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Plugin/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGQuatImpl.cpp
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGCoreImpl/SGQuatImpl.h"
#include "Containers/StringConv.h"
#include "Runtime/Launch/Resources/Version.h"
#include "SGBuildHacks/SGInclude_Core_Quat.h"
#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
#include "SGCoreImpl/SGVect3DImpl.h"
struct FSGQuatImpl::FImpl
{
/************************
* Member variables
************************/
FQuatType Quat;
/************************
* Owner object
************************/
FSGQuatImpl* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(FSGQuatImpl* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
};
const FSGQuatImpl& FSGQuatImpl::Identity()
{
static const FSGQuatImpl I(FQuatType::Identity());
return I;
}
FSGQuatImpl FSGQuatImpl::FromEuler(const float XAngle, const float YAngle, const float ZAngle)
{
return FSGQuatImpl(FQuatType::FromEuler(XAngle, YAngle, ZAngle));
}
FSGQuatImpl FSGQuatImpl::FromEuler(const FSGVect3DImpl& Euler)
{
return FSGQuatImpl(FQuatType::FromEuler(Euler.ToVect3D()));
}
FSGQuatImpl FSGQuatImpl::FromEuler(const FVector& Euler)
{
return FSGQuatImpl(FQuatType::FromEuler(FSGVect3DImpl(Euler).ToVect3D()));
}
FSGQuatImpl FSGQuatImpl::FromAngleAxis(const float Angle, const float XAxis, const float YAxis, const float ZAxis)
{
return FSGQuatImpl(FQuatType::FromAngleAxis(Angle, XAxis, YAxis, ZAxis));
}
FSGQuatImpl FSGQuatImpl::FromAngleAxis(const float Angle, const FSGVect3DImpl& Axis)
{
return FSGQuatImpl(FQuatType::FromAngleAxis(Angle, Axis.ToVect3D()));
}
FSGQuatImpl FSGQuatImpl::FromAngleAxis(const float Angle, const FVector& Axis)
{
return FSGQuatImpl(FQuatType::FromAngleAxis(Angle, FSGVect3DImpl(Axis).ToVect3D()));
}
FSGQuatImpl FSGQuatImpl::Invert(const FSGQuatImpl& QuatImpl)
{
return FSGQuatImpl(FQuatType::Invert(QuatImpl.ToQuat()));
}
FSGQuatImpl FSGQuatImpl::Normalize(const FSGQuatImpl& QuatImpl)
{
return FSGQuatImpl(FQuatType::Normalize(QuatImpl.ToQuat()));
}
bool FSGQuatImpl::Deserialize(const FString& String, FSGQuatImpl& OutResult, const ANSICHAR Delimiter)
{
FQuatType Quat;
const bool bReturn = FQuatType::Deserialize(TCHAR_TO_UTF8(*String), Quat, Delimiter);
OutResult = FSGQuatImpl(Quat);
return bReturn;
}
FSGQuatImpl::FSGQuatImpl()
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGQuatImpl::FSGQuatImpl(const float X, const float Y, const float Z, const float W)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
Pimpl->Quat = FQuatType(X, Y, Z, W);
}
FSGQuatImpl::FSGQuatImpl(const FQuatType& Quat)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
Pimpl->Quat = Quat;
}
FSGQuatImpl::FSGQuatImpl(const FQuat& Quat)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
/// NOTE
/// Unreal Engine uses a left-handed, z-up world coordinate system, which yealds clockwise rotations:
/// Forward X
/// Right Y
/// Up Z
/// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations:
/// Forward X
/// Right Y
/// Up Z
