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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
commit | 342403a02f8063903d0f38327430721d4d0ae331 (patch) | |
tree | 29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/src/quaternion.h | |
parent | Fix parenthesis (diff) | |
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do ass1submission-p1.0
Diffstat (limited to 'dev/MinGfx/src/quaternion.h')
-rw-r--r-- | dev/MinGfx/src/quaternion.h | 284 |
1 files changed, 142 insertions, 142 deletions
diff --git a/dev/MinGfx/src/quaternion.h b/dev/MinGfx/src/quaternion.h index fc69ba7..dffbe7e 100644 --- a/dev/MinGfx/src/quaternion.h +++ b/dev/MinGfx/src/quaternion.h @@ -1,142 +1,142 @@ -/* - This file is part of the MinGfx Project. - - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - - Original Author(s) of this File: - Dan Keefe, 2018, University of Minnesota - - Author(s) of Significant Updates/Modifications to the File: - ... - */ - -#ifndef SRC_QUATERNION_H_ -#define SRC_QUATERNION_H_ - -#include <iostream> - -#include "vector3.h" - -namespace mingfx { - -/** A quaternion to represent rotations in 3D space. The main use of quaternions - within the library is to support smooth interpolation between rotations, since - this is not possible using Euler angles or rotation matrices. The class includes - a Slerp routine for spherical interpolation between rotations. Example use: - ~~~ - // find a rotation 1/2 way between r1 and r2, both originally expressed in Euler angles - - Vector3 euler1 = GfxMath::ToRadians(Vector3(0,0,60)); - Vector3 euler2 = GfxMath::ToRadians(Vector3(45,45,60)); - - Quaternion q1 = Quaternion::FromEulerAnglesZYX(euler1); - Quaternion q2 = Quaternion::FromEulerAnglesZYX(euler2); - - float alpha = 0.5; - Quaternion q_half_way = q1.Slerp(q2, alpha); - Vector3 new_euler_angles = GfxMath::ToDegrees(q_half_way.ToEulerAnglesZYX()); - ~~~ - */ -class Quaternion { -public: - /// Creates a quat with the identity rotation - Quaternion(); - - /// Creates a quat from the 4 parameters - Quaternion(float qx, float qy, float qz, float qw); - - /// Creates a quate from a pointer to 4 floating point numbers in the order - /// qx, qy, qz, qw. - Quaternion(float *ptr); - - /// Copy constructor - Quaternion(const Quaternion& other); - - virtual ~Quaternion(); - - /// Check for "equality", taking floating point imprecision into account - bool operator==(const Quaternion& q) const; - - /// Check for "inequality", taking floating point imprecision into account - bool operator!=(const Quaternion& q) const; - - /// Assignment operator - Quaternion& operator=(const Quaternion& q); - - /// Read only access to the ith coordinate of the quaternion (qx, qy, qz, qw). - float operator[](const int i) const; - - /// Writable access the ith coordinate of the quaternion (qx, qy, qz, qw). - float& operator[](const int i); - - /// Read only access to the x coordinate of the imaginary part of the quaternion. - float x() const { return q[0]; } - - /// Read only access to the y coordinate of the imaginary part of the quaternion. - float y() const { return q[1]; } - - /// Read only access to the z coordinate of the imaginary part of the quaternion. - float z() const { return q[2]; } - - /// Read only access to the w, real part, of the quaternion. - float w() const { return q[3]; } - - /// Returns a const pointer to the raw data array, stored in the order qx, qy, qz, qw. - const float * value_ptr() const; - - /// Returns the dot product of this quaternion with another. - float Dot(const Quaternion& q) const; - - /// Returns the length of the quaternion. - float Length() const; - - /// Normalizes the quat by making it unit length. - void Normalize(); - - /// Returns a normalized (i.e., unit length) version of the quaternion without - /// modifying the original. - Quaternion ToUnit() const; - - /// Returns the conjugate of the quaternion. - Quaternion Conjugate() const; - - /// Converts the rotation specified by the quaternion into Euler angles. - Vector3 ToEulerAnglesZYX() const; - - /// Uses spherical interpolation to interpoloate between the rotation stored - /// in this quaternion and the rotation stored in another. - Quaternion Slerp(const Quaternion &other, float alpha) const; - - /// Creates a new quaternion that describes a rotation by angle radians about - // the specified axis. - static Quaternion FromAxisAngle(const Vector3 &axis, float angle); - - /// Creates a new quaternion from a rotation defined in Euler angles. - static Quaternion FromEulerAnglesZYX(const Vector3 &angles); - - /// Uses spherical interpolation to interpoloate between the rotations - /// specified by two quaternions. - static Quaternion Slerp(const Quaternion &a, const Quaternion &b, float alpha); - -private: - float q[4]; -}; - - -Quaternion operator*(const Quaternion& q1, const Quaternion& q2); -Quaternion operator/(const Quaternion& q, const float s); -Quaternion operator*(const float s, const Quaternion& q); -Quaternion operator*(const Quaternion& q, const float s); -Quaternion operator-(const Quaternion& q); -Quaternion operator+(const Quaternion& q1, const Quaternion& q2); -Quaternion operator-(const Quaternion& q1, const Quaternion& q2); - -std::ostream & operator<< ( std::ostream &os, const Quaternion &q); -std::istream & operator>> ( std::istream &is, Quaternion &q); - - -} // end namespace - - -#endif +/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+#ifndef SRC_QUATERNION_H_
