430 lines
13 KiB
C++
430 lines
13 KiB
C++
/****************************************************************************
|
|
* VCGLib o o *
|
|
* Visual and Computer Graphics Library o o *
|
|
* _ O _ *
|
|
* Copyright(C) 2004 \/)\/ *
|
|
* Visual Computing Lab /\/| *
|
|
* ISTI - Italian National Research Council | *
|
|
* \ *
|
|
* All rights reserved. *
|
|
* *
|
|
* This program is free software; you can redistribute it and/or modify *
|
|
* it under the terms of the GNU General Public License as published by *
|
|
* the Free Software Foundation; either version 2 of the License, or *
|
|
* (at your option) any later version. *
|
|
* *
|
|
* This program is distributed in the hope that it will be useful, *
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
|
|
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
|
|
* for more details. *
|
|
* *
|
|
****************************************************************************/
|
|
/****************************************************************************
|
|
History
|
|
|
|
$Log: not supported by cvs2svn $
|
|
Revision 1.18 2007/07/03 16:07:09 corsini
|
|
add DCM to Euler Angles method (to implement)
|
|
|
|
Revision 1.17 2007/02/06 12:24:07 tarini
|
|
added a missing "Quaternion<S>::" in "FromEulerAngles"
|
|
|
|
Revision 1.16 2007/02/05 13:55:21 corsini
|
|
add euler angle to quaternion conversion
|
|
|
|
Revision 1.15 2006/06/22 08:00:26 ganovelli
|
|
toMatrix with matrix33 added
|
|
|
|
Revision 1.14 2005/04/17 21:57:03 ganovelli
|
|
tolto il const a interpolate
|
|
|
|
Revision 1.13 2005/04/15 09:19:50 ponchio
|
|
Typo: Point3 -> Point4
|
|
|
|
Revision 1.12 2005/04/14 17:22:34 ponchio
|
|
*** empty log message ***
|
|
|
|
Revision 1.11 2005/04/14 11:35:09 ponchio
|
|
*** empty log message ***
|
|
|
|
Revision 1.10 2004/12/15 18:45:50 tommyfranken
|
|
*** empty log message ***
|
|
|
|
Revision 1.9 2004/10/22 14:35:42 ponchio
|
|
m.element(x, y) -> m[x][y]
|
|
|
|
Revision 1.8 2004/10/07 13:54:03 ganovelli
|
|
added SetIdentity
|
|
|
|
Revision 1.7 2004/04/07 10:48:37 cignoni
|
|
updated access to matrix44 elements through V() instead simple []
|
|
|
|
Revision 1.6 2004/03/25 14:57:49 ponchio
|
|
Microerror. ($LOG$ -> $Log: not supported by cvs2svn $
|
|
Microerror. ($LOG$ -> Revision 1.18 2007/07/03 16:07:09 corsini
|
|
Microerror. ($LOG$ -> add DCM to Euler Angles method (to implement)
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.17 2007/02/06 12:24:07 tarini
|
|
Microerror. ($LOG$ -> added a missing "Quaternion<S>::" in "FromEulerAngles"
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.16 2007/02/05 13:55:21 corsini
|
|
Microerror. ($LOG$ -> add euler angle to quaternion conversion
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.15 2006/06/22 08:00:26 ganovelli
|
|
Microerror. ($LOG$ -> toMatrix with matrix33 added
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.14 2005/04/17 21:57:03 ganovelli
|
|
Microerror. ($LOG$ -> tolto il const a interpolate
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.13 2005/04/15 09:19:50 ponchio
|
|
Microerror. ($LOG$ -> Typo: Point3 -> Point4
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.12 2005/04/14 17:22:34 ponchio
|
|
Microerror. ($LOG$ -> *** empty log message ***
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.11 2005/04/14 11:35:09 ponchio
|
|
Microerror. ($LOG$ -> *** empty log message ***
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.10 2004/12/15 18:45:50 tommyfranken
|
|
Microerror. ($LOG$ -> *** empty log message ***
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.9 2004/10/22 14:35:42 ponchio
|
|
Microerror. ($LOG$ -> m.element(x, y) -> m[x][y]
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.8 2004/10/07 13:54:03 ganovelli
|
|
Microerror. ($LOG$ -> added SetIdentity
|
|
Microerror. ($LOG$ ->
|
|
Microerror. ($LOG$ -> Revision 1.7 2004/04/07 10:48:37 cignoni
|
|
Microerror. ($LOG$ -> updated access to matrix44 elements through V() instead simple []
|
|
Microerror. ($LOG$ ->
|
|
|
|
|
|
****************************************************************************/
|
|
|
|
|
|
#ifndef QUATERNION_H
|
|
#define QUATERNION_H
|
|
|
|
#include <vcg/space/point3.h>
|
|
#include <vcg/space/point4.h>
|
|
#include <vcg/math/base.h>
|
|
#include <vcg/math/matrix44.h>
|
|
#include <vcg/math/matrix33.h>
|
|
|
|
namespace vcg {
|
|
|
|
/** Class quaternion.
