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quaternion.h
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quaternion.h
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/************************************************************************/
/* */
/* This file is part of VDrift. */
/* */
/* VDrift 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 3 of the License, or */
/* (at your option) any later version. */
/* */
/* VDrift 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 for more details. */
/* */
/* You should have received a copy of the GNU General Public License */
/* along with VDrift. If not, see <http://www.gnu.org/licenses/>. */
/* */
/************************************************************************/
#ifndef _QUATERNION_H
#define _QUATERNION_H
#include "mathvector.h"
#include "joeserialize.h"
#include <vector>
#include <cassert>
#include <cmath>
#include <iostream>
template <typename T>
class QUATERNION
{
friend class joeserialize::Serializer;
private:
T v[4]; //x y z w
public:
typedef size_t size_type;
QUATERNION()
{
LoadIdentity();
}
QUATERNION(const T & nx, const T & ny, const T & nz, const T & nw)
{
v[0] = nx;
v[1] = ny;
v[2] = nz;
v[3] = nw;
}
///create quaternion from Euler angles ZYX convention
QUATERNION(const T & x, const T & y, const T & z)
{
SetEulerZYX(x, y, z);
}
QUATERNION(const QUATERNION <T> & other)
{
*this = other;
}
void Set(const T & val1, const T & val2, const T & val3, const T & val4)
{
v[0] = val1;
v[1] = val2;
v[2] = val3;
v[3] = val4;
}
///load the [1,(0,0,0)] quaternion
void LoadIdentity()
{
v[3] = 1;
v[0] = v[1] = v[2] = 0;
}
const T & operator[](size_type n) const
{
assert(n < 4);
return v[n];
}
T & operator[](size_type n)
{
assert(n < 4);
return v[n];
}
const T & x() const {return v[0];}
const T & y() const {return v[1];}
const T & z() const {return v[2];}
const T & w() const {return v[3];}
T & x() {return v[0];}
T & y() {return v[1];}
T & z() {return v[2];}
T & w() {return v[3];}
template <typename T2>
const QUATERNION <T> & operator = (const QUATERNION <T2> & other)
{
for (size_type i = 0; i < 4; ++i)
v[i] = other[i];
return *this;
}
///return the magnitude of the quaternion
const T Magnitude() const
{
return sqrt(v[3]*v[3]+v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
}
///normalize this quaternion
void Normalize()
{
T len = Magnitude();
for (size_t i = 0; i < 4; i++)
v[i] /= len;
}
///set the given matrix to a matrix representation of this quaternion.
/// no array bound checking is done.
/// the matrix type can be any type that is accessible with [].
template <typename T2>
void GetMatrix4(T2 & destmat) const
{
T xx = v[0]*v[0];
T xy = v[0]*v[1];
T xz = v[0]*v[2];
T xw = v[0]*v[3];
T yy = v[1]*v[1];
T yz = v[1]*v[2];
T yw = v[1]*v[3];
T zz = v[2]*v[2];
T zw = v[2]*v[3];
destmat[0] = 1.0 - 2.0*(yy+zz);
destmat[1] = 2.0*(xy+zw);
destmat[2] = 2.0*(xz-yw);
destmat[3] = 0;
destmat[4] = 2.0*(xy-zw);
destmat[5] = 1.0-2.0*(xx+zz);
destmat[6] = 2.0*(yz+xw);
destmat[7] = 0;
destmat[8] = 2.0*(xz+yw);
destmat[9] = 2.0*(yz-xw);
destmat[10] = 1.0-2.0*(xx+yy);
destmat[11] = 0;
destmat[12] = 0;
destmat[13] = 0;
destmat[14] = 0;
destmat[15] = 1;
}
///set the given matrix to a matrix representation of this quaternion.
/// no array bound checking is done.
