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fix: quaternion multiplication and division
i hope its correct at least, quaternions are not my strength
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@ -204,7 +204,7 @@ namespace
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{
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{
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const auto& parentBone = xmodel.m_bones[bone.parentIndex];
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const auto& parentBone = xmodel.m_bones[bone.parentIndex];
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translation -= Vector3f(parentBone.globalOffset[0], parentBone.globalOffset[2], -parentBone.globalOffset[1]);
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translation -= Vector3f(parentBone.globalOffset[0], parentBone.globalOffset[2], -parentBone.globalOffset[1]);
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rotation -= Quaternion32(
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rotation /= Quaternion32(
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parentBone.globalRotation.m_x, parentBone.globalRotation.m_z, -parentBone.globalRotation.m_y, parentBone.globalRotation.m_w);
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parentBone.globalRotation.m_x, parentBone.globalRotation.m_z, -parentBone.globalRotation.m_y, parentBone.globalRotation.m_w);
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}
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}
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rotation.Normalize();
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rotation.Normalize();
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@ -57,12 +57,41 @@ public:
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return static_cast<T>((q1.m_x * q2.m_x) + (q1.m_y * q2.m_y) + (q1.m_z * q2.m_z) + (q1.m_w * q2.m_w));
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return static_cast<T>((q1.m_x * q2.m_x) + (q1.m_y * q2.m_y) + (q1.m_z * q2.m_z) + (q1.m_w * q2.m_w));
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}
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}
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T lengthSquared()
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static Quaternion& conj(Quaternion& result)
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{
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result.m_x = -result.m_x;
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result.m_y = -result.m_y;
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result.m_z = -result.m_z;
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return result;
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}
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static Quaternion& invert(Quaternion& result)
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{
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// from game programming gems p198
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// do result = conj( q ) / norm( q )
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Quaternion::conj(result);
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// return if norm() is near 0 (divide by 0 would result in NaN)
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T l = result.lengthSquared();
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if (l < static_cast<T>(0.0001))
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{
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return result;
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}
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T l_inv = static_cast<T>(1.0) / l;
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result.m_x *= l_inv;
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result.m_y *= l_inv;
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result.m_z *= l_inv;
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result.m_w *= l_inv;
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return result;
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}
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T lengthSquared() const
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{
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{
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return Quaternion::dot(*this, *this);
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return Quaternion::dot(*this, *this);
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}
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}
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T length()
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T length() const
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{
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{
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return sqrt(lengthSquared());
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return sqrt(lengthSquared());
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}
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}
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@ -114,31 +143,41 @@ public:
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friend Quaternion operator*(const Quaternion& lhs, const Quaternion& rhs)
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friend Quaternion operator*(const Quaternion& lhs, const Quaternion& rhs)
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{
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{
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return Quaternion(lhs.m_x + rhs.m_x, lhs.m_y + rhs.m_y, lhs.m_z + rhs.m_z, lhs.m_w + rhs.m_w);
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const T x2 = lhs.m_w * rhs.m_x + lhs.m_x * rhs.m_w + lhs.m_y * rhs.m_z - lhs.m_z * rhs.m_y;
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const T y2 = lhs.m_w * rhs.m_y + lhs.m_y * rhs.m_w + lhs.m_z * rhs.m_x - lhs.m_x * rhs.m_z;
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const T z2 = lhs.m_w * rhs.m_z + lhs.m_z * rhs.m_w + lhs.m_x * rhs.m_y - lhs.m_y * rhs.m_x;
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const T w2 = lhs.m_w * rhs.m_w - lhs.m_x * rhs.m_x - lhs.m_y * rhs.m_y - lhs.m_z * rhs.m_z;
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return Quaternion(x2, y2, z2, w2);
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}
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}
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friend Quaternion operator/(const Quaternion& lhs, const Quaternion& rhs)
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friend Quaternion operator/(const Quaternion& lhs, const Quaternion& rhs)
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{
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{
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return Quaternion(lhs.m_x - rhs.m_x, lhs.m_y - rhs.m_y, lhs.m_z - rhs.m_z, lhs.m_w - rhs.m_w);
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Quaternion rhsInv = rhs;
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Quaternion::invert(rhsInv);
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return lhs * rhsInv;
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}
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}
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friend Quaternion& operator*=(Quaternion& lhs, const Quaternion& rhs)
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friend Quaternion& operator*=(Quaternion& lhs, const Quaternion& rhs)
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{
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{
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lhs.m_x += rhs.m_x;
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const T x2 = lhs.m_w * rhs.m_x + lhs.m_x * rhs.m_w + lhs.m_y * rhs.m_z - lhs.m_z * rhs.m_y;
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lhs.m_y += rhs.m_y;
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const T y2 = lhs.m_w * rhs.m_y + lhs.m_y * rhs.m_w + lhs.m_z * rhs.m_x - lhs.m_x * rhs.m_z;
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lhs.m_z += rhs.m_z;
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const T z2 = lhs.m_w * rhs.m_z + lhs.m_z * rhs.m_w + lhs.m_x * rhs.m_y - lhs.m_y * rhs.m_x;
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lhs.m_w += rhs.m_w;
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const T w2 = lhs.m_w * rhs.m_w - lhs.m_x * rhs.m_x - lhs.m_y * rhs.m_y - lhs.m_z * rhs.m_z;
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lhs.m_x = x2;
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lhs.m_y = y2;
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lhs.m_z = z2;
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lhs.m_w = w2;
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return lhs;
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return lhs;
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}
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}
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friend Quaternion& operator/=(Quaternion& lhs, const Quaternion& rhs)
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friend Quaternion& operator/=(Quaternion& lhs, const Quaternion& rhs)
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{
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{
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lhs.m_x -= rhs.m_x;
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Quaternion rhsInv = rhs;
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lhs.m_y -= rhs.m_y;
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Quaternion::invert(rhsInv);
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lhs.m_z -= rhs.m_z;
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lhs *= rhsInv;
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lhs.m_w -= rhs.m_w;
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return lhs;
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return lhs;
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}
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}
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};
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};
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