = function (_q, _s) { gml_pragma("forceinline"); return new BBMOD_Quaternion( lerp(X, _q.X, _s), lerp(Y, _q.Y, _s), lerp(Z, _q.Z, _s), lerp(W, _q.W, _s) ); }; /// @func Log() /// /// @desc Computes the logarithm map of the quaternion and returns the /// result as a new quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Log = function () { gml_pragma("forceinline"); var _length = Length(); var _w = logn(2.71828, _length); var _a = arccos(W / _length); if (_a >= math_get_epsilon()) { var _mag = 1.0 / _length / Sinc(_a); return new BBMOD_Quaternion( X * _mag, Y * _mag, Z * _mag, _w ); } return new BBMOD_Quaternion(0.0, 0.0, 0.0, _w); }; /// @func Mul(_q) /// /// @desc Multiplies two quaternions and returns the result as a new /// quaternion. /// /// @param {Struct.BBMOD_Quaternion} _q The other quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Mul = function (_q) { gml_pragma("forceinline"); return new BBMOD_Quaternion( W * _q.X + X * _q.W + Y * _q.Z - Z * _q.Y, W * _q.Y + Y * _q.W + Z * _q.X - X * _q.Z, W * _q.Z + Z * _q.W + X * _q.Y - Y * _q.X, W * _q.W - X * _q.X - Y * _q.Y - Z * _q.Z ); }; /// @func Normalize() /// /// @desc Normalizes the quaternion and returns the result as a new /// quaternion. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Normalize = function () { gml_pragma("forceinline"); var _lengthSqr = LengthSqr(); if(_lengthSqr == 0) return new BBMOD_Quaternion(); if (_lengthSqr >= math_get_epsilon()) return Scale(1.0 / sqrt(_lengthSqr)); return Clone(); }; /// @func Rotate(_v) /// /// @desc Rotates a vector using the quaternion and returns the result /// as a new vector. /// /// @param {Struct.BBMOD_Vec3} _v The vector to rotate. /// /// @return {Struct.BBMOD_Vec3} The created vector. static Rotate = function (_v) { gml_pragma("forceinline"); var _tovec = is_instanceof(_v, __vec3); if(_tovec) _v = new BBMOD_Vec3(_v.x, _v.y, _v.z); var _q = Normalize(); var _V = new BBMOD_Quaternion(_v.X, _v.Y, _v.Z, 0.0); var _rot = _q.Mul(_V).Mul(_q.Conjugate()); var res; if(_tovec) res = new __vec3(_rot.X, _rot.Y, _rot.Z); else res = new BBMOD_Vec3(_rot.X, _rot.Y, _rot.Z); return res; }; /// @func Scale(_s) /// /// @desc Scales each component of the quaternion by a real value and /// returns the result as a new quaternion. /// /// @param {Real} _s The value to scale the quaternion by. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Scale = function (_s) { gml_pragma("forceinline"); return new BBMOD_Quaternion( X * _s, Y * _s, Z * _s, W * _s ); }; static Sinc = function (_x) { gml_pragma("forceinline"); return (_x >= math_get_epsilon()) ? (sin(_x) / _x) : 1.0; }; /// @func Slerp(_q, _s) /// /// @desc Computes a spherical linear interpolation of two quaternions /// and returns the result as a new quaternion. /// /// @param {Struct.BBMOD_Quaternion} _q The other quaternion. /// @param {Real} _s The interpolation factor. /// /// @return {Struct.BBMOD_Quaternion} The created quaternion. static Slerp = function (_q, _s) { gml_pragma("forceinline"); var _q10 = X; var _q11 = Y; var _q12 = Z; var _q13 = W; var _q20 = _q.X; var _q21 = _q.Y; var _q22 = _q.Z; var _q23 = _q.W; var _norm; _norm = 1.0 / sqrt(_q10 * _q10 + _q11 * _q11 + _q12 * _q12 + _q13 * _q13); _q10 *= _norm; _q11 *= _norm; _q12 *= _norm; _q13 *= _norm; _norm = sqrt(_q20 * _q20 + _q21 * _q21 + _q22 * _q22 + _q23 * _q23); _q20 *= _norm; _q21 *= _norm; _q22 *= _norm; _q23 *= _norm; var _dot = _q10 * _q20 + _q11 * _q21 + _q12 * _q22 + _q13 * _q23; if (_dot < 0.0) { _dot = -_dot; _q20 *= -1.0; _q21 *= -1.0; _q22 *= -1.0; _q23 *= -1.0; } if (_dot > 0.9995) { return new BBMOD_Quaternion( lerp(_q10, _q20, _s), lerp(_q11, _q21, _s), lerp(_q12, _q22, _s), lerp(_q13, _q23, _s) ); } var _theta0 = arccos(_dot); var _theta = _theta0 * _s; var _sinTheta = sin(_theta); var _sinTheta0 = sin(_theta0); var _s2 = _sinTheta / _sinTheta0; var _s1 = cos(_theta) - (_dot * _s2); return new BBMOD_Quaternion( (_q10 * _s1) + (_q20 * _s2), (_q11 * _s1) + (_q21 * _s2), (_q12 * _s1) + (_q22 * _s2), (_q13 * _s1) + (_q23 * _s2) ); }; /// @func ToArray([_array[, _index]]) /// /// @desc Writes components `(x, y, z, w)` of the quaternion into an array. /// /// @param {Array} [_array] The destination array. If not defined, a /// new one is created. /// @param {Real} [_index] The index to start writing to. Defaults to 0. /// /// @return {Array} Returns the destination array. static ToArray = function (_array=undefined, _index=0) { gml_pragma("forceinline"); _array ??= array_create(4, 0.0); _array[@ _index] = X; _array[@ _index + 1] = Y; _array[@ _index + 2] = Z; _array[@ _index + 3] = W; return _array; }; /// @func ToBuffer(_buffer, _type) /// /// @desc Writes the quaternion into a buffer. /// /// @param {Id.Buffer} _buffer The buffer to write the quaternion to. /// @param {Constant.BufferDataType} _type The type of each component. /// /// @return {Struct.BBMOD_Quaternion} Returns `self`. static ToBuffer = function (_buffer, _type) { gml_pragma("forceinline"); buffer_write(_buffer, _type, X); buffer_write(_buffer, _type, Y); buffer_write(_buffer, _type, Z); buffer_write(_buffer, _type, W); return self; }; static ToEuler = function() { var ysqr = Y * Y; // roll (x-axis rotation) var t0 = +2.0 * (W * X + Y * Z); var t1 = +1.0 - 2.0 * (X * X + ysqr); var roll = arctan2(t0, t1); // pitch (y-axis rotation) var t2 = +2.0 * (W * Y - Z * X); t2 = clamp(t2, -1.0, 1.0); // Prevent numerical instability var pitch = arcsin(t2); // yaw (z-axis rotation) var t3 = +2.0 * (W * Z + X * Y); var t4 = +1.0 - 2.0 * (ysqr + Z * Z); var yaw = arctan2(t3, t4); // Convert radians to degrees var _dx = roll * 180.0 / pi; var _dy = pitch * 180.0 / pi; var _dz = yaw * 180.0 / pi; return new __rot3(_dx, _dy, _dz); } /// @func ToMatrix([_dest[, _index]]) /// /// @desc Converts quaternion into a matrix. /// /// @param {Array} [_dest] The destination array. If not specified, a /// new one is created. /// @param {Real} [_index] The starting index in the destination array. /// Defaults to 0. /// /// @return {Array} Returns the destination array. static ToMatrix = function (_dest=undefined, _index=0) { gml_pragma("forceinline"); _dest ??= matrix_build_identity(); var _norm = Normalize(); var _temp0, _temp1, _temp2; var _q0 = _norm.X; var _q1 = _norm.Y; var _q2 = _norm.Z; var _q3 = _norm.W; _temp0 = _q0 * _q0; _temp1 = _q1 * _q1; _temp2 = _q2 * _q2; _dest[@ _index] = 1.0 - 2.0 * (_temp1 + _temp2); _dest[@ _index + 5] = 1.0 - 2.0 * (_temp0 + _temp2); _dest[@ _index + 10] = 1.0 - 2.0 * (_temp0 + _temp1); _temp0 = _q0 * _q1; _temp1 = _q3 * _q2; _dest[@ _index + 1] = 2.0 * (_temp0 + _temp1); _dest[@ _index + 4] = 2.0 * (_temp0 - _temp1); _temp0 = _q0 * _q2 _temp1 = _q3 * _q1; _dest[@ _index + 2] = 2.0 * (_temp0 - _temp1); _dest[@ _index + 8] = 2.0 * (_temp0 + _temp1); _temp0 = _q1 * _q2; _temp1 = _q3 * _q0; _dest[@ _index + 6] = 2.0 * (_temp0 + _temp1); _dest[@ _index + 9] = 2.0 * (_temp0 - _temp1); return _dest; }; }