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#ifndef _PHYSICSMATH_H_

#define _PHYSICSMATH_H_

#include <cmath>

#include "Quaternions.h"

//------------------------------------------------------------------------//

// Misc. Constants

//------------------------------------------------------------------------//

const float pi = acosf(-1);

float	const	g	= -32.174f;		// acceleration due to gravity, ft/s^2

float	const	rho = 0.0023769f;	// desity of air at sea level, slugs/ft^3

float	const	tol = 0.0000000001f;		// float type tolerance

//------------------------------------------------------------------------//

// Misc. Functions

//------------------------------------------------------------------------//

inline	float	DegreesToRadians(float deg);

inline	float	RadiansToDegrees(float rad);

inline	float	DegreesToRadians(float deg)
{
	return deg * pi / 180.0f;
}

inline	float	RadiansToDegrees(float rad)
{
	return rad * 180.0f / pi;
}

//------------------------------------------------------------------------//

// Vector Class and vector functions

//------------------------------------------------------------------------//

class Vector {

public:

	float x;

	float y;

	float z;

	Vector(void);

	Vector(float xi, float yi, float zi);

	float Magnitude(void);

	void  Normalize(void);

	void  Reverse(void);

	Vector& operator+=(Vector u);	// vector addition

	Vector& operator-=(Vector u);	// vector subtraction

	Vector& operator*=(float s);	// scalar multiply

	Vector& operator/=(float s);	// scalar divide

	Vector operator-(void);

};

inline	Vector operator+(Vector u, Vector v);

inline	Vector operator-(Vector u, Vector v);

inline	Vector operator^(Vector u, Vector v);

inline	float operator*(Vector u, Vector v);

inline	Vector operator*(float s, Vector u);

inline	Vector operator*(Vector u, float s);

inline	Vector operator/(Vector u, float s);

inline	float TripleScalarProduct(Vector u, Vector v, Vector w);

inline Vector::Vector(void)

{

	x = 0;

	y = 0;

	z = 0;

}

inline Vector::Vector(float xi, float yi, float zi)

{

	x = xi;

	y = yi;

	z = zi;

}

inline	float Vector::Magnitude(void)

{

	return (float) sqrt(x*x + y*y + z*z);

}

inline	void  Vector::Normalize(void)

{

	float m = (float) sqrt(x*x + y*y + z*z);

	if(m <= tol) m = 1;

	x /= m;

	y /= m;

	z /= m;

	if (fabs(x) < tol) x = 0.0f;

	if (fabs(y) < tol) y = 0.0f;

	if (fabs(z) < tol) z = 0.0f;

}

inline	void  Vector::Reverse(void)

{

	x = -x;

	y = -y;

	z = -z;

}

inline Vector& Vector::operator+=(Vector u)

{

	x += u.x;

	y += u.y;

	z += u.z;

	return *this;

}

inline	Vector& Vector::operator-=(Vector u)

{

	x -= u.x;

	y -= u.y;

	z -= u.z;

	return *this;

}

inline	Vector& Vector::operator*=(float s)

{

	x *= s;

	y *= s;

	z *= s;

	return *this;

}

inline	Vector& Vector::operator/=(float s)

{

	x /= s;

	y /= s;

	z /= s;

	return *this;

}

inline	Vector Vector::operator-(void)

{

	return Vector(-x, -y, -z);

}

inline	Vector operator+(Vector u, Vector v)

{

	return Vector(u.x + v.x, u.y + v.y, u.z + v.z);

}

inline	Vector operator-(Vector u, Vector v)

{

	return Vector(u.x - v.x, u.y - v.y, u.z - v.z);

}

// Vector cross product (u cross v)

inline	Vector operator^(Vector u, Vector v)

{

	return Vector(	u.y*v.z - u.z*v.y,

					-u.x*v.z + u.z*v.x,

					u.x*v.y - u.y*v.x );

}

// Vector dot product

inline	float operator*(Vector u, Vector v)

{

	return (u.x*v.x + u.y*v.y + u.z*v.z);

}

inline	Vector operator*(float s, Vector u)

{

	return Vector(u.x*s, u.y*s, u.z*s);

}

inline	Vector operator*(Vector u, float s)

{

	return Vector(u.x*s, u.y*s, u.z*s);

}

inline	Vector operator/(Vector u, float s)

