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#ifndef __CGLA_QUATF_H__
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#ifndef __CGLA_QUATF_H__
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#define __CGLA_QUATF_H__
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#define __CGLA_QUATF_H__
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4
#include "Vec3f.h"
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#include "Vec3f.h"
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#include "Vec4f.h"
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#include "Vec4f.h"
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#include "Mat3x3f.h"
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#include "Mat3x3f.h"
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#include "Mat4x4f.h"
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#include "Mat4x4f.h"
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#include <cmath>
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#include <cmath>
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9
 
10
namespace CGLA {
10
namespace CGLA {
11
 
11
 
12
  /** A Quaterinion class. Quaternions are algebraic entities 
12
  /** \brief A float based Quaterinion class. 
-
 
13
 
13
      useful for rotation. */
14
	Quaternions are algebraic entities useful for rotation. */
14
 
15
 
15
  class Quatf
16
  class Quatf
16
  {
17
  {
17
  public:
18
  public:
18
 
19
 
19
    /// Vector part of quaternion
20
    /// Vector part of quaternion
20
    Vec3f qv;
21
    Vec3f qv;
21
 
22
 
22
    /// Scalar part of quaternion
23
    /// Scalar part of quaternion
23
    float qw;
24
    float qw;
24
 
25
 
25
    /// Construct undefined quaternion
26
    /// Construct undefined quaternion
26
#ifndef NDEBUG
27
#ifndef NDEBUG
27
    Quatf() : qw(CGLA_INIT_VALUE) {}
28
    Quatf() : qw(CGLA_INIT_VALUE) {}
28
#else
29
#else
29
    Quatf() {}
30
    Quatf() {}
30
#endif
31
#endif
31
 
32
 
32
    /// Construct quaternion from vector and scalar
33
    /// Construct quaternion from vector and scalar
33
    Quatf(const Vec3f& imaginary, float real = 1.0f) : qv(imaginary) , qw(real) {}
34
    Quatf(const Vec3f& imaginary, float real = 1.0f) : qv(imaginary) , qw(real) {}
34
 
35
 
35
    /// Construct quaternion from four scalars
36
    /// Construct quaternion from four scalars
36
    Quatf(float x, float y, float z, float _qw) : qv(x,y,z), qw(_qw) {}
37
    Quatf(float x, float y, float z, float _qw) : qv(x,y,z), qw(_qw) {}
37
 
38
 
38
    /// Construct quaternion from a 4D vector
39
    /// Construct quaternion from a 4D vector
39
    explicit Quatf(const Vec4f& v) : qv(v[0], v[1], v[2]), qw(v[3]) {}
40
    explicit Quatf(const Vec4f& v) : qv(v[0], v[1], v[2]), qw(v[3]) {}
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41
 
41
    /// Assign values to a quaternion
42
    /// Assign values to a quaternion
42
    void set(const Vec3f& imaginary, float real=1.0f)
43
    void set(const Vec3f& imaginary, float real=1.0f)
43
    {
44
    {
44
      qv = imaginary;
45
      qv = imaginary;
45
      qw = real;
46
      qw = real;
46
    }
47
    }
47
 
48
 
48
    void set(float x, float y, float z, float _qw) 
49
    void set(float x, float y, float z, float _qw) 
49
    {
50
    {
50
      qv.set(x,y,z);
51
      qv.set(x,y,z);
51
      qw = _qw;
52
      qw = _qw;
52
    }
53
    }
53
 
54
 
54
    void set(const Vec4f& v)
55
    void set(const Vec4f& v)
55
    {
56
    {
56
      qv.set(v[0], v[1], v[2]);
57
      qv.set(v[0], v[1], v[2]);
57
      qw = v[3];		  
58
      qw = v[3];		  
58
    }
59
    }
59
 
60
 
60
    /// Get values from a quaternion
61
    /// Get values from a quaternion
61
    void get(float& x, float& y, float& z, float& _qw) const
62
    void get(float& x, float& y, float& z, float& _qw) const
62
    {
63
    {
63
      x  = qv[0];
64
      x  = qv[0];
64
      y  = qv[1];
65
      y  = qv[1];
65
      z  = qv[2];
66
      z  = qv[2];
66
      _qw = qw;
67
      _qw = qw;
67
    }
68
    }
68
 
69
 
69
    /// Get imaginary part of a quaternion
70
    /// Get imaginary part of a quaternion
70
    Vec3f get_imaginary_part() const { return qv; }
71
    Vec3f get_imaginary_part() const { return qv; }
71
 
72
 
72
    /// Get real part of a quaternion
73
    /// Get real part of a quaternion
73
    float get_real_part() const { return qw; }
74
    float get_real_part() const { return qw; }
74
 
