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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-24 10:05:55 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-24 10:05:55 -0500 |
commit | 458496b2db6d67736fd1ffc18c6e51a7a4e1180c (patch) | |
tree | 3d6ee4e37a48d71a6ac781cbd93a6d6dcb234f98 /dev/MinGfx/src/quaternion.cc | |
parent | Pushed feedback file submission-w1.1 (diff) | |
parent | publish a2 (diff) | |
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Merge branch 'support-code' of github.umn.edu:umn-csci-4611-f21/shared-upstream
Diffstat (limited to 'dev/MinGfx/src/quaternion.cc')
-rw-r--r-- | dev/MinGfx/src/quaternion.cc | 521 |
1 files changed, 261 insertions, 260 deletions
diff --git a/dev/MinGfx/src/quaternion.cc b/dev/MinGfx/src/quaternion.cc index 7551c62..24830c8 100644 --- a/dev/MinGfx/src/quaternion.cc +++ b/dev/MinGfx/src/quaternion.cc @@ -1,260 +1,261 @@ -/*
-Copyright (c) 2017,2018 Regents of the University of Minnesota.
-All Rights Reserved.
-See corresponding header file for details.
-*/
-
-#define _USE_MATH_DEFINES
-#include "quaternion.h"
-
-#include "gfxmath.h"
-
-namespace mingfx {
-
-
-Quaternion::Quaternion() {
- q[0] = 0.0;
- q[1] = 0.0;
- q[2] = 0.0;
- q[3] = 1.0;
-}
-
-Quaternion::Quaternion(float qx, float qy, float qz, float qw) {
- q[0] = qx;
- q[1] = qy;
- q[2] = qz;
- q[3] = qw;
-}
-
-Quaternion::Quaternion(float *ptr) {
- q[0] = ptr[0];
- q[1] = ptr[1];
- q[2] = ptr[2];
- q[3] = ptr[3];
-}
-
-Quaternion::Quaternion(const Quaternion& other) {
- q[0] = other[0];
- q[1] = other[1];
- q[2] = other[2];
- q[3] = other[3];
-}
-
-Quaternion::~Quaternion() {
-}
-
-bool Quaternion::operator==(const Quaternion& other) const {
- return (fabs(other[0] - q[0]) < MINGFX_MATH_EPSILON &&
- fabs(other[1] - q[1]) < MINGFX_MATH_EPSILON &&
- fabs(other[2] - q[2]) < MINGFX_MATH_EPSILON &&
- fabs(other[3] - q[3]) < MINGFX_MATH_EPSILON);
-}
-
-bool Quaternion::operator!=(const Quaternion& other) const {
- return (fabs(other[0] - q[0]) >= MINGFX_MATH_EPSILON ||
- fabs(other[1] - q[1]) >= MINGFX_MATH_EPSILON ||
- fabs(other[2] - q[2]) >= MINGFX_MATH_EPSILON ||
- fabs(other[3] - q[3]) >= MINGFX_MATH_EPSILON);
-}
-
-Quaternion& Quaternion::operator=(const Quaternion& other) {
- q[0] = other[0];
- q[1] = other[1];
- q[2] = other[2];
- q[3] = other[3];
- return *this;
-}
-
-float Quaternion::operator[](const int i) const {
- if ((i>=0) && (i<=3)) {
- return q[i];
- }
- else {
- // this is an error!
- return 0.0;
- }
-}
-
-float& Quaternion::operator[](const int i) {
- return q[i];
-}
-
-
-const float * Quaternion::value_ptr() const {
- return q;
-}
-
-Quaternion Quaternion::Slerp(const Quaternion &other, float alpha) const {
- // https://en.wikipedia.org/wiki/Slerp
-
- Quaternion v0 = *this;
- Quaternion v1 = other;
-
- // Only unit quaternions are valid rotations.
- // Normalize to avoid undefined behavior.
- v0.Normalize();
- v1.Normalize();
-
- // Compute the cosine of the angle between the two vectors.
- float dot = v0.Dot(v1);
-
- // If the dot product is negative, the quaternions
- // have opposite handed-ness and slerp won't take
- // the shorter path. Fix by reversing one quaternion.
- if (dot < 0.0f) {
- v1 = -v1;
- dot = -dot;
- }
-
- const double DOT_THRESHOLD = 0.9995;
- if (dot > DOT_THRESHOLD) {
- // If the inputs are too close for comfort, linearly interpolate
- // and normalize the result.