|
|
A quaternion is a point in the unit sphere in four dimension: all
|
|
rotations in three-dimensional space can be represented by a quaternion.
|
|
*/
|
|
template<class S> class Quaternion: public Point4<S> {
|
|
public:
|
|
|
|
Quaternion() {}
|
|
Quaternion(const S v0, const S v1, const S v2, const S v3): Point4<S>(v0,v1,v2,v3){}
|
|
Quaternion(const Point4<S> p) : Point4<S>(p) {}
|
|
Quaternion(const S phi, const Point3<S> &a);
|
|
|
|
Quaternion operator*(const S &s) const;
|
|
//Quaternion &operator*=(S d);
|
|
Quaternion operator*(const Quaternion &q) const;
|
|
Quaternion &operator*=(const Quaternion &q);
|
|
void Invert();
|
|
Quaternion<S> Inverse() const;
|
|
|
|
|
|
void SetIdentity();
|
|
|
|
void FromAxis(const S phi, const Point3<S> &a);
|
|
void ToAxis(S &phi, Point3<S> &a ) const;
|
|
|
|
///warning m must be a rotation matrix, result is unpredictable otherwise
|
|
void FromMatrix(const Matrix44<S> &m);
|
|
void FromMatrix(const Matrix33<S> &m);
|
|
|
|
void ToMatrix(Matrix44<S> &m) const;
|
|
void ToMatrix(Matrix33<S> &m) const;
|
|
|
|
void ToEulerAngles(S &alpha, S &beta, S &gamma) const;
|
|
void FromEulerAngles(S alpha, S beta, S gamma);
|
|
|
|
Point3<S> Rotate(const Point3<S> vec) const;
|
|
|
|
//duplicated ... because of gcc new confoming to ISO template derived classes
|
|
//do no 'see' parent members (unless explicitly specified)
|
|
const S & V ( const int i ) const { assert(i>=0 && i<4); return Point4<S>::V(i); }
|
|
S & V ( const int i ) { assert(i>=0 && i<4); return Point4<S>::V(i); }
|
|
|
|
private:
|
|
};
|
|
|
|
/*template<classS, class M> void QuaternionToMatrix(Quaternion<S> &s, M &m);
|
|
template<classS, class M> void MatrixtoQuaternion(M &m, Quaternion<S> &s);*/
|
|
|
|
template <class S> Quaternion<S> Interpolate( Quaternion<S> a, Quaternion<S> b, double t);
|
|
template <class S> Quaternion<S> &Invert(Quaternion<S> &q);
|
|
template <class S> Quaternion<S> Inverse(const Quaternion<S> &q);
|
|
|
|
|
|
//Implementation
|
|
template <class S>
|
|
void Quaternion<S>::SetIdentity(){
|
|
FromAxis(0, Point3<S>(1, 0, 0));
|
|
}
|
|
|
|
|
|
template <class S> Quaternion<S>::Quaternion(const S phi, const Point3<S> &a) {
|
|
FromAxis(phi, a);
|
|
}
|
|
|
|
|
|