{

	return Vector(u.x/s, u.y/s, u.z/s);

}

// triple scalar product (u dot (v cross w))

inline	float TripleScalarProduct(Vector u, Vector v, Vector w)

{

	return float(	(u.x * (v.y*w.z - v.z*w.y)) +

					(u.y * (-v.x*w.z + v.z*w.x)) +

					(u.z * (v.x*w.y - v.y*w.x)) );

	//return u*(v^w);

}

//------------------------------------------------------------------------//

// Matrix Class and matrix functions

//------------------------------------------------------------------------//

class Matrix3x3 {

public:

	// elements eij: i -> row, j -> column

	float	e11, e12, e13, e21, e22, e23, e31, e32, e33;

	Matrix3x3(void);

	Matrix3x3(	float r1c1, float r1c2, float r1c3,

				float r2c1, float r2c2, float r2c3,

				float r3c1, float r3c2, float r3c3 );

	float	det(void);

	Matrix3x3	Transpose(void);

	Matrix3x3	Inverse(void);

	Matrix3x3& operator+=(Matrix3x3 m);

	Matrix3x3& operator-=(Matrix3x3 m);

	Matrix3x3& operator*=(float s);

	Matrix3x3& operator/=(float s);

};

inline	Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2);

inline	Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2);

inline	Matrix3x3 operator/(Matrix3x3 m, float s);

inline	Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2);

inline	Matrix3x3 operator*(Matrix3x3 m, float s);

inline	Matrix3x3 operator*(float s, Matrix3x3 m);

inline	Vector operator*(Matrix3x3 m, Vector u);

inline	Vector operator*(Vector u, Matrix3x3 m);

inline	Matrix3x3::Matrix3x3(void)

{

	e11 = 0;

	e12 = 0;

	e13 = 0;

	e21 = 0;

	e22 = 0;

	e23 = 0;

	e31 = 0;

	e32 = 0;

	e33 = 0;

}

inline	Matrix3x3::Matrix3x3(	float r1c1, float r1c2, float r1c3,

								float r2c1, float r2c2, float r2c3,

								float r3c1, float r3c2, float r3c3 )

{

	e11 = r1c1;

	e12 = r1c2;

	e13 = r1c3;

	e21 = r2c1;

	e22 = r2c2;

	e23 = r2c3;

	e31 = r3c1;

	e32 = r3c2;

	e33 = r3c3;

}

inline	float	Matrix3x3::det(void)

{

	return	e11*e22*e33 -

			e11*e32*e23 +

			e21*e32*e13 -

			e21*e12*e33 +

			e31*e12*e23 -

			e31*e22*e13;

}

inline	Matrix3x3	Matrix3x3::Transpose(void)

{

	return Matrix3x3(e11,e21,e31,e12,e22,e32,e13,e23,e33);

}

inline	Matrix3x3	Matrix3x3::Inverse(void)

{

	float	d = e11*e22*e33 -

				e11*e32*e23 +

				e21*e32*e13 -

				e21*e12*e33 +

				e31*e12*e23 -

				e31*e22*e13;

	if (abs(d) < 0.01f)
		d = 1;

	return	Matrix3x3(	(e22*e33-e23*e32)/d,

						-(e12*e33-e13*e32)/d,

						(e12*e23-e13*e22)/d,

						-(e21*e33-e23*e31)/d,

						(e11*e33-e13*e31)/d,

						-(e11*e23-e13*e21)/d,

						(e21*e32-e22*e31)/d,

						-(e11*e32-e12*e31)/d,

						(e11*e22-e12*e21)/d );

}

inline	Matrix3x3& Matrix3x3::operator+=(Matrix3x3 m)

{

	e11 += m.e11;

	e12 += m.e12;

	e13 += m.e13;

	e21 += m.e21;

	e22 += m.e22;

	e23 += m.e23;

	e31 += m.e31;

	e32 += m.e32;

	e33 += m.e33;

	return *this;

}

inline	Matrix3x3& Matrix3x3::operator-=(Matrix3x3 m)

{

	e11 -= m.e11;

	e12 -= m.e12;

	e13 -= m.e13;

	e21 -= m.e21;

	e22 -= m.e22;

	e23 -= m.e23;

	e31 -= m.e31;

	e32 -= m.e32;

	e33 -= m.e33;

	return *this;