75
 
75
    /// Get a 3x3 rotation matrix from a quaternion
76
    /// Get a 3x3 rotation matrix from a quaternion
76
    Mat3x3f get_mat3x3f() const
77
    Mat3x3f get_mat3x3f() const
77
    {
78
    {
78
      float s = 2/norm();
79
      float s = 2/norm();
79
      // note that the all q_*q_ are used twice (optimize)
80
      // note that the all q_*q_ are used twice (optimize)
80
      return Mat3x3f(Vec3f(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
81
      return Mat3x3f(Vec3f(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
81
			         s*(qv[0]*qv[1] - qw*qv[2]),
82
			         s*(qv[0]*qv[1] - qw*qv[2]),
82
			         s*(qv[0]*qv[2] + qw*qv[1])),
83
			         s*(qv[0]*qv[2] + qw*qv[1])),
83
		     Vec3f(      s*(qv[0]*qv[1] + qw*qv[2]),
84
		     Vec3f(      s*(qv[0]*qv[1] + qw*qv[2]),
84
  			   1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
85
  			   1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
85
			         s*(qv[1]*qv[2] - qw*qv[0])),
86
			         s*(qv[1]*qv[2] - qw*qv[0])),
86
		     Vec3f(      s*(qv[0]*qv[2] - qw*qv[1]),
87
		     Vec3f(      s*(qv[0]*qv[2] - qw*qv[1]),
87
			         s*(qv[1]*qv[2] + qw*qv[0]),
88
			         s*(qv[1]*qv[2] + qw*qv[0]),
88
			   1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1])));
89
			   1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1])));
89
    }
90
    }
90
 
91
 
91
    /// Get a 4x4 rotation matrix from a quaternion
92
    /// Get a 4x4 rotation matrix from a quaternion
92
    Mat4x4f get_mat4x4f() const
93
    Mat4x4f get_mat4x4f() const
93
    {
94
    {
94
      float s = 2/norm();
95
      float s = 2/norm();
95
      // note that the all q_*q_ are used twice (optimize?)
96
      // note that the all q_*q_ are used twice (optimize?)
96
      return Mat4x4f(Vec4f(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
97
      return Mat4x4f(Vec4f(1.0 - s*(qv[1]*qv[1] + qv[2]*qv[2]),
97
			         s*(qv[0]*qv[1] - qw*qv[2]),
98
			         s*(qv[0]*qv[1] - qw*qv[2]),
98
			         s*(qv[0]*qv[2] + qw*qv[1]),
99
			         s*(qv[0]*qv[2] + qw*qv[1]),
99
		           0.0),
100
		           0.0),
100
		     Vec4f(      s*(qv[0]*qv[1] + qw*qv[2]),
101
		     Vec4f(      s*(qv[0]*qv[1] + qw*qv[2]),
101
			   1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
102
			   1.0 - s*(qv[0]*qv[0] + qv[2]*qv[2]),
102
			         s*(qv[1]*qv[2] - qw*qv[0]),
103
			         s*(qv[1]*qv[2] - qw*qv[0]),
103
			   0.0),
104
			   0.0),
104
		     Vec4f(      s*(qv[0]*qv[2] - qw*qv[1]),
105
		     Vec4f(      s*(qv[0]*qv[2] - qw*qv[1]),
105
			         s*(qv[1]*qv[2] + qw*qv[0]),
106
			         s*(qv[1]*qv[2] + qw*qv[0]),
106
			   1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1]),
107
			   1.0 - s*(qv[0]*qv[0] + qv[1]*qv[1]),
107
			   0.0),
108
			   0.0),
108
		     Vec4f(0.0, 0.0, 0.0, 1.0));
109
		     Vec4f(0.0, 0.0, 0.0, 1.0));
109
    }
110
    }
110
 
111
 
111
    /// Obtain angle of rotation and axis
112
    /// Obtain angle of rotation and axis
112
    void get_rot(float& angle, Vec3f& v)
113
    void get_rot(float& angle, Vec3f& v)
113
    {
114
    {
114
      angle = 2*std::acos(qw);
115
      angle = 2*std::acos(qw);
115
 
116
 
116
      if(angle < TINY) 
117
      if(angle < TINY) 
117
	v = Vec3f(1.0, 0.0, 0.0);
118
	v = Vec3f(1.0, 0.0, 0.0);
118
      else 
119
      else 
119
	v = qv*(1/std::sin(angle));
120
	v = qv*(1/std::sin(angle));
120
 