-
- Quaternion result = v0 + alpha*(v1 - v0);
- result.Normalize();
- return result;
- }
-
- GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos()
- float theta_0 = acos(dot); // theta_0 = angle between input vectors
- float theta = theta_0 * alpha; // theta = angle between v0 and result
-
- float s0 = cos(theta) - dot * sin(theta) / sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0)
- float s1 = sin(theta) / sin(theta_0);
-
- return (s0 * v0) + (s1 * v1);
-}
-
-Quaternion Quaternion::Slerp(const Quaternion &a, const Quaternion &b, float alpha) {
- return a.Slerp(b, alpha);
-}
-
-
-std::ostream & operator<< ( std::ostream &os, const Quaternion &q) {
- return os << "<" << q[0] << ", " << q[1] << ", " << q[2] << ", " << q[3] << ")";
-}
-
-std::istream & operator>> ( std::istream &is, Quaternion &q) {
- // format: <qx, qy, qz, qw>
- char dummy;
- return is >> dummy >> q[0] >> dummy >> q[1] >> dummy >> q[2] >> dummy >> q[3] >> dummy;
-}
-
-
-float Quaternion::Dot(const Quaternion& other) const {
- return q[0]*other[0] + q[1]*other[1] + q[2]*other[2] + q[3]*other[3];
-
-}
-
-float Quaternion::Length() const {
- return sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);
-}
-
-void Quaternion::Normalize() {
- float sizeSq = + q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3];
- if (sizeSq < MINGFX_MATH_EPSILON) {
- return; // do nothing to zero quats
- }
- float scaleFactor = (float)1.0/(float)sqrt(sizeSq);
- q[0] *= scaleFactor;
- q[1] *= scaleFactor;
- q[2] *= scaleFactor;
- q[3] *= scaleFactor;
-}
-
-Quaternion Quaternion::ToUnit() const {
- Quaternion qtmp(*this);
- qtmp.Normalize();
- return qtmp;
-}
-
-/// Returns the conjugate of the quaternion.
-Quaternion Quaternion::Conjugate() const {
- return Quaternion(-q[0], -q[1], -q[2], q[3]);
-}
-
-
-Quaternion Quaternion::FromAxisAngle(const Vector3 &axis, float angle) {
- // [qx, qy, qz, qw] = [sin(a/2) * vx, sin(a/2)* vy, sin(a/2) * vz, cos(a/2)]
- float x = sin(angle/2.0f) * axis[0];
- float y = sin(angle/2.0f) * axis[1];
- float z = sin(angle/2.0f) * axis[2];
- float w = cos(angle/2.0f);
- return Quaternion(x,y,z,w);
-}
-
-
-Quaternion Quaternion::FromEulerAnglesZYX(const Vector3 &angles) {
- Quaternion rot_x = Quaternion::FromAxisAngle(Vector3::UnitX(), angles[0]);
- Quaternion rot_y = Quaternion::FromAxisAngle(Vector3::UnitY(), angles[1]);
- Quaternion rot_z = Quaternion::FromAxisAngle(Vector3::UnitZ(), angles[2]);
- return rot_z * rot_y * rot_x;
-}
-
-Vector3 Quaternion::ToEulerAnglesZYX() const {
- // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
-
- Vector3 angles;
-
- // roll (x-axis rotation)
- float sinr = +2.0f * (w() * x() + y() * z());
- float cosr = +1.0f - 2.0f * (x() * x() + y() * y());
- angles[0] = std::atan2(sinr, cosr);
-
- // pitch (y-axis rotation)
- float sinp = +2.0f * (w() * y() - z() * x());
- if (std::fabs(sinp) >= 1.f)
- angles[1] = std::copysign(GfxMath::HALF_PI, sinp); // use 90 degrees if out of range
- else
- angles[1] = std::asin(sinp);
-
- // yaw (z-axis rotation)
- float siny = +2.0f * (w() * z() + x() * y());
- float cosy = +1.0f - 2.0f * (y() * y() + z() * z());
- angles[2] = std::atan2(siny, cosy);
-
- return angles;
-}
-
-
-Quaternion operator*(const Quaternion& q1, const Quaternion& q2) {
- float real1 = q1[3];
- Vector3 imag1 = Vector3(q1[0], q1[1], q1[2]);
-
- float real2 = q2[3];
- Vector3 imag2 = Vector3(q2[0], q2[1], q2[2]);
-
- float real = real1*real2 - imag1.Dot(imag2);
- Vector3 imag = real1*imag2 + real2*imag1 + imag1.Cross(imag2);
-
- return Quaternion(imag[0], imag[1], imag[2], real);
-}
-
-
-Quaternion operator/(const Quaternion& q, const float s) {
- const float invS = 1.0f / s;
- return Quaternion(q[0]*invS, q[1]*invS, q[2]*invS, q[3]*invS);
-}
-
-Quaternion operator*(const float s, const Quaternion& q) {