}

inline	Matrix3x3& Matrix3x3::operator*=(float s)

{

	e11 *= s;

	e12 *= s;

	e13 *= s;

	e21 *= s;

	e22 *= s;

	e23 *= s;

	e31 *= s;

	e32 *= s;

	e33 *= s;

	return *this;

}

inline	Matrix3x3& Matrix3x3::operator/=(float s)

{

	e11 /= s;

	e12 /= s;

	e13 /= s;

	e21 /= s;

	e22 /= s;

	e23 /= s;

	e31 /= s;

	e32 /= s;

	e33 /= s;

	return *this;

}

inline	Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2)

{

	return	Matrix3x3(	m1.e11+m2.e11,

						m1.e12+m2.e12,

						m1.e13+m2.e13,

						m1.e21+m2.e21,

						m1.e22+m2.e22,

						m1.e23+m2.e23,

						m1.e31+m2.e31,

						m1.e32+m2.e32,

						m1.e33+m2.e33);

}

inline	Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2)

{

	return	Matrix3x3(	m1.e11-m2.e11,

						m1.e12-m2.e12,

						m1.e13-m2.e13,

						m1.e21-m2.e21,

						m1.e22-m2.e22,

						m1.e23-m2.e23,

						m1.e31-m2.e31,

						m1.e32-m2.e32,

						m1.e33-m2.e33);

}

inline	Matrix3x3 operator/(Matrix3x3 m, float s)

{

	return	Matrix3x3(	m.e11/s,

						m.e12/s,

						m.e13/s,

						m.e21/s,

						m.e22/s,

						m.e23/s,

						m.e31/s,

						m.e32/s,

						m.e33/s);

}

inline	Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2)

{

	return Matrix3x3(	m1.e11*m2.e11 + m1.e12*m2.e21 + m1.e13*m2.e31,

						m1.e11*m2.e12 + m1.e12*m2.e22 + m1.e13*m2.e32,

						m1.e11*m2.e13 + m1.e12*m2.e23 + m1.e13*m2.e33,

						m1.e21*m2.e11 + m1.e22*m2.e21 + m1.e23*m2.e31,

						m1.e21*m2.e12 + m1.e22*m2.e22 + m1.e23*m2.e32,

						m1.e21*m2.e13 + m1.e22*m2.e23 + m1.e23*m2.e33,

						m1.e31*m2.e11 + m1.e32*m2.e21 + m1.e33*m2.e31,

						m1.e31*m2.e12 + m1.e32*m2.e22 + m1.e33*m2.e32,

						m1.e31*m2.e13 + m1.e32*m2.e23 + m1.e33*m2.e33 );

}

inline	Matrix3x3 operator*(Matrix3x3 m, float s)

{

	return	Matrix3x3(	m.e11*s,

						m.e12*s,

						m.e13*s,

						m.e21*s,

						m.e22*s,

						m.e23*s,

						m.e31*s,

						m.e32*s,

						m.e33*s);

}

inline	Matrix3x3 operator*(float s, Matrix3x3 m)

{

	return	Matrix3x3(	m.e11*s,

						m.e12*s,

						m.e13*s,

						m.e21*s,

						m.e22*s,

						m.e23*s,

						m.e31*s,

						m.e32*s,

						m.e33*s);

}

inline	Vector operator*(Matrix3x3 m, Vector u)

{

	return Vector(	m.e11*u.x + m.e12*u.y + m.e13*u.z,

					m.e21*u.x + m.e22*u.y + m.e23*u.z,

					m.e31*u.x + m.e32*u.y + m.e33*u.z);

}

inline	Vector operator*(Vector u, Matrix3x3 m)

{

	return Vector(	u.x*m.e11 + u.y*m.e21 + u.z*m.e31,

					u.x*m.e12 + u.y*m.e22 + u.z*m.e32,

					u.x*m.e13 + u.y*m.e23 + u.z*m.e33);

}

//------------------------------------------------------------------------//

// Quaternion Class and Quaternion functions

//------------------------------------------------------------------------//

class Quaternion {

public:

	float	n;	// number (scalar) part

	Vector	v;	// vector part: v.x, v.y, v.z

	Quaternion(void);

	Quaternion(float e0, float e1, float e2, float e3);

	float	Magnitude(void);

	Vector	GetVector(void);

	float	GetScalar(void);