121
 
121
      if(angle > M_PI)
122
      if(angle > M_PI)
122
	v = -v;
123
	v = -v;
123
      
124
      
124
      v.normalize();      
125
      v.normalize();      
125
    }
126
    }
126
 
127
 
127
    /// Construct a Quaternion from an angle and axis of rotation.
128
    /// Construct a Quaternion from an angle and axis of rotation.
128
    void make_rot(float angle, const Vec3f& v)
129
    void make_rot(float angle, const Vec3f& v)
129
    {
130
    {
130
      angle /= 2.0;
131
      angle /= 2.0;
131
      qv = CGLA::normalize(v)*std::sin(angle);
132
      qv = CGLA::normalize(v)*std::sin(angle);
132
      qw = std::cos(angle);
133
      qw = std::cos(angle);
133
    }
134
    }
134
 
135
 
135
    /** Construct a Quaternion rotating from the direction given
136
    /** Construct a Quaternion rotating from the direction given
136
	by the first argument to the direction given by the second.*/
137
	by the first argument to the direction given by the second.*/
137
    void make_rot(const Vec3f& s,const Vec3f& t)
138
    void make_rot(const Vec3f& s,const Vec3f& t)
138
    {
139
    {
139
      float tmp = std::sqrt(2*(1 + dot(s, t)));
140
      float tmp = std::sqrt(2*(1 + dot(s, t)));
140
      qv = cross(s, t)*(1.0/tmp);
141
      qv = cross(s, t)*(1.0/tmp);
141
      qw = tmp/2.0;    
142
      qw = tmp/2.0;    
142
    }
143
    }
143
 
144
 
144
    //----------------------------------------------------------------------
145
    //----------------------------------------------------------------------
145
    // Binary operators
146
    // Binary operators
146
    //----------------------------------------------------------------------
147
    //----------------------------------------------------------------------
147
    
148
    
148
    bool operator==(const Quatf& q) const
149
    bool operator==(const Quatf& q) const
149
    {
150
    {
150
      return qw == q.qw && qv == q.qv;
151
      return qw == q.qw && qv == q.qv;
151
    }
152
    }
152
 
153
 
153
    bool operator!=(const Quatf& q) const
154
    bool operator!=(const Quatf& q) const
154
    {
155
    {
155
      return qw != q.qw || qv != q.qv;
156
      return qw != q.qw || qv != q.qv;
156
    }
157
    }
157
 
158
 
158
    /// Multiply two quaternions. (Combine their rotation)
159
    /// Multiply two quaternions. (Combine their rotation)
159
    Quatf operator*(const Quatf& q) const
160
    Quatf operator*(const Quatf& q) const
160
    {
161
    {
161
      return Quatf(cross(qv, q.qv) + qv*q.qw + q.qv*qw, 
162
      return Quatf(cross(qv, q.qv) + qv*q.qw + q.qv*qw, 
162
		         qw*q.qw - dot(qv, q.qv));      
163
		         qw*q.qw - dot(qv, q.qv));      
163
    }
164
    }
164
 
165
 
165
    /// Multiply scalar onto quaternion.
166
    /// Multiply scalar onto quaternion.
166
    Quatf operator*(float scalar) const
167
    Quatf operator*(float scalar) const
167
    {
168
    {
168
      return Quatf(qv*scalar, qw*scalar);
169
      return Quatf(qv*scalar, qw*scalar);
169
    }
170
    }
170
 
171
 
171
    /// Add two quaternions.
172
    /// Add two quaternions.
172
    Quatf operator+(const Quatf& q) const
173
    Quatf operator+(const Quatf& q) const
173
    {
174
    {
174
      return Quatf(qv + q.qv, qw + q.qw);
175
      return Quatf(qv + q.qv, qw + q.qw);
175
    }
176
    }
176
 
177
 
177
    //----------------------------------------------------------------------
178
    //----------------------------------------------------------------------
178
    // Unary operators
179
    // Unary operators
179
    //----------------------------------------------------------------------
180
    //----------------------------------------------------------------------
180
 
181
 
181
    /// Compute the additive inverse of the quaternion
182
    /// Compute the additive inverse of the quaternion
182
    Quatf operator-() const { return Quatf(-qv, -qw); }
183
    Quatf operator-() const { return Quatf(-qv, -qw); }
183
 
184
 
184
    /// Compute norm of quaternion
185
    /// Compute norm of quaternion
185
    float norm() const { return dot(qv, qv) + qw*qw; }
186
    float norm() const { return dot(qv, qv) + qw*qw; }
186
 
187
 
187
    /// Return conjugate quaternion
188
    /// Return conjugate quaternion
188
    Quatf conjugate() const { return Quatf(-qv, qw); }
189
    Quatf conjugate() const { return Quatf(-qv, qw); }
189
 