- return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s);
-}
-
-Quaternion operator*(const Quaternion& q, const float s) {
- return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s);
-}
-
-Quaternion operator-(const Quaternion& q) {
- return Quaternion(-q[0], -q[1], -q[2], -q[3]);
-}
-
-Quaternion operator+(const Quaternion& q1, const Quaternion& q2) {
- return Quaternion(q1[0] + q2[0], q1[1] + q2[1], q1[2] + q2[2], q1[3] + q2[3]);
-}
-
-Quaternion operator-(const Quaternion& q1, const Quaternion& q2) {
- return Quaternion(q1[0] - q2[0], q1[1] - q2[1], q1[2] - q2[2], q1[3] - q2[3]);
-}
-
-} // end namespace
+/* +Copyright (c) 2017,2018 Regents of the University of Minnesota. +All Rights Reserved. +See corresponding header file for details. +*/ + +#define _USE_MATH_DEFINES +#include "quaternion.h" + +#include "gfxmath.h" + +namespace mingfx { + + +Quaternion::Quaternion() { + q[0] = 0.0; + q[1] = 0.0; + q[2] = 0.0; + q[3] = 1.0; +} + +Quaternion::Quaternion(float qx, float qy, float qz, float qw) { + q[0] = qx; + q[1] = qy; + q[2] = qz; + q[3] = qw; +} + +Quaternion::Quaternion(float *ptr) { + q[0] = ptr[0]; + q[1] = ptr[1]; + q[2] = ptr[2]; + q[3] = ptr[3]; +} + +Quaternion::Quaternion(const Quaternion& other) { + q[0] = other[0]; + q[1] = other[1]; + q[2] = other[2]; + q[3] = other[3]; +} + +Quaternion::~Quaternion() { +} + +bool Quaternion::operator==(const Quaternion& other) const { + return (fabs(other[0] - q[0]) < MINGFX_MATH_EPSILON && + fabs(other[1] - q[1]) < MINGFX_MATH_EPSILON && + fabs(other[2] - q[2]) < MINGFX_MATH_EPSILON && + fabs(other[3] - q[3]) < MINGFX_MATH_EPSILON); +} + +bool Quaternion::operator!=(const Quaternion& other) const { + return (fabs(other[0] - q[0]) >= MINGFX_MATH_EPSILON || + fabs(other[1] - q[1]) >= MINGFX_MATH_EPSILON || + fabs(other[2] - q[2]) >= MINGFX_MATH_EPSILON || + fabs(other[3] - q[3]) >= MINGFX_MATH_EPSILON); +} + +Quaternion& Quaternion::operator=(const Quaternion& other) { + q[0] = other[0]; + q[1] = other[1]; + q[2] = other[2]; + q[3] = other[3]; + return *this; +} + +float Quaternion::operator[](const int i) const { + if ((i>=0) && (i<=3)) { + return q[i]; + } + else { + // this is an error! + return 0.0; + } +} + +float& Quaternion::operator[](const int i) { + return q[i]; +} + + +const float * Quaternion::value_ptr() const { + return q; +} + +Quaternion Quaternion::Slerp(const Quaternion &other, float alpha) const { + // https://en.wikipedia.org/wiki/Slerp + + Quaternion v0 = *this; + Quaternion v1 = other; + + // Only unit quaternions are valid rotations. + // Normalize to avoid undefined behavior. + v0.Normalize(); + v1.Normalize(); + + // Compute the cosine of the angle between the two vectors. + float dot = v0.Dot(v1); + + // If the dot product is negative, the quaternions + // have opposite handed-ness and slerp won't take + // the shorter path. Fix by reversing one quaternion. + if (dot < 0.0f) { + v1 = -v1; + dot = -dot; + } + + const double DOT_THRESHOLD = 0.9995; + if (dot > DOT_THRESHOLD) { + // If the inputs are too close for comfort, linearly interpolate + // and normalize the result. + + Quaternion result = v0 + alpha*(v1 - v0); + result.Normalize(); + return result; + } + + GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos() + float theta_0 = GfxMath::acos(dot); // theta_0 = angle between input vectors + float theta = theta_0 * alpha; // theta = angle between v0 and result + + float s0 = GfxMath::cos(theta) - dot + * GfxMath::sin(theta) / GfxMath::sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0) + float s1 = GfxMath::sin(theta) / GfxMath::sin(theta_0); + + return (s0 * v0) + (s1 * v1); +} + +Quaternion Quaternion::Slerp(const Quaternion &a, const Quaternion &b, float alpha) { + return a.Slerp(b, alpha); +} + + +std::ostream & operator<< ( std::ostream &os, const