Subversion Repositories gelsvn

Rev

Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
688 khor 1
/* ----------------------------------------------------------------------- *
2
 * This file is part of GEL, http://www.imm.dtu.dk/GEL
3
 * Copyright (C) the authors and DTU Informatics
4
 * For license and list of authors, see ../../doc/intro.pdf
5
 * ----------------------------------------------------------------------- */
6
 
7
/** @file Quatd.h
8
 * @brief Double based quaternion class
9
 */
10
 
11
#ifndef __CGLA_QUATD_H__
12
#define __CGLA_QUATD_H__
13
 
14
#include "ArithQuat.h"
15
#include "Vec3d.h"
16
#include "Vec4d.h"
17
#include "Mat3x3d.h"
18
#include "Mat4x4d.h"
19
 
20
 
21
namespace CGLA {
22
 
23
  /** \brief A float based Quaterinion class. 
24
 
25
	Quaternions are algebraic entities useful for rotation. */
26
 
27
	class Quatd : public ArithQuat<double,Vec3d,Quatd>
28
  {
29
  public:
30
		Quatd() : ArithQuat<double, Vec3d, Quatd>() {}
31
 
32
    /// Construct quaternion from vector and scalar
33
    Quatd(const Vec3d& imaginary, double real = 1.0) : ArithQuat<double, Vec3d, Quatd>(imaginary, real) {}
34
 
35
    /// Construct quaternion from four scalars
36
    Quatd(double x, double y, double z, double _qw) :  ArithQuat<double, Vec3d, Quatd>(x,y,z,_qw) {}
37
 
38
		/// Construct quaternion from a 4D vector
39
		explicit Quatd(const Vec4d& v) : ArithQuat<double, Vec3d, Quatd>(v[0], v[1], v[2], v[3]) {}
40
 
41
 
42
		/// Get a 3x3 rotation matrix from a quaternion
43
    Mat3x3d get_Mat3x3d() const
44
    {
45
      double s = 2.0/norm();
46
      // note that the all q_*q_ are used twice (optimize)
47
      return Mat3x3d(Vec3d(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
48
			         s*(qv[0]*qv[1] - qw*qv[2]),
49
			         s*(qv[0]*qv[2] + qw*qv[1])),
50
		     Vec3d(      s*(qv[0]*qv[1] + qw*qv[2]),
51
  			   1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
52
			         s*(qv[1]*qv[2] - qw*qv[0])),
53
		     Vec3d(      s*(qv[0]*qv[2] - qw*qv[1]),
54
			         s*(qv[1]*qv[2] + qw*qv[0]),
55
			   1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1])));
56
    }
57
 
58
    /// Get a 4x4 rotation matrix from a quaternion
59
    Mat4x4d get_Mat4x4d() const
60
    {
61
      double s = 2/norm();
62
      // note that the all q_*q_ are used twice (optimize?)
63
      return Mat4x4d(Vec4d(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
64
			         s*(qv[0]*qv[1] - qw*qv[2]),
65
			         s*(qv[0]*qv[2] + qw*qv[1]),
66
		           0.0),
67
		     Vec4d(      s*(qv[0]*qv[1] + qw*qv[2]),
68
			   1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
69
			         s*(qv[1]*qv[2] - qw*qv[0]),
70
			   0.0),
71
		     Vec4d(      s*(qv[0]*qv[2] - qw*qv[1]),
72
			         s*(qv[1]*qv[2] + qw*qv[0]),
73
			   1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1]),
74
			   0.0),
75
		     Vec4d(0.0, 0.0, 0.0, 1.0));
76
    }
77
 
78
	/// Create an identity quaternion
79
  inline Quatd identity_Quatd()
80
  {
81
    return Quatd(Vec3d(0.0));
82
  }
83
 
84
	};
85
 
86
}
87
#endif