template <class S> Quaternion<S> Quaternion<S>::operator*(const S &s) const {
|
|
return (Quaternion(V(0)*s,V(1)*s,V(2)*s,V(3)*s));
|
|
}
|
|
|
|
template <class S> Quaternion<S> Quaternion<S>::operator*(const Quaternion &q) const {
|
|
Point3<S> t1(V(1), V(2), V(3));
|
|
Point3<S> t2(q.V(1), q.V(2), q.V(3));
|
|
|
|
S d = t2.dot(t1);
|
|
Point3<S> t3 = t1 ^ t2;
|
|
|
|
t1 *= q.V(0);
|
|
t2 *= V(0);
|
|
|
|
Point3<S> tf = t1 + t2 +t3;
|
|
|
|
Quaternion<S> t;
|
|
t.V(0) = V(0) * q.V(0) - d;
|
|
t.V(1) = tf[0];
|
|
t.V(2) = tf[1];
|
|
t.V(3) = tf[2];
|
|
return t;
|
|
}
|
|
|
|
template <class S> Quaternion<S> &Quaternion<S>::operator*=(const Quaternion &q) {
|
|
S ww = V(0) * q.V(0) - V(1) * q.V(1) - V(2) * q.V(2) - V(3) * q.V(3);
|
|
S xx = V(0) * q.V(1) + V(1) * q.V(0) + V(2) * q.V(3) - V(3) * q.V(2);
|
|
S yy = V(0) * q.V(2) - V(1) * q.V(3) + V(2) * q.V(0) + V(3) * q.V(1);
|
|
|
|
V(0) = ww;
|
|
V(1) = xx;
|
|
V(2) = yy;
|
|
V(3) = V(0) * q.V(3) + V(1) * q.V(2) - V(2) * q.V(1) + V(3) * q.V(0);
|
|
return *this;
|
|
}
|
|
|
|
template <class S> void Quaternion<S>::Invert() {
|
|
V(1)*=-1;
|
|
V(2)*=-1;
|
|
V(3)*=-1;
|
|
}
|
|
|
|
template <class S> Quaternion<S> Quaternion<S>::Inverse() const{
|
|
return Quaternion<S>( V(0), -V(1), -V(2), -V(3) );
|
|
}
|
|
|
|
template <class S> void Quaternion<S>::FromAxis(const S phi, const Point3<S> &a) {
|
|
Point3<S> b = a;
|
|
b.Normalize();
|
|
S s = math::Sin(phi/(S(2.0)));
|
|
|
|
V(0) = math::Cos(phi/(S(2.0)));
|
|
V(1) = b[0]*s;
|
|
V(2) = b[1]*s;
|
|
V(3) = b[2]*s;
|
|
}
|
|
|
|
template <class S> void Quaternion<S>::ToAxis(S &phi, Point3<S> &a) const {
|
|
S s = math::Asin(V(0))*S(2.0);
|
|
phi = math::Acos(V(0))*S(2.0);
|
|
|
|
if(s < 0)
|
|
phi = - phi;
|
|
|
|
a.V(0) = V(1);
|
|
a.V(1) = V(2);
|
|
a.V(2) = V(3);
|
|
a.Normalize();
|
|
}
|
|
|
|
|
|
template <class S> Point3<S> Quaternion<S>::Rotate(const Point3<S> p) const {
|
|
Quaternion<S> co = *this;
|
|
co.Invert();
|
|
|
|
Quaternion<S> tmp(0, p.V(0), p.V(1), p.V(2));
|
|
|
|
tmp = (*this) * tmp * co;
|
|
return Point3<S>(tmp.V(1), tmp.V(2), tmp.V(3));
|
|
}
|
|
|
|
|
|
template<class S, class M> void QuaternionToMatrix(const Quaternion<S> &q, M &m) {
|
|
float x2 = q.V(1) + q.V(1);
|
|
float y2 = q.V(2) + q.V(2);
|
|
float z2 = q.V(3) + q.V(3);
