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-rw-r--r-- | dev/MinGfx/src/quaternion.cc | 260 |
1 files changed, 260 insertions, 0 deletions
diff --git a/dev/MinGfx/src/quaternion.cc b/dev/MinGfx/src/quaternion.cc new file mode 100644 index 0000000..4f2998f --- /dev/null +++ b/dev/MinGfx/src/quaternion.cc @@ -0,0 +1,260 @@ +/* +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 |