	Quaternion	operator+=(Quaternion q);

	Quaternion	operator-=(Quaternion q);

	Quaternion operator*=(float s);

	Quaternion operator/=(float s);

	Quaternion	operator~(void) const { return Quaternion(n, -v.x, -v.y, -v.z);}

};

inline	Quaternion operator+(Quaternion q1, Quaternion q2);

inline	Quaternion operator-(Quaternion q1, Quaternion q2);

inline	Quaternion operator*(Quaternion q1, Quaternion q2);

inline	Quaternion operator*(Quaternion q, float s);

inline	Quaternion operator*(float s, Quaternion q);

inline	Quaternion operator*(Quaternion q, Vector v);

inline	Quaternion operator*(Vector v, Quaternion q);

inline	Quaternion operator/(Quaternion q, float s);

inline	float QGetAngle(Quaternion q);

inline	Vector QGetAxis(Quaternion q);

inline	Quaternion QRotate(Quaternion q1, Quaternion q2);

inline	Vector	QVRotate(Quaternion q, Vector v);

inline	Quaternion	MakeQFromEulerAngles(float x, float y, float z);

inline	Vector	MakeEulerAnglesFromQ(Quaternion q);

inline	Quaternion::Quaternion(void)

{

	n = 0;

	v.x = 0;

	v.y =  0;

	v.z = 0;

}

inline	Quaternion::Quaternion(float e0, float e1, float e2, float e3)

{

	n = e0;

	v.x = e1;

	v.y = e2;

	v.z = e3;

}

inline	float	Quaternion::Magnitude(void)

{

	return (float) sqrt(n*n + v.x*v.x + v.y*v.y + v.z*v.z);

}

inline	Vector	Quaternion::GetVector(void)

{

	return Vector(v.x, v.y, v.z);

}

inline	float	Quaternion::GetScalar(void)

{

	return n;

}

inline	Quaternion	Quaternion::operator+=(Quaternion q)

{

	n += q.n;

	v.x += q.v.x;

	v.y += q.v.y;

	v.z += q.v.z;

	return *this;

}

inline	Quaternion	Quaternion::operator-=(Quaternion q)

{

	n -= q.n;

	v.x -= q.v.x;

	v.y -= q.v.y;

	v.z -= q.v.z;

	return *this;

}

inline	Quaternion Quaternion::operator*=(float s)

{

	n *= s;

	v.x *= s;

	v.y *= s;

	v.z *= s;

	return *this;

}

inline	Quaternion Quaternion::operator/=(float s)

{

	n /= s;

	v.x /= s;

	v.y /= s;

	v.z /= s;

	return *this;

}

/*inline	Quaternion	Quaternion::operator~()

{

	return Quaternion(n, -v.x, -v.y, -v.z);

}*/

inline	Quaternion operator+(Quaternion q1, Quaternion q2)

{

	return	Quaternion(	q1.n + q2.n,

							q1.v.x + q2.v.x,

							q1.v.y + q2.v.y,

							q1.v.z + q2.v.z);

}

inline	Quaternion operator-(Quaternion q1, Quaternion q2)

{

	return	Quaternion(	q1.n - q2.n,

							q1.v.x - q2.v.x,

							q1.v.y - q2.v.y,

							q1.v.z - q2.v.z);

}

inline	Quaternion operator*(Quaternion q1, Quaternion q2)

{

	return	Quaternion(	q1.n*q2.n - q1.v.x*q2.v.x - q1.v.y*q2.v.y - q1.v.z*q2.v.z,

							q1.n*q2.v.x + q1.v.x*q2.n + q1.v.y*q2.v.z - q1.v.z*q2.v.y,

							q1.n*q2.v.y + q1.v.y*q2.n + q1.v.z*q2.v.x - q1.v.x*q2.v.z,

							q1.n*q2.v.z + q1.v.z*q2.n + q1.v.x*q2.v.y - q1.v.y*q2.v.x);

}

inline	Quaternion operator*(Quaternion q, float s)

{

	return	Quaternion(q.n*s, q.v.x*s, q.v.y*s, q.v.z*s);

}

inline	Quaternion operator*(float s, Quaternion q)

{

	return	Quaternion(q.n*s, q.v.x*s, q.v.y*s, q.v.z*s);