|
|
{
|
|
float xx2 = q.V(1) * x2;
|
|
float yy2 = q.V(2) * y2;
|
|
float zz2 = q.V(3) * z2;
|
|
m[0][0] = 1.0f - yy2 - zz2;
|
|
m[1][1] = 1.0f - xx2 - zz2;
|
|
m[2][2] = 1.0f - xx2 - yy2;
|
|
}
|
|
{
|
|
float yz2 = q.V(2) * z2;
|
|
float wx2 = q.V(0) * x2;
|
|
m[1][2] = yz2 - wx2;
|
|
m[2][1] = yz2 + wx2;
|
|
}
|
|
{
|
|
float xy2 = q.V(1) * y2;
|
|
float wz2 = q.V(0) * z2;
|
|
m[0][1] = xy2 - wz2;
|
|
m[1][0] = xy2 + wz2;
|
|
}
|
|
{
|
|
float xz2 = q.V(1) * z2;
|
|
float wy2 = q.V(0) * y2;
|
|
m[2][0] = xz2 - wy2;
|
|
m[0][2] = xz2 + wy2;
|
|
}
|
|
}
|
|
|
|
template <class S> void Quaternion<S>::ToMatrix(Matrix44<S> &m) const {
|
|
QuaternionToMatrix<S, Matrix44<S> >(*this, m);
|
|
m[0][3] = (S)0.0;
|
|
m[1][3] = (S)0.0;
|
|
m[2][3] = (S)0.0;
|
|
m[3][0] = (S)0.0;
|
|
m[3][1] = (S)0.0;
|
|
m[3][2] = (S)0.0;
|
|
m[3][3] = (S)1.0;
|
|
}
|
|
|
|
template <class S> void Quaternion<S>::ToMatrix(Matrix33<S> &m) const {
|
|
QuaternionToMatrix<S, Matrix33<S> >(*this, m);
|
|
|
|
|
|
}
|
|
|
|
|
|
template<class S, class M> void MatrixToQuaternion(const M &m, Quaternion<S> &q) {
|
|
|
|
if ( m[0][0] + m[1][1] + m[2][2] > 0.0f ) {
|
|
S t = m[0][0] + m[1][1] + m[2][2] + 1.0f;
|
|
S s = (S)0.5 / math::Sqrt(t);
|
|
q.V(0) = s * t;
|
|
q.V(3) = ( m[1][0] - m[0][1] ) * s;
|
|
q.V(2) = ( m[0][2] - m[2][0] ) * s;
|
|
q.V(1) = ( m[2][1] - m[1][2] ) * s;
|
|
} else if ( m[0][0] > m[1][1] && m[0][0] > m[2][2] ) {
|
|
S t = m[0][0] - m[1][1] - m[2][2] + 1.0f;
|
|
S s = (S)0.5 / math::Sqrt(t);
|
|
q.V(1) = s * t;
|
|
q.V(2) = ( m[1][0] + m[0][1] ) * s;
|
|
q.V(3) = ( m[0][2] + m[2][0] ) * s;
|
|
q.V(0) = ( m[2][1] - m[1][2] ) * s;
|
|
} else if ( m[1][1] > m[2][2] ) {
|
|
S t = - m[0][0] + m[1][1] - m[2][2] + 1.0f;
|
|
S s = (S)0.5 / math::Sqrt(t);
|
|
q.V(2) = s * t;
|
|
q.V(1) = ( m[1][0] + m[0][1] ) * s;
|
|
q.V(0) = ( m[0][2] - m[2][0] ) * s;
|
|
q.V(3) = ( m[2][1] + m[1][2] ) * s;
|
|
} else {
|
|
S t = - m[0][0] - m[1][1] + m[2][2] + 1.0f;
|
|
S s = (S)0.5 / math::Sqrt(t);
|
|
q.V(3) = s * t;
|
|
q.V(0) = ( m[1][0] - m[0][1] ) * s;
|
|
q.V(1) = ( m[0][2] + m[2][0] ) * s;
|
|
q.V(2) = ( m[2][1] + m[1][2] ) * s;
|
|
}
|
|
}
|
|
|
|
|
|
template <class S> void Quaternion<S>::FromMatrix(const Matrix44<S> &m) {
|
|
