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Improve & fix quaternions
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@ -1,60 +1,61 @@
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function multiply(q, w)
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function multiply(self, other)
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return {
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return {
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w[1] * q[1] - w[2] * q[2] - w[3] * q[3] - w[4] * q[4],
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other[1] * self[1] - other[2] * self[2] - other[3] * self[3] - other[4] * self[4],
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w[1] * q[2] + w[2] * q[1] - w[3] * q[4] + w[4] * q[3],
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other[1] * self[2] + other[2] * self[1] - other[3] * self[4] + other[4] * self[3],
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w[1] * q[3] + w[2] * q[4] + w[3] * q[1] - w[4] * q[2],
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other[1] * self[3] + other[2] * self[4] + other[3] * self[1] - other[4] * self[2],
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w[1] * q[4] - w[2] * q[3] + w[3] * q[2] + w[4] * q[1]
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other[1] * self[4] - other[2] * self[3] + other[3] * self[2] + other[4] * self[1]
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}
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}
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end
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end
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function normalize(q)
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function normalize(self)
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local q_1, q_2, q_3, q_4 = q[1], q[2], q[3], q[4]
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local len = math.sqrt(self[1] ^ 2 + self[2] ^ 2 + self[3] ^ 2 + (q[4] ^ 4))
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local len = math.sqrt(q_1 * q_1 + q_2 * q_2 + q_3 * q_3 + (q_4 ^ 4))
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local res = {}
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local r = {}
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for key, value in pairs(self) do
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for key, value in pairs(q) do
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res[key] = value / len
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r[key] = value / len
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end
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end
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return r
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return res
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end
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end
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function negate(q)
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function negate(self)
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for k, v in pairs(q) do
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for key, value in pairs(self) do
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q[k] = -v
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self[key] = -value
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end
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end
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end
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end
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function dot(q, w)
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function dot(self, other)
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return q[1] * w[1] + q[2] * w[2] + q[3] * w[3] + q[4] * w[4]
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return self[1] * other[1] + self[2] * other[2] + self[3] * other[3] + self[4] * other[4]
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end
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end
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-- assuming q & w are normalized
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--: self normalized quaternion
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function slerp(q, w, r)
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--: other normalized quaternion
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local d = dot(q, w)
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function slerp(self, other, ratio)
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local d = dot(self, other)
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if d < 0 then
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if d < 0 then
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d = -d
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d = -d
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negate(w)
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negate(other)
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end
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end
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-- Threshold beyond which linear interpolation is used
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-- Threshold beyond which linear interpolation is used
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if d > 1 - 1e-10 then
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if d > 1 - 1e-10 then
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return linear_interpolation(q, w, r)
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return modlib.vector.interpolate(self, other, ratio)
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end
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end
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local theta_0 = math.acos(d)
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local theta_0 = math.acos(d)
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local theta = theta_0 * r
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local theta = theta_0 * ratio
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local sin_theta = math.sin(theta)
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local sin_theta = math.sin(theta)
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local sin_theta_0 = math.sin(theta_0)
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local sin_theta_0 = math.sin(theta_0)
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local s_1 = sin_theta / sin_theta_0
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local s_1 = sin_theta / sin_theta_0
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local s_0 = math.cos(theta) - d * s_1
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local s_0 = math.cos(theta) - d * s_1
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return modlib.vector.add(modlib.vector.multiply_scalar(q, s_0), modlib.vector.multiply_scalar(w, s_1))
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return modlib.vector.add(modlib.vector.multiply_scalar(self, s_0), modlib.vector.multiply_scalar(other, s_1))
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end
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end
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function to_rotation(q)
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--> {x, y, z} euler rotation in degrees
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function to_euler_rotation(self)
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local rotation = {}
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local rotation = {}
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local sinr_cosp = 2 * (q[4] * q[1] + q[2] * q[3])
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local sinr_cosp = 2 * (self[4] * self[1] + self[2] * self[3])
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local cosr_cosp = 1 - 2 * (q[1] * q[1] + q[2] * q[2])
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local cosr_cosp = 1 - 2 * (self[1] * self[1] + self[2] * self[2])
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rotation.x = math.atan2(sinr_cosp, cosr_cosp)
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rotation.x = math.atan2(sinr_cosp, cosr_cosp)
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local sinp = 2 * (q[4] * q[2] - q[3] * q[1])
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local sinp = 2 * (self[4] * self[2] - self[3] * self[1])
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if sinp <= -1 then
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if sinp <= -1 then
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rotation.y = -math.pi/2
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rotation.y = -math.pi/2
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elseif sinp >= 1 then
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elseif sinp >= 1 then
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@ -63,8 +64,8 @@ function to_rotation(q)
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rotation.y = math.asin(sinp)
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rotation.y = math.asin(sinp)
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end
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end
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local siny_cosp = 2 * (q[4] * q[3] + q[1] * q[2])
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local siny_cosp = 2 * (self[4] * self[3] + self[1] * self[2])
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local cosy_cosp = 1 - 2 * (q[2] * q[2] + q[3] * q[3])
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local cosy_cosp = 1 - 2 * (self[2] * self[2] + self[3] * self[3])
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rotation.z = math.atan2(siny_cosp, cosy_cosp)
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rotation.z = math.atan2(siny_cosp, cosy_cosp)
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return vector.apply(rotation, math.deg)
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return vector.apply(rotation, math.deg)
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