/// the matrix type can be any type that is accessible with [].
template <typename T2>
void GetMatrix3(T2 & destmat) const
{
T xx = v[0]*v[0];
T xy = v[0]*v[1];
T xz = v[0]*v[2];
T xw = v[0]*v[3];
T yy = v[1]*v[1];
T yz = v[1]*v[2];
T yw = v[1]*v[3];
T zz = v[2]*v[2];
T zw = v[2]*v[3];
destmat[0] = 1.0 - 2.0*(yy+zz);
destmat[1] = 2.0*(xy+zw);
destmat[2] = 2.0*(xz-yw);
destmat[3] = 2.0*(xy-zw);
destmat[4] = 1.0-2.0*(xx+zz);
destmat[5] = 2.0*(yz+xw);
destmat[6] = 2.0*(xz+yw);
destmat[7] = 2.0*(yz-xw);
destmat[8] = 1.0-2.0*(xx+yy);
}
MATHVECTOR<T, 3> AxisX() const
{
T xy = v[0]*v[1];
T xz = v[0]*v[2];
T yy = v[1]*v[1];
T yw = v[1]*v[3];
T zz = v[2]*v[2];
T zw = v[2]*v[3];
return MATHVECTOR<T, 3>(1.0-2.0*(yy+zz), 2.0*(xy+zw), 2.0*(xz-yw));
}
MATHVECTOR<T, 3> AxisY() const
{
T xx = v[0]*v[0];
T xy = v[0]*v[1];
T xw = v[0]*v[3];
T yz = v[1]*v[2];
T zz = v[2]*v[2];
T zw = v[2]*v[3];
return MATHVECTOR<T, 3>(2.0*(xy-zw), 1.0-2.0*(xx+zz), 2.0*(yz+xw));
}
MATHVECTOR<T, 3> AxisZ() const
{
T xx = v[0]*v[0];
T xz = v[0]*v[2];
T xw = v[0]*v[3];
T yy = v[1]*v[1];
T yz = v[1]*v[2];
T yw = v[1]*v[3];
return MATHVECTOR<T, 3>(2.0*(xz+yw), 2.0*(yz-xw), 1.0-2.0*(xx+yy));
}
///has the potential to return a un-normalized quaternion
QUATERNION <T> operator*(const QUATERNION <T> & quat2 ) const
{
/*QUATERNION output(v[3]*quat2.v[0] + v[0]*quat2.v[3] + v[1]*quat2.v[2] - v[2]*quat2.v[1],
v[3]*quat2.v[1] + v[1]*quat2.v[3] + v[2]*quat2.v[0] - v[0]*quat2.v[2],
v[3]*quat2.v[2] + v[2]*quat2.v[3] + v[0]*quat2.v[1] - v[1]*quat2.v[0],
v[3]*quat2.v[3] - v[0]*quat2.v[0] - v[1]*quat2.v[1] - v[2]*quat2.v[2]);
//output.Normalize();
return output;*/
T A, B, C, D, E, F, G, H;
A = (v[3] + v[0])*(quat2.v[3] + quat2.v[0]);
B = (v[2] - v[1])*(quat2.v[1] - quat2.v[2]);
C = (v[3] - v[0])*(quat2.v[1] + quat2.v[2]);
D = (v[1] + v[2])*(quat2.v[3] - quat2.v[0]);
E = (v[0] + v[2])*(quat2.v[0] + quat2.v[1]);
F = (v[0] - v[2])*(quat2.v[0] - quat2.v[1]);
G = (v[3] + v[1])*(quat2.v[3] - quat2.v[2]);
H = (v[3] - v[1])*(quat2.v[3] + quat2.v[2]);
QUATERNION output(A - (E + F + G + H)*0.5,
C + (E - F + G - H)*0.5,
D + (E - F - G + H)*0.5,
B + (-E - F + G + H)*0.5);
return output;
}
///has the potential to return a un-normalized quaternion
QUATERNION <T> operator*(const T & scalar ) const
{
QUATERNION output(v[0]*scalar, v[1]*scalar, v[2]*scalar, v[3]*scalar);
//output.Normalize();
return output;
}
///has the potential to return a un-normalized quaternion
QUATERNION <T> operator+(const QUATERNION <T> & quat2) const
{
QUATERNION output(v[0]+quat2.v[0], v[1]+quat2.v[1], v[2]+quat2.v[2], v[3]+quat2.v[3]);
//output.Normalize();
return output;
}
template <typename T2>
bool operator== (const QUATERNION <T2> & other) const
{
bool same(true);
for (size_type i = 0; i < 4; i++)
{
same = same && (v[i] == other.v[i]);
}
return same;
}
template <typename T2>
bool operator!= (const QUATERNION <T2> & other) const
{
return !(*this == other);