}

inline	Quaternion operator*(Quaternion q, Vector v)

{

	return	Quaternion(	-(q.v.x*v.x + q.v.y*v.y + q.v.z*v.z),

							q.n*v.x + q.v.y*v.z - q.v.z*v.y,

							q.n*v.y + q.v.z*v.x - q.v.x*v.z,

							q.n*v.z + q.v.x*v.y - q.v.y*v.x);

}

inline	Quaternion operator*(Vector v, Quaternion q)

{

	return	Quaternion(	-(q.v.x*v.x + q.v.y*v.y + q.v.z*v.z),

							q.n*v.x + q.v.z*v.y - q.v.y*v.z,

							q.n*v.y + q.v.x*v.z - q.v.z*v.x,

							q.n*v.z + q.v.y*v.x - q.v.x*v.y);

}

inline	Quaternion operator/(Quaternion q, float s)

{

	return	Quaternion(q.n/s, q.v.x/s, q.v.y/s, q.v.z/s);

}

inline	float QGetAngle(Quaternion q)

{

	return	(float) (2*acos(q.n));

}

inline	Vector QGetAxis(Quaternion q)

{

	Vector v;

	float m;

	v = q.GetVector();

	m = v.Magnitude();

	if (m <= tol)

		return Vector();

	else

		return v/m;

}

inline	Quaternion QRotate(Quaternion q1, Quaternion q2)

{

	return	q1*q2*(~q1);

}

inline	Vector	QVRotate(Quaternion q, Vector v)

{

	Quaternion t;

	t = q*v*(~q);

	return	t.GetVector();

}

inline	Quaternion	MakeQFromEulerAngles(float x, float y, float z)

{

	Quaternion	q;

	double	roll = DegreesToRadians(x);

	double	pitch = DegreesToRadians(y);

	double	yaw = DegreesToRadians(z);

	double	cyaw, cpitch, croll, syaw, spitch, sroll;

	double	cyawcpitch, syawspitch, cyawspitch, syawcpitch;

	cyaw = cos(0.5f * yaw);

	cpitch = cos(0.5f * pitch);

	croll = cos(0.5f * roll);

	syaw = sin(0.5f * yaw);

	spitch = sin(0.5f * pitch);

	sroll = sin(0.5f * roll);

	cyawcpitch = cyaw*cpitch;

	syawspitch = syaw*spitch;

	cyawspitch = cyaw*spitch;

	syawcpitch = syaw*cpitch;

	q.n = (float) (cyawcpitch * croll + syawspitch * sroll);

	q.v.x = (float) (cyawcpitch * sroll - syawspitch * croll);

	q.v.y = (float) (cyawspitch * croll + syawcpitch * sroll);

	q.v.z = (float) (syawcpitch * croll - cyawspitch * sroll);

	return q;

}

inline	Vector	MakeEulerAnglesFromQ(Quaternion q)

{

	double	r11, r21, r31, r32, r33, r12, r13;

	double	q00, q11, q22, q33;

	double	tmp;

	Vector	u;

	q00 = q.n * q.n;

	q11 = q.v.x * q.v.x;

	q22 = q.v.y * q.v.y;

	q33 = q.v.z * q.v.z;

	r11 = q00 + q11 - q22 - q33;

	r21 = 2 * (q.v.x*q.v.y + q.n*q.v.z);

	r31 = 2 * (q.v.x*q.v.z - q.n*q.v.y);

	r32 = 2 * (q.v.y*q.v.z + q.n*q.v.x);

	r33 = q00 - q11 - q22 + q33;

	tmp = fabs(r31);

	if(tmp > 0.999999)

	{

		r12 = 2 * (q.v.x*q.v.y - q.n*q.v.z);

		r13 = 2 * (q.v.x*q.v.z + q.n*q.v.y);

		u.x = RadiansToDegrees(0.0f); //roll

		u.y = RadiansToDegrees((float) (-(pi/2) * r31/tmp)); // pitch

		u.z = RadiansToDegrees((float) atan2(-r12, -r31*r13)); // yaw

		return u;

	}

	u.x = RadiansToDegrees((float) atan2(r32, r33)); // roll

	u.y = RadiansToDegrees((float) asin(-r31));		 // pitch

	u.z = RadiansToDegrees((float) atan2(r21, r11)); // yaw

	return u;

}

#endif