/***** BallAux.c *****/

#include <math.h>
#include "BallAux.h"

Quat qOne = {0, 0, 0, 1};

/* Return quaternion product qL * qR.  Note: order is important!
 * To combine rotations, use the product Mul(qSecond, qFirst),
 * which gives the effect of rotating by qFirst then qSecond. */
Quat Qt_Mul(Quat qL, Quat qR)
{
    Quat qq;

    qq.w = qL.w * qR.w - qL.x * qR.x - qL.y * qR.y - qL.z * qR.z;
    qq.x = qL.w * qR.x + qL.x * qR.w + qL.y * qR.z - qL.z * qR.y;
    qq.y = qL.w * qR.y + qL.y * qR.w + qL.z * qR.x - qL.x * qR.z;
    qq.z = qL.w * qR.z + qL.z * qR.w + qL.x * qR.y - qL.y * qR.x;
    return (qq);
}

/* Construct rotation matrix from (possibly non-unit) quaternion.
 * Assumes matrix is used to multiply column vector on the left:
 * vnew = mat vold.  Works correctly for right-handed coordinate system
 * and right-handed rotations. */
HMatrix *Qt_ToMatrix(Quat q, HMatrix out)
{
    double Nq = q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
    double s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;
    double xs = q.x * s, ys = q.y * s, zs = q.z * s;
    double wx = q.w * xs, wy = q.w * ys, wz = q.w * zs;
    double xx = q.x * xs, xy = q.x * ys, xz = q.x * zs;
    double yy = q.y * ys, yz = q.y * zs, zz = q.z * zs;

    out[XX][XX] = 1.0 - (yy + zz);
    out[YY][XX] = xy + wz;
    out[ZZ][XX] = xz - wy;
    out[XX][YY] = xy - wz;
    out[YY][YY] = 1.0 - (xx + zz);
    out[ZZ][YY] = yz + wx;
    out[XX][ZZ] = xz + wy;
    out[YY][ZZ] = yz - wx;
    out[ZZ][ZZ] = 1.0 - (xx + yy);
    out[XX][WW] = out[YY][WW] = out[ZZ][WW] = out[WW][XX] = out[WW][YY] =
        out[WW][ZZ] = 0.0;
    out[WW][WW] = 1.0;
    return ((HMatrix *)&out);
}

Quat Matrix_to_Qt(HMatrix dircos)
{
    Quat quat;
    float dummy;

    quat.w = .5 * sqrt(1. + dircos[0][0] + dircos[1][1] + dircos[2][2]);
    dummy = 4. * quat.w;
    quat.x = (dircos[2][1] - dircos[1][2]) / dummy;
    quat.y = (dircos[0][2] - dircos[2][0]) / dummy;
    quat.z = (dircos[1][0] - dircos[0][1]) / dummy;
    return (quat);
}

/* Return conjugate of quaternion. */
Quat Qt_Conj(Quat q)
{
    Quat qq;

    qq.x = -q.x;
    qq.y = -q.y;
    qq.z = -q.z;
    qq.w = q.w;
    return (qq);
}

/* Return vector formed from components */
HVect V3_(float x, float y, float z)
{
    HVect v;

    v.x = x;
    v.y = y;
    v.z = z;
    v.w = 0;
    return (v);
}

/* Return norm of v, defined as sum of squares of components */
float V3_Norm(HVect v)
{
    return (v.x * v.x + v.y * v.y + v.z * v.z);
}

/* Return unit magnitude vector in direction of v */
HVect V3_Unit(HVect v)
{
    HVect u = {0, 0, 0, 0};
    float vlen = sqrt(V3_Norm(v));

    if (vlen != 0.0) {
        u.x = v.x / vlen;
        u.y = v.y / vlen;
        u.z = v.z / vlen;
    }
    return (u);
}

/* Return version of v scaled by s */
HVect V3_Scale(HVect v, float s)
{
    HVect u;

    u.x = s * v.x;
    u.y = s * v.y;
    u.z = s * v.z;
    u.w = v.w;
    return (u);
}

/* Return negative of v */
HVect V3_Negate(HVect v)
{
    HVect u = {0, 0, 0, 0};
    u.x = -v.x;
    u.y = -v.y;
    u.z = -v.z;
    return (u);
}

/* Return sum of v1 and v2 */
HVect V3_Add(HVect v1, HVect v2)
{
    HVect v = {0, 0, 0, 0};
    v.x = v1.x + v2.x;
    v.y = v1.y + v2.y;
    v.z = v1.z + v2.z;
    return (v);
}

/* Return difference of v1 minus v2 */
HVect V3_Sub(HVect v1, HVect v2)
{
    HVect v = {0, 0, 0, 0};
    v.x = v1.x - v2.x;
    v.y = v1.y - v2.y;
    v.z = v1.z - v2.z;
    return (v);
}

/* Halve arc between unit vectors v0 and v1. */
HVect V3_Bisect(HVect v0, HVect v1)
{
    HVect v = {0, 0, 0, 0};
    float Nv;

    v = V3_Add(v0, v1);
    Nv = V3_Norm(v);
    if (Nv < 1.0e-5) {
        v = V3_(0, 0, 1);
    }
    else {
        v = V3_Scale(v, 1 / sqrt(Nv));
    }
    return (v);
}

/* Return dot product of v1 and v2 */
float V3_Dot(HVect v1, HVect v2)
{
    return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
}

/* Return cross product, v1 x v2 */
HVect V3_Cross(HVect v1, HVect v2)
{
    HVect v = {0, 0, 0, 0};
    v.x = v1.y * v2.z - v1.z * v2.y;
    v.y = v1.z * v2.x - v1.x * v2.z;
    v.z = v1.x * v2.y - v1.y * v2.x;
    return (v);
}