Quaternion &q) { + return os << "<" << q[0] << ", " << q[1] << ", " << q[2] << ", " << q[3] << ")"; +} + +std::istream & operator>> ( std::istream &is, Quaternion &q) { + // format: <qx, qy, qz, qw> + char dummy; + return is >> dummy >> q[0] >> dummy >> q[1] >> dummy >> q[2] >> dummy >> q[3] >> dummy; +} + + +float Quaternion::Dot(const Quaternion& other) const { + return q[0]*other[0] + q[1]*other[1] + q[2]*other[2] + q[3]*other[3]; + +} + +float Quaternion::Length() const { + return sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]); +} + +void Quaternion::Normalize() { + float sizeSq = + q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]; + if (sizeSq < MINGFX_MATH_EPSILON) { + return; // do nothing to zero quats + } + float scaleFactor = (float)1.0/(float)sqrt(sizeSq); + q[0] *= scaleFactor; + q[1] *= scaleFactor; + q[2] *= scaleFactor; + q[3] *= scaleFactor; +} + +Quaternion Quaternion::ToUnit() const { + Quaternion qtmp(*this); + qtmp.Normalize(); + return qtmp; +} + +/// Returns the conjugate of the quaternion. +Quaternion Quaternion::Conjugate() const { + return Quaternion(-q[0], -q[1], -q[2], q[3]); +} + + +Quaternion Quaternion::FromAxisAngle(const Vector3 &axis, float angle) { + // [qx, qy, qz, qw] = [sin(a/2) * vx, sin(a/2)* vy, sin(a/2) * vz, cos(a/2)] + float x = GfxMath::sin(angle/2.0) * axis[0]; + float y = GfxMath::sin(angle/2.0) * axis[1]; + float z = GfxMath::sin(angle/2.0) * axis[2]; + float w = GfxMath::cos(angle/2.0); + return Quaternion(x,y,z,w); +} + + +Quaternion Quaternion::FromEulerAnglesZYX(const Vector3 &angles) { + Quaternion rot_x = Quaternion::FromAxisAngle(Vector3::UnitX(), angles[0]); + Quaternion rot_y = Quaternion::FromAxisAngle(Vector3::UnitY(), angles[1]); + Quaternion rot_z = Quaternion::FromAxisAngle(Vector3::UnitZ(), angles[2]); + return rot_z * rot_y * rot_x; +} + +Vector3 Quaternion::ToEulerAnglesZYX() const { + // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles + + Vector3 angles; + + // roll (x-axis rotation) + float sinr = +2.0f * (w() * x() + y() * z()); + float cosr = +1.0f - 2.0f * (x() * x() + y() * y()); + angles[0] = std::atan2(sinr, cosr); + + // pitch (y-axis rotation) + float sinp = +2.0f * (w() * y() - z() * x()); + if (std::fabs(sinp) >= 1.f) + angles[1] = std::copysign(GfxMath::HALF_PI, sinp); // use 90 degrees if out of range + else + angles[1] = std::asin(sinp); + + // yaw (z-axis rotation) + float siny = +2.0f * (w() * z() + x() * y()); + float cosy = +1.0f - 2.0f * (y() * y() + z() * z()); + angles[2] = std::atan2(siny, cosy); + + return angles; +} + + +Quaternion operator*(const Quaternion& q1, const Quaternion& q2) { + float real1 = q1[3]; + Vector3 imag1 = Vector3(q1[0], q1[1], q1[2]); + + float real2 = q2[3]; + Vector3 imag2 = Vector3(q2[0], q2[1], q2[2]); + + float real = real1*real2 - imag1.Dot(imag2); + Vector3 imag = real1*imag2 + real2*imag1 + imag1.Cross(imag2); + + return Quaternion(imag[0], imag[1], imag[2], real); +} + + +Quaternion operator/(const Quaternion& q, const float s) { + const float invS = 1.0f / s; + return Quaternion(q[0]*invS, q[1]*invS, q[2]*invS, q[3]*invS); +} + +Quaternion operator*(const float s, const Quaternion& q) { + return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s); +} + +Quaternion operator*(const Quaternion& q, const float s) { + return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s); +} + +Quaternion operator-(const Quaternion& q) { + return Quaternion(-q[0], -q[1], -q[2], -q[3]); +} + +Quaternion operator+(const Quaternion& q1, const Quaternion& q2) { + return Quaternion(q1[0] + q2[0], q1[1] + q2[1], q1[2] + q2[2], q1[3] + q2[3]); +} + +Quaternion operator-(const Quaternion& q1, const Quaternion& q2) { + return Quaternion(q1[0] - q2[0], q1[1] - q2[1], q1[2] - q2[2], q1[3] - q2[3]); +} + +} // end namespace |