190
 
190
    /// Compute the multiplicative inverse of the quaternion
191
    /// Compute the multiplicative inverse of the quaternion
191
    Quatf inverse() const { return Quatf(conjugate()*(1/norm())); }
192
    Quatf inverse() const { return Quatf(conjugate()*(1/norm())); }
192
    
193
    
193
    /// Normalize quaternion.
194
    /// Normalize quaternion.
194
    Quatf normalize() { return Quatf((*this)*(1/norm())); }
195
    Quatf normalize() { return Quatf((*this)*(1/norm())); }
195
 
196
 
196
    //----------------------------------------------------------------------
197
    //----------------------------------------------------------------------
197
    // Application
198
    // Application
198
    //----------------------------------------------------------------------
199
    //----------------------------------------------------------------------
199
 
200
 
200
    /// Rotate vector according to quaternion
201
    /// Rotate vector according to quaternion
201
    Vec3f apply(const Vec3f& vec) const 
202
    Vec3f apply(const Vec3f& vec) const 
202
    {
203
    {
203
      return ((*this)*Quatf(vec)*inverse()).qv;
204
      return ((*this)*Quatf(vec)*inverse()).qv;
204
    }
205
    }
205
 
206
 
206
    /// Rotate vector according to unit quaternion
207
    /// Rotate vector according to unit quaternion
207
    Vec3f apply_unit(const Vec3f& vec) const
208
    Vec3f apply_unit(const Vec3f& vec) const
208
    {
209
    {
209
      return ((*this)*Quatf(vec)*conjugate()).qv;
210
      return ((*this)*Quatf(vec)*conjugate()).qv;
210
    }
211
    }
211
  };
212
  };
212
 
213
 
213
  inline Quatf operator*(float scalar, const Quatf& q)
214
  inline Quatf operator*(float scalar, const Quatf& q)
214
  {
215
  {
215
    return q*scalar;
216
    return q*scalar;
216
  }
217
  }
217
 
218
 
218
  /** Perform linear interpolation of two quaternions. 
219
  /** Perform linear interpolation of two quaternions. 
219
      The last argument is the parameter used to interpolate
220
      The last argument is the parameter used to interpolate
220
      between the two first. SLERP - invented by Shoemake -
221
      between the two first. SLERP - invented by Shoemake -
221
      is a good way to interpolate because the interpolation
222
      is a good way to interpolate because the interpolation
222
      is performed on the unit sphere. 	
223
      is performed on the unit sphere. 	
223
  */
224
  */
224
  inline Quatf slerp(Quatf q0, Quatf q1, float t)
225
  inline Quatf slerp(Quatf q0, Quatf q1, float t)
225
  {
226
  {
226
    float angle = std::acos(q0.qv[0]*q1.qv[0] + q0.qv[1]*q1.qv[1] 
227
    float angle = std::acos(q0.qv[0]*q1.qv[0] + q0.qv[1]*q1.qv[1] 
227
			    + q0.qv[2]*q1.qv[2] + q0.qw*q1.qw);
228
			    + q0.qv[2]*q1.qv[2] + q0.qw*q1.qw);
228
    return (q0*std::sin((1 - t)*angle) + q1*std::sin(t*angle))*(1/std::sin(angle));
229
    return (q0*std::sin((1 - t)*angle) + q1*std::sin(t*angle))*(1/std::sin(angle));
229
  }
230
  }
230
 
231
 
231
  /// Create an identity quaternion
232
  /// Create an identity quaternion
232
  inline Quatf identity_Quatf()
233
  inline Quatf identity_Quatf()
233
  {
234
  {
234
    return Quatf(Vec3f(0.0));
235
    return Quatf(Vec3f(0.0));
235
  }
236
  }
236
 
237
 
237
  /// Print quaternion to stream.
238
  /// Print quaternion to stream.
238
  inline std::ostream& operator<<(std::ostream&os, const Quatf v)
239
  inline std::ostream& operator<<(std::ostream&os, const Quatf v)
239
  {
240
  {
240
    os << "[ ";
241
    os << "[ ";
241
    for(unsigned int i=0;i<3;i++) os << v.qv[i] << " ";
242
    for(unsigned int i=0;i<3;i++) os << v.qv[i] << " ";
242
    os << "~ " << v.qw << " ";
243
    os << "~ " << v.qw << " ";
243
    os << "]";
244
    os << "]";
244
 
245
 
245
    return os;
246
    return os;
246
  }
247
  }
247
}
248
}
248
#endif
249
#endif
249
 
250