MatrixToQuaternion<S, Matrix44<S> >(m, *this);
|
|
}
|
|
template <class S> void Quaternion<S>::FromMatrix(const Matrix33<S> &m) {
|
|
MatrixToQuaternion<S, Matrix33<S> >(m, *this);
|
|
}
|
|
|
|
|
|
template<class S>
|
|
void Quaternion<S>::ToEulerAngles(S &alpha, S &beta, S &gamma) const
|
|
{
|
|
#define P(a,b,c,d) (2*(V(a)*V(b)+V(c)*V(d)))
|
|
#define M(a,b,c,d) (2*(V(a)*V(b)-V(c)*V(d)))
|
|
alpha = math::Atan2( P(0,1,2,3) , 1-P(1,1,2,2) );
|
|
beta = math::Asin ( M(0,2,3,1) );
|
|
gamma = math::Atan2( P(0,3,1,2) , 1-P(2,2,3,3) );
|
|
#undef P
|
|
#undef M
|
|
}
|
|
|
|
template<class S>
|
|
void Quaternion<S>::FromEulerAngles(S alpha, S beta, S gamma)
|
|
{
|
|
S cosalpha = math::Cos(alpha / 2.0);
|
|
S cosbeta = math::Cos(beta / 2.0);
|
|
S cosgamma = math::Cos(gamma / 2.0);
|
|
S sinalpha = math::Sin(alpha / 2.0);
|
|
S sinbeta = math::Sin(beta / 2.0);
|
|
S singamma = math::Sin(gamma / 2.0);
|
|
|
|
V(0) = cosalpha * cosbeta * cosgamma + sinalpha * sinbeta * singamma;
|
|
V(1) = sinalpha * cosbeta * cosgamma - cosalpha * sinbeta * singamma;
|
|
V(2) = cosalpha * sinbeta * cosgamma + sinalpha * cosbeta * singamma;
|
|
V(3) = cosalpha * cosbeta * singamma - sinalpha * sinbeta * cosgamma;
|
|
}
|
|
|
|
template <class S> Quaternion<S> &Invert(Quaternion<S> &m) {
|
|
m.Invert();
|
|
return m;
|
|
}
|
|
|
|
template <class S> Quaternion<S> Inverse(const Quaternion<S> &m) {
|
|
Quaternion<S> a = m;
|
|
a.Invert();
|
|
return a;
|
|
}
|
|
|
|
template <class S> Quaternion<S> Interpolate( Quaternion<S> a , Quaternion<S> b , double t) {
|
|
|
|
double v = a.V(0) * b.V(0) + a.V(1) * b.V(1) + a.V(2) * b.V(2) + a.V(3) * b.V(3);
|
|
double phi = math::Acos(v);
|
|
if(phi > 0.01) {
|
|
a = a * (math::Sin(phi *(1-t))/math::Sin(phi));
|
|
b = b * (math::Sin(phi * t)/math::Sin(phi));
|
|
}
|
|
|
|
Quaternion<S> c;
|
|
c.V(0) = a.V(0) + b.V(0);
|
|
c.V(1) = a.V(1) + b.V(1);
|
|
c.V(2) = a.V(2) + b.V(2);
|
|
c.V(3) = a.V(3) + b.V(3);
|
|
|
|
if(v < -0.999) { //almost opposite
|
|
double d = t * (1 - t);
|
|
if(c.V(0) == 0)
|
|
c.V(0) += d;
|
|
else
|
|
c.V(1) += d;
|
|
}
|
|
c.Normalize();
|
|
return c;
|
|
}
|
|
|
|
|
|
|
|
typedef Quaternion<float> Quaternionf;
|
|
typedef Quaternion<double> Quaterniond;
|
|
|
|
} // end namespace
|
|
|
|
|
|
#endif
|