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1#include "scalar_constants.hpp"
2
3namespace glm
4{
5 template<typename T, qualifier Q>
6 GLM_FUNC_QUALIFIER qua<T, Q> exp(qua<T, Q> const& q)
7 {
8 vec<3, T, Q> u(q.x, q.y, q.z);
9 T const Angle = glm::length(u);
10 if (Angle < epsilon<T>())
11 return qua<T, Q>();
12
13 vec<3, T, Q> const v(u / Angle);
14 return qua<T, Q>(cos(Angle), sin(Angle) * v);
15 }
16
17 template<typename T, qualifier Q>
18 GLM_FUNC_QUALIFIER qua<T, Q> log(qua<T, Q> const& q)
19 {
20 vec<3, T, Q> u(q.x, q.y, q.z);
21 T Vec3Len = length(u);
22
23 if (Vec3Len < epsilon<T>())
24 {
25 if(q.w > static_cast<T>(0))
26 return qua<T, Q>::wxyz(log(q.w), static_cast<T>(0), static_cast<T>(0), static_cast<T>(0));
27 else if(q.w < static_cast<T>(0))
28 return qua<T, Q>::wxyz(log(-q.w), pi<T>(), static_cast<T>(0), static_cast<T>(0));
29 else
30 return qua<T, Q>::wxyz(std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity(), std::numeric_limits<T>::infinity());
31 }
32 else
33 {
34 T t = atan(Vec3Len, T(q.w)) / Vec3Len;
35 T QuatLen2 = Vec3Len * Vec3Len + q.w * q.w;
36 return qua<T, Q>::wxyz(static_cast<T>(0.5) * log(QuatLen2), t * q.x, t * q.y, t * q.z);
37 }
38 }
39
40 template<typename T, qualifier Q>
41 GLM_FUNC_QUALIFIER qua<T, Q> pow(qua<T, Q> const& x, T y)
42 {
43 //Raising to the power of 0 should yield 1
44 //Needed to prevent a division by 0 error later on
45 if(y > -epsilon<T>() && y < epsilon<T>())
46 return qua<T, Q>::wxyz(1,0,0,0);
47
48 //To deal with non-unit quaternions
49 T magnitude = sqrt(x.x * x.x + x.y * x.y + x.z * x.z + x.w *x.w);
50
51 T Angle;
52 if(abs(x.w / magnitude) > cos_one_over_two<T>())
53 {
54 //Scalar component is close to 1; using it to recover angle would lose precision
55 //Instead, we use the non-scalar components since sin() is accurate around 0
56
57 //Prevent a division by 0 error later on
58 T VectorMagnitude = x.x * x.x + x.y * x.y + x.z * x.z;
59 //Despite the compiler might say, we actually want to compare
60 //VectorMagnitude to 0. here; we could use denorm_int() compiling a
61 //project with unsafe maths optimizations might make the comparison
62 //always false, even when VectorMagnitude is 0.
63 if (VectorMagnitude < (std::numeric_limits<T>::min)()) {
64 //Equivalent to raising a real number to a power
65 return qua<T, Q>::wxyz(pow(x.w, y), 0, 0, 0);
66 }
67
68 Angle = asin(sqrt(VectorMagnitude) / magnitude);
69 }
70 else
71 {
72 //Scalar component is small, shouldn't cause loss of precision
73 Angle = acos(x.w / magnitude);
74 }
75
76 T NewAngle = Angle * y;
77 T Div = sin(NewAngle) / sin(Angle);
78 T Mag = pow(magnitude, y - static_cast<T>(1));
79 return qua<T, Q>::wxyz(cos(NewAngle) * magnitude * Mag, x.x * Div * Mag, x.y * Div * Mag, x.z * Div * Mag);
80 }
81
82 template<typename T, qualifier Q>
83 GLM_FUNC_QUALIFIER qua<T, Q> sqrt(qua<T, Q> const& x)
84 {
85 return pow(x, static_cast<T>(0.5));
86 }
87}//namespace glm
88
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