}
///returns the conjugate
QUATERNION <T> operator-() const
{
QUATERNION qtemp;
qtemp.v[3] = v[3];
for (size_type i = 0; i < 3; i++)
{
qtemp.v[i] = -v[i];
}
return qtemp;
}
///rotate the quaternion around the given axis by the given amount
/// a is in radians. the axis is assumed to be a unit vector
void Rotate(const T & a, const T & ax, const T & ay, const T & az)
{
QUATERNION output;
output.SetAxisAngle(a, ax, ay, az);
(*this) = output * (*this);
Normalize();
}
void Rotate(const T & a, const MATHVECTOR<T, 3> & axis)
{
QUATERNION output;
output.SetAxisAngle(a, axis[0], axis[1], axis[2]);
(*this) = output * (*this);
Normalize();
}
///set the quaternion to rotation a around the given axis
/// a is in radians. the axis is assumed to be a unit vector
void SetAxisAngle(const T & a, const T & ax, const T & ay, const T & az)
{
T sina2 = sin(a/2);
v[3] = cos(a/2);
v[0] = ax * sina2;
v[1] = ay * sina2;
v[2] = az * sina2;
}
///set the quaternion using Euler angles
void SetEulerZYX(const T & x, const T & y, const T & z)
{
T cosx2 = cos(x/2);
T cosy2 = cos(y/2);
T cosz2 = cos(z/2);
T sinx2 = sin(x/2);
T siny2 = sin(y/2);
T sinz2 = sin(z/2);
v[0] = sinx2 * cosy2 * cosz2 - cosx2 * siny2 * sinz2;
v[1] = cosx2 * siny2 * cosz2 + sinx2 * cosy2 * sinz2;
v[2] = cosx2 * cosy2 * sinz2 - sinx2 * siny2 * cosz2;
v[3] = cosx2 * cosy2 * cosz2 + sinx2 * siny2 * sinz2;
}
void GetEulerZYX(T & x, T & y, T & z)
{
x = atan2(2 * (v[1] * v[2] + v[0] * v[3]), -v[0] * v[0] - v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
y = asin(-2 * (v[0] * v[2] - v[1] * v[3]));
z = atan2(2 * (v[0] * v[1] + v[2] * v[3]), v[0] * v[0] - v[1] * v[1] - v[2] * v[2] + v[3] * v[3]);
}
///rotate a vector (accessible with []) by this quaternion
/// note that the output is saved back to the input vec variable
template <typename T2>
void RotateVector(T2 & vec) const
{
QUATERNION dirconj = -(*this);
QUATERNION qtemp;
qtemp.v[3] = 0;
for (size_t i = 0; i < 3; i++)
qtemp.v[i] = vec[i];
QUATERNION qout = (*this) * qtemp * dirconj;
for (size_t i = 0; i < 3; i++)
vec[i] = qout.v[i];
}
///get the scalar angle (in radians) between two quaternions
const T GetAngleBetween(const QUATERNION <T> & quat2) const
{
//establish a forward vector
T forward[3];
forward[0] = 0;
forward[1] = 0;
forward[2] = 1;
//create vectors for quats
T vec1[3];
T vec2[3];
for (size_t i = 0; i < 3; i++)
vec1[i] = vec2[i] = forward[i];
RotateVector(vec1);
quat2.RotateVector(vec2);
//return the angle between the vectors
T dotprod(0);
for (size_t i = 0; i < 3; i++)
dotprod += vec1[i]*vec2[i];
return acos(dotprod);
}
///interpolate between this quaternion and another by scalar amount t [0,1] and return the result
QUATERNION <T> QuatSlerp (const QUATERNION <T> & quat2, const T & t) const
{
T to1[4];
T omega, cosom, sinom, scale0, scale1;
//calc cosine
cosom = v[0] * quat2.v[0] + v[1] * quat2.v[1] + v[2] * quat2.v[2]
+ v[3] * quat2.v[3];