Pimpl->Quat = FQuatType(-Quat.X, Quat.Y, -Quat.Z, Quat.W);
}
FSGQuatImpl::FSGQuatImpl(const FSGQuatImpl& Rhs)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{*Rhs.Pimpl}, PimplDeleter))
{
Pimpl->Owner = this;
}
FSGQuatImpl::FSGQuatImpl(FSGQuatImpl&& Rhs) SG_NOEXCEPT = default;
FSGQuatImpl::~FSGQuatImpl() = default;
FSGQuatImpl& FSGQuatImpl::operator=(const FSGQuatImpl& Rhs)
{
*Pimpl = *Rhs.Pimpl;
Pimpl->Owner = this;
return *this;
}
FSGQuatImpl& FSGQuatImpl::operator=(FSGQuatImpl&& Rhs) SG_NOEXCEPT = default;
const FSGQuatImpl::FQuatType& FSGQuatImpl::ToQuat() const
{
return Pimpl->Quat;
}
FQuat FSGQuatImpl::ToFQuat() const
{
/// NOTE
/// Unreal Engine uses a left-handed, z-up world coordinate system, which yealds clockwise rotations:
/// Forward X
/// Right Y
/// Up Z
/// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations:
/// Forward X
/// Left Y
/// Up Z
return FQuat(-Pimpl->Quat.GetX(), Pimpl->Quat.GetY(), -Pimpl->Quat.GetZ(), Pimpl->Quat.GetW());
}
FSGQuatImpl FSGQuatImpl::operator*(const FSGQuatImpl& QuatImpl) const
{
return FSGQuatImpl(Pimpl->Quat.operator*(QuatImpl.ToQuat()));
}
FSGVect3DImpl FSGQuatImpl::operator*(const FSGVect3DImpl& Vect3DImpl) const
{
return FSGVect3DImpl(Pimpl->Quat.operator*(Vect3DImpl.ToVect3D()));
}
FVector FSGQuatImpl::operator*(const FVector& Vector) const
{
return FSGVect3DImpl(Pimpl->Quat.operator*(FSGVect3DImpl(Vector).ToVect3D())).ToFVector();
}
float FSGQuatImpl::GetX() const
{
return Pimpl->Quat.GetX();
}
void FSGQuatImpl::SetX(const float X)
{
Pimpl->Quat.SetX(X);
}
float FSGQuatImpl::GetY() const
{
return Pimpl->Quat.GetY();
}
void FSGQuatImpl::SetY(const float Y)
{
Pimpl->Quat.SetY(Y);
}
float FSGQuatImpl::GetZ() const
{
return Pimpl->Quat.GetZ();
}
void FSGQuatImpl::SetZ(const float Z)
{
Pimpl->Quat.SetZ(Z);
}
float FSGQuatImpl::GetW() const
{
return Pimpl->Quat.GetW();
}
void FSGQuatImpl::SetW(const float W)
{
Pimpl->Quat.SetW(W);
}
FSGVect3DImpl FSGQuatImpl::ToEulerImpl() const
{
return FSGVect3DImpl(Pimpl->Quat.ToEuler());
}
FVector FSGQuatImpl::ToEuler() const
{
return FSGVect3DImpl(Pimpl->Quat.ToEuler()).ToFVector();
}
FSGVect3DImpl FSGQuatImpl::Rotate(const FSGVect3DImpl& Vect3DImpl) const
{
return FSGVect3DImpl(Pimpl->Quat.Rotate(Vect3DImpl.ToVect3D()));
}
FVector FSGQuatImpl::Rotate(const FVector& Vector) const
{
return FSGVect3DImpl(Pimpl->Quat.Rotate(FSGVect3DImpl(Vector).ToVect3D())).ToFVector();
}
bool FSGQuatImpl::Equals(const FSGQuatImpl& QuatImpl) const
{
return Pimpl->Quat.Equals(QuatImpl.ToQuat());
}
bool FSGQuatImpl::IsIdentity() const
{
return Pimpl->Quat.IsIdentity();
}
float FSGQuatImpl::Magnitude() const
{
return Pimpl->Quat.Magnitude();
}
FString FSGQuatImpl::ToString() const
{
return UTF8_TO_TCHAR(Pimpl->Quat.ToString().c_str());
}
FString FSGQuatImpl::Serialize(const ANSICHAR Delimiter) const
{
return UTF8_TO_TCHAR(Pimpl->Quat.Serialize(Delimiter).c_str());
}
FSGQuatImpl::FImpl::FImpl(FSGQuatImpl* InOwner)
: Owner(InOwner)
{
}
FSGQuatImpl::FImpl::~FImpl() = default;
void FSGQuatImpl::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}