From: Daniel Karbach Date: Fri, 7 Aug 2015 11:20:03 +0000 (+0200) Subject: correct usage of quaternions :P X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=fc6d2184fab32a2af4ccb1a41c2af4283cba47a9;p=blank.git correct usage of quaternions :P --- diff --git a/src/ai/Spawner.cpp b/src/ai/Spawner.cpp index 8a3e75e..2340067 100644 --- a/src/ai/Spawner.cpp +++ b/src/ai/Spawner.cpp @@ -106,7 +106,7 @@ void Spawner::Spawn(const glm::tvec3 &chunk, const glm::vec3 &pos) { e.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); e.WorldCollidable(true); e.SetShape(world.BlockTypes()[1].shape, color); - e.AngularVelocity(glm::quat(glm::vec3{ 0.00001f, 0.000006f, 0.000013f })); + e.AngularVelocity(rot); Controller *ctrl; if (rand() % 2) { ctrl = new RandomWalk(e); diff --git a/src/app/FPSController.cpp b/src/app/FPSController.cpp index 9c7820c..48e39dc 100644 --- a/src/app/FPSController.cpp +++ b/src/app/FPSController.cpp @@ -42,7 +42,7 @@ void FPSController::RotateYaw(float delta) noexcept { void FPSController::Update(int dt) noexcept { - entity.Rotation(glm::eulerAngleYX(yaw, pitch)); + entity.Rotation(glm::quat(glm::vec3(pitch, yaw, 0.0f))); entity.Velocity(glm::rotateY(velocity, yaw)); } diff --git a/src/world/Entity.cpp b/src/world/Entity.cpp index 49ad34b..4a34a11 100644 --- a/src/world/Entity.cpp +++ b/src/world/Entity.cpp @@ -3,6 +3,7 @@ #include "../model/Shape.hpp" #include +#include #include namespace { @@ -21,8 +22,8 @@ Entity::Entity() noexcept , velocity(0, 0, 0) , position(0, 0, 0) , chunk(0, 0, 0) -, angular_velocity(1.0f, 0.0f, 0.0f, 0.0f) -, rotation(1.0f) +, angular_velocity(0.0f) +, rotation(1.0f, 0.0f, 0.0f, 0.0f) , world_collision(false) , remove(false) { @@ -83,21 +84,25 @@ void Entity::Move(const glm::vec3 &delta) noexcept { Position(position + delta); } -void Entity::AngularVelocity(const glm::quat &v) noexcept { +void Entity::AngularVelocity(const glm::vec3 &v) noexcept { angular_velocity = v; } -void Entity::Rotation(const glm::mat4 &rot) noexcept { +void Entity::Rotation(const glm::quat &rot) noexcept { rotation = rot; } void Entity::Rotate(const glm::quat &delta) noexcept { - Rotation(rotation * glm::mat4_cast(delta)); + Rotation(delta * Rotation()); } glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const noexcept { - const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent(); - return glm::translate(position + chunk_pos) * rotation; + const glm::vec3 translation = glm::vec3((chunk - chunk_offset) * Chunk::Extent()) + position; + glm::mat4 transform(toMat4(Rotation())); + transform[3].x = translation.x; + transform[3].y = translation.y; + transform[3].z = translation.z; + return transform; } Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { @@ -109,14 +114,25 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) }; } -void Entity::Update(int dt) noexcept { - Move(velocity * float(dt)); - Rotate(angular_velocity * float(dt)); +namespace { + +glm::quat delta_rot(const glm::vec3 &av, float dt) { + glm::vec3 half(av * dt * 0.5f); + float mag = length(half); + if (mag > 0.0f) { + float smag = std::sin(mag) / mag; + return glm::quat(std::cos(mag), half * smag); + } else { + return glm::quat(1.0f, 0.0f, 0.0f, 0.0f); + } } +} -void Entity::Draw() noexcept { - model.Draw(); +void Entity::Update(int dt) noexcept { + float fdt = float(dt); + Move(velocity * fdt); + Rotate(delta_rot(angular_velocity, fdt)); } } diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index 25818c6..078daa6 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -51,11 +51,12 @@ public: return glm::vec3((chunk - other.chunk) * Chunk::Extent()) + position - other.position; } - const glm::quat &AngularVelocity() const noexcept { return angular_velocity; } - void AngularVelocity(const glm::quat &) noexcept; + /// direction is rotation axis, magnitude is speed in rad/ms + const glm::vec3 &AngularVelocity() const noexcept { return angular_velocity; } + void AngularVelocity(const glm::vec3 &) noexcept; - const glm::mat4 &Rotation() const noexcept { return rotation; } - void Rotation(const glm::mat4 &) noexcept; + const glm::quat &Rotation() const noexcept { return rotation; } + void Rotation(const glm::quat &) noexcept; void Rotate(const glm::quat &delta) noexcept; glm::mat4 Transform(const Chunk::Pos &chunk_offset) const noexcept; @@ -66,7 +67,9 @@ public: void Update(int dt) noexcept; - void Draw() noexcept; + void Draw() noexcept { + model.Draw(); + } private: const Shape *shape; @@ -80,8 +83,8 @@ private: Block::Pos position; Chunk::Pos chunk; - glm::quat angular_velocity; - glm::mat4 rotation; + glm::vec3 angular_velocity; + glm::quat rotation; bool world_collision; bool remove;