//adjust signs (if necessary)
if (cosom < 0.0)
{
cosom = -cosom;
to1[0] = -quat2.v[0];
to1[1] = -quat2.v[1];
to1[2] = -quat2.v[2];
to1[3] = -quat2.v[3];
}
else
{
to1[0] = quat2.v[0];
to1[1] = quat2.v[1];
to1[2] = quat2.v[2];
to1[3] = quat2.v[3];
}
const T DELTA(0.00001);
//calculate coefficients
if (1.0 - cosom > DELTA)
{
//standard case (slerp)
omega = acos(cosom);
sinom = sin(omega);
scale0 = sin((1.0 - t) * omega) / sinom;
scale1 = sin(t * omega) / sinom;
}
else
{
//"from" and "to" quaternions are very close
//... so we can do a linear interpolation
scale0 = 1.0 - t;
scale1 = t;
}
//calculate final values
QUATERNION <T> qout;
qout.v[0] = scale0 * v[0] + scale1 * to1[0];
qout.v[1] = scale0 * v[1] + scale1 * to1[1];
qout.v[2] = scale0 * v[2] + scale1 * to1[2];
qout.v[3] = scale0 * v[3] + scale1 * to1[3];
qout.Normalize();
return qout;
}
bool Serialize(joeserialize::Serializer & s)
{
if (!s.Serialize("x",v[0])) return false;
if (!s.Serialize("y",v[1])) return false;
if (!s.Serialize("z",v[2])) return false;
if (!s.Serialize("w",v[3])) return false;
return true;
}
/*///assuming the eye is at the given coordinates, set the orientation to look at center
void LookAt(T eyex,
T eyey,
T eyez,
T centerx,
T centery,
T centerz,
T upx,
T upy,
T upz)
{
MATHVECTOR <T,3> forward(centerx-eyex, centery-eyey, centerz-eyez);
MATHVECTOR <T,3> up(upx, upy, upz);
forward = forward.Normalize();
MATHVECTOR <T,3> side = (forward.cross(up)).Normalize();
up = side.cross(forward);
T m[16];
for (int i = 0; i < 16; i++)
m[i] = 0;
m[15] = 1;
// 0 1 2 3
// 4 5 6 7
// 8 9 10 11
//12 13 14 15
m[0] = side[0];
m[4] = side[1];
m[8] = side[2];
m[1] = up[0];
m[5] = up[1];
m[9] = up[2];
m[2] = -forward[0];
m[6] = -forward[1];
m[10] = -forward[2];
SetMatrix4(m);
}
///set the orientation to the orientation specified in the given 4x4 matrix
template <typename T2>
void SetMatrix4(T2 mat)
{
T S;
T t = 1 + mat[0] + mat[5] + mat[10];
if ( t > 0.00000001 )
{
S = sqrt(t) * 2;
v[0] = ( mat[9] - mat[6] ) / S;
v[1] = ( mat[2] - mat[8] ) / S;
v[2] = ( mat[4] - mat[1] ) / S;
v[3] = 0.25 * S;
}
else
{
if ( mat[0] > mat[5] && mat[0] > mat[10] ) { // Column 0:
S = sqrt( 1.0 + mat[0] - mat[5] - mat[10] ) * 2;
v[0] = 0.25 * S;
v[1] = (mat[4] + mat[1] ) / S;
v[2] = (mat[2] + mat[8] ) / S;
v[3] = (mat[9] - mat[6] ) / S;
} else if ( mat[5] > mat[10] ) { // Column 1:
S = sqrt( 1.0 + mat[5] - mat[0] - mat[10] ) * 2;
v[0] = (mat[4] + mat[1] ) / S;
v[1] = 0.25 * S;
v[2] = (mat[9] + mat[6] ) / S;
v[3] = (mat[2] - mat[8] ) / S;
} else { // Column 2:
S = sqrt( 1.0 + mat[10] - mat[0] - mat[5] ) * 2;
v[0] = (mat[2] + mat[8] ) / S;
v[1] = (mat[9] + mat[6] ) / S;
v[2] = 0.25 * S;
v[3] = (mat[4] - mat[1] ) / S;
}
}
Normalize();
// *this = -*this;
}*/
};
template <typename T>
std::ostream & operator << (std::ostream &os, const QUATERNION <T> & v)
{
os << "x=" << v[0] << ", y=" << v[1] << ", z=" << v[2] << ", w=" << v[3];
return os;
}
#endif