+#define SRC_QUATERNION_H_
+
+#include <iostream>
+
+#include "vector3.h"
+
+namespace mingfx {
+
+/** A quaternion to represent rotations in 3D space. The main use of quaternions
+ within the library is to support smooth interpolation between rotations, since
+ this is not possible using Euler angles or rotation matrices. The class includes
+ a Slerp routine for spherical interpolation between rotations. Example use:
+ ~~~
+ // find a rotation 1/2 way between r1 and r2, both originally expressed in Euler angles
+
+ Vector3 euler1 = GfxMath::ToRadians(Vector3(0,0,60));
+ Vector3 euler2 = GfxMath::ToRadians(Vector3(45,45,60));
+
+ Quaternion q1 = Quaternion::FromEulerAnglesZYX(euler1);
+ Quaternion q2 = Quaternion::FromEulerAnglesZYX(euler2);
+
+ float alpha = 0.5;
+ Quaternion q_half_way = q1.Slerp(q2, alpha);
+ Vector3 new_euler_angles = GfxMath::ToDegrees(q_half_way.ToEulerAnglesZYX());
+ ~~~
+ */
+class Quaternion {
+public:
+ /// Creates a quat with the identity rotation
+ Quaternion();
+
+ /// Creates a quat from the 4 parameters
+ Quaternion(float qx, float qy, float qz, float qw);
+
+ /// Creates a quate from a pointer to 4 floating point numbers in the order
+ /// qx, qy, qz, qw.
+ Quaternion(float *ptr);
+
+ /// Copy constructor
+ Quaternion(const Quaternion& other);
+
+ virtual ~Quaternion();
+
+ /// Check for "equality", taking floating point imprecision into account
+ bool operator==(const Quaternion& q) const;
+
+ /// Check for "inequality", taking floating point imprecision into account
+ bool operator!=(const Quaternion& q) const;
+
+ /// Assignment operator
+ Quaternion& operator=(const Quaternion& q);
+
+ /// Read only access to the ith coordinate of the quaternion (qx, qy, qz, qw).
+ float operator[](const int i) const;
+
+ /// Writable access the ith coordinate of the quaternion (qx, qy, qz, qw).
+ float& operator[](const int i);
+
+ /// Read only access to the x coordinate of the imaginary part of the quaternion.
+ float x() const { return q[0]; }
+
+ /// Read only access to the y coordinate of the imaginary part of the quaternion.
+ float y() const { return q[1]; }
+
+ /// Read only access to the z coordinate of the imaginary part of the quaternion.
+ float z() const { return q[2]; }
+
+ /// Read only access to the w, real part, of the quaternion.
+ float w() const { return q[3]; }
+
+ /// Returns a const pointer to the raw data array, stored in the order qx, qy, qz, qw.
+ const float * value_ptr() const;
+
+ /// Returns the dot product of this quaternion with another.
+ float Dot(const Quaternion& q) const;
+
+ /// Returns the length of the quaternion.
+ float Length() const;
+
+ /// Normalizes the quat by making it unit length.
+ void Normalize();
+
+ /// Returns a normalized (i.e., unit length) version of the quaternion without
+ /// modifying the original.
+ Quaternion ToUnit() const;
+
+ /// Returns the conjugate of the quaternion.
+ Quaternion Conjugate() const;
+
+ /// Converts the rotation specified by the quaternion into Euler angles.
+ Vector3 ToEulerAnglesZYX() const;
+
+ /// Uses spherical interpolation to interpoloate between the rotation stored
+ /// in this quaternion and the rotation stored in another.
+ Quaternion Slerp(const Quaternion &other, float alpha) const;
+
+ /// Creates a new quaternion that describes a rotation by angle radians about
+ // the specified axis.
+ static Quaternion FromAxisAngle(const Vector3 &axis, float angle);
+
+ /// Creates a new quaternion from a rotation defined in Euler angles.
+ static Quaternion FromEulerAnglesZYX(const Vector3 &angles);
+
+ /// Uses spherical interpolation to interpoloate between the rotations
+ /// specified by two quaternions.
+ static Quaternion Slerp(const Quaternion &a, const Quaternion &b, float alpha);
+
+private:
+ float q[4];
+};
+
+
+Quaternion operator*(const Quaternion& q1, const Quaternion& q2);
+Quaternion operator/(const Quaternion& q, const float s);
+Quaternion operator*(const float s, const Quaternion& q);
+Quaternion operator*(const Quaternion& q, const float s);
+Quaternion operator-(const Quaternion& q);
+Quaternion operator+(const Quaternion& q1, const Quaternion& q2);
+Quaternion operator-(const Quaternion& q1, const Quaternion& q2);
+
+std::ostream & operator<< ( std::ostream &os, const Quaternion &q);
+std::istream & operator>> ( std::istream &is, Quaternion &q);
+
+
+} // end namespace
+
+
+#endif
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