mirror of
https://github.com/aljazceru/notedeck.git
synced 2025-12-18 09:04:21 +01:00
dave: move quaternion to its own file
This commit is contained in:
@@ -1,6 +1,6 @@
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use std::num::NonZeroU64;
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use crate::vec3::Vec3;
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use crate::{Vec3, Quaternion};
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use eframe::egui_wgpu::{self, wgpu};
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use egui::{Rect, Response};
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use rand::Rng;
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@@ -10,88 +10,6 @@ pub struct DaveAvatar {
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rot_dir: Vec3,
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}
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// A simple quaternion implementation
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struct Quaternion {
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x: f32,
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y: f32,
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z: f32,
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w: f32,
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}
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impl Quaternion {
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// Create identity quaternion
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fn identity() -> Self {
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Self {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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w: 1.0,
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}
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}
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// Create from axis-angle representation
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fn from_axis_angle(axis: &Vec3, angle: f32) -> Self {
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let half_angle = angle * 0.5;
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let s = half_angle.sin();
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Self {
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x: axis.x * s,
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y: axis.y * s,
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z: axis.z * s,
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w: half_angle.cos(),
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}
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}
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// Multiply two quaternions (combines rotations)
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fn multiply(&self, other: &Self) -> Self {
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Self {
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x: self.w * other.x + self.x * other.w + self.y * other.z - self.z * other.y,
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y: self.w * other.y - self.x * other.z + self.y * other.w + self.z * other.x,
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z: self.w * other.z + self.x * other.y - self.y * other.x + self.z * other.w,
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w: self.w * other.w - self.x * other.x - self.y * other.y - self.z * other.z,
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}
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}
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// Convert quaternion to 4x4 matrix (for 3D transformation with homogeneous coordinates)
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fn to_matrix4(&self) -> [f32; 16] {
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// Normalize quaternion
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let magnitude =
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(self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w).sqrt();
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let x = self.x / magnitude;
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let y = self.y / magnitude;
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let z = self.z / magnitude;
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let w = self.w / magnitude;
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let x2 = x * x;
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let y2 = y * y;
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let z2 = z * z;
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let xy = x * y;
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let xz = x * z;
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let yz = y * z;
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let wx = w * x;
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let wy = w * y;
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let wz = w * z;
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// Row-major 3x3 rotation matrix components
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let m00 = 1.0 - 2.0 * (y2 + z2);
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let m01 = 2.0 * (xy - wz);
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let m02 = 2.0 * (xz + wy);
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let m10 = 2.0 * (xy + wz);
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let m11 = 1.0 - 2.0 * (x2 + z2);
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let m12 = 2.0 * (yz - wx);
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let m20 = 2.0 * (xz - wy);
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let m21 = 2.0 * (yz + wx);
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let m22 = 1.0 - 2.0 * (x2 + y2);
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// Convert 3x3 rotation matrix to 4x4 transformation matrix
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// Note: This is column-major for WGPU
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[
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m00, m10, m20, 0.0, m01, m11, m21, 0.0, m02, m12, m22, 0.0, 0.0, 0.0, 0.0, 1.0,
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]
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}
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}
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// Matrix utilities for perspective projection
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fn perspective_matrix(fovy_radians: f32, aspect: f32, near: f32, far: f32) -> [f32; 16] {
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let f = 1.0 / (fovy_radians / 2.0).tan();
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@@ -25,8 +25,12 @@ use avatar::DaveAvatar;
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use egui::{Rect, Vec2};
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use egui_wgpu::RenderState;
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pub use vec3::Vec3;
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pub use quaternion::Quaternion;
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mod avatar;
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mod vec3;
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mod quaternion;
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#[derive(Debug, Clone)]
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pub enum Message {
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83
crates/notedeck_dave/src/quaternion.rs
Normal file
83
crates/notedeck_dave/src/quaternion.rs
Normal file
@@ -0,0 +1,83 @@
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use crate::Vec3;
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// A simple quaternion implementation
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pub struct Quaternion {
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pub x: f32,
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pub y: f32,
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pub z: f32,
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pub w: f32,
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}
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impl Quaternion {
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// Create identity quaternion
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pub fn identity() -> Self {
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Self {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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w: 1.0,
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}
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}
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// Create from axis-angle representation
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pub fn from_axis_angle(axis: &Vec3, angle: f32) -> Self {
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let half_angle = angle * 0.5;
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let s = half_angle.sin();
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Self {
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x: axis.x * s,
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y: axis.y * s,
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z: axis.z * s,
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w: half_angle.cos(),
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}
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}
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// Multiply two quaternions (combines rotations)
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pub fn multiply(&self, other: &Self) -> Self {
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Self {
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x: self.w * other.x + self.x * other.w + self.y * other.z - self.z * other.y,
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y: self.w * other.y - self.x * other.z + self.y * other.w + self.z * other.x,
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z: self.w * other.z + self.x * other.y - self.y * other.x + self.z * other.w,
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w: self.w * other.w - self.x * other.x - self.y * other.y - self.z * other.z,
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}
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}
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// Convert quaternion to 4x4 matrix (for 3D transformation with homogeneous coordinates)
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pub fn to_matrix4(&self) -> [f32; 16] {
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// Normalize quaternion
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let magnitude =
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(self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w).sqrt();
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let x = self.x / magnitude;
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let y = self.y / magnitude;
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let z = self.z / magnitude;
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let w = self.w / magnitude;
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let x2 = x * x;
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let y2 = y * y;
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let z2 = z * z;
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let xy = x * y;
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let xz = x * z;
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let yz = y * z;
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let wx = w * x;
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let wy = w * y;
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let wz = w * z;
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// Row-major 3x3 rotation matrix components
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let m00 = 1.0 - 2.0 * (y2 + z2);
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let m01 = 2.0 * (xy - wz);
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let m02 = 2.0 * (xz + wy);
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let m10 = 2.0 * (xy + wz);
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let m11 = 1.0 - 2.0 * (x2 + z2);
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let m12 = 2.0 * (yz - wx);
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let m20 = 2.0 * (xz - wy);
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let m21 = 2.0 * (yz + wx);
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let m22 = 1.0 - 2.0 * (x2 + y2);
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// Convert 3x3 rotation matrix to 4x4 transformation matrix
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// Note: This is column-major for WGPU
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[
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m00, m10, m20, 0.0, m01, m11, m21, 0.0, m02, m12, m22, 0.0, 0.0, 0.0, 0.0, 1.0,
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]
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}
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}
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