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00037 #ifndef INCLUDED_IMATHQUAT_H
00038 #define INCLUDED_IMATHQUAT_H
00039
00040
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00042
00043
00044
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00046
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00057
00058 #include "ImathExc.h"
00059 #include "ImathMatrix.h"
00060
00061 #include <iostream>
00062
00063 namespace Imath {
00064
00065 #if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
00066
00067 #pragma warning(disable:4244)
00068 #endif
00069
00070 template <class T>
00071 class Quat
00072 {
00073 public:
00074
00075 T r;
00076 Vec3<T> v;
00077
00078
00079
00080
00081
00082
00083 Quat ();
00084
00085 template <class S>
00086 Quat (const Quat<S> &q);
00087
00088 Quat (T s, T i, T j, T k);
00089
00090 Quat (T s, Vec3<T> d);
00091
00092 static Quat<T> identity ();
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111 const Quat<T> & operator = (const Quat<T> &q);
00112 const Quat<T> & operator *= (const Quat<T> &q);
00113 const Quat<T> & operator *= (T t);
00114 const Quat<T> & operator /= (const Quat<T> &q);
00115 const Quat<T> & operator /= (T t);
00116 const Quat<T> & operator += (const Quat<T> &q);
00117 const Quat<T> & operator -= (const Quat<T> &q);
00118 T & operator [] (int index);
00119 T operator [] (int index) const;
00120
00121 template <class S> bool operator == (const Quat<S> &q) const;
00122 template <class S> bool operator != (const Quat<S> &q) const;
00123
00124 Quat<T> & invert ();
00125 Quat<T> inverse () const;
00126 Quat<T> & normalize ();
00127 Quat<T> normalized () const;
00128 T length () const;
00129 Vec3<T> rotateVector(const Vec3<T> &original) const;
00130 T euclideanInnerProduct(const Quat<T> &q) const;
00131
00132
00133
00134
00135
00136 Quat<T> & setAxisAngle (const Vec3<T> &axis, T radians);
00137
00138 Quat<T> & setRotation (const Vec3<T> &fromDirection,
00139 const Vec3<T> &toDirection);
00140
00141 T angle () const;
00142 Vec3<T> axis () const;
00143
00144 Matrix33<T> toMatrix33 () const;
00145 Matrix44<T> toMatrix44 () const;
00146
00147 Quat<T> log () const;
00148 Quat<T> exp () const;
00149
00150
00151 private:
00152
00153 void setRotationInternal (const Vec3<T> &f0,
00154 const Vec3<T> &t0,
00155 Quat<T> &q);
00156 };
00157
00158
00159 template<class T>
00160 Quat<T> slerp (const Quat<T> &q1, const Quat<T> &q2, T t);
00161
00162 template<class T>
00163 Quat<T> slerpShortestArc
00164 (const Quat<T> &q1, const Quat<T> &q2, T t);
00165
00166
00167 template<class T>
00168 Quat<T> squad (const Quat<T> &q1, const Quat<T> &q2,
00169 const Quat<T> &qa, const Quat<T> &qb, T t);
00170
00171 template<class T>
00172 void intermediate (const Quat<T> &q0, const Quat<T> &q1,
00173 const Quat<T> &q2, const Quat<T> &q3,
00174 Quat<T> &qa, Quat<T> &qb);
00175
00176 template<class T>
00177 Matrix33<T> operator * (const Matrix33<T> &M, const Quat<T> &q);
00178
00179 template<class T>
00180 Matrix33<T> operator * (const Quat<T> &q, const Matrix33<T> &M);
00181
00182 template<class T>
00183 std::ostream & operator << (std::ostream &o, const Quat<T> &q);
00184
00185 template<class T>
00186 Quat<T> operator * (const Quat<T> &q1, const Quat<T> &q2);
00187
00188 template<class T>
00189 Quat<T> operator / (const Quat<T> &q1, const Quat<T> &q2);
00190
00191 template<class T>
00192 Quat<T> operator / (const Quat<T> &q, T t);
00193
00194 template<class T>
00195 Quat<T> operator * (const Quat<T> &q, T t);
00196
00197 template<class T>
00198 Quat<T> operator * (T t, const Quat<T> &q);
00199
00200 template<class T>
00201 Quat<T> operator + (const Quat<T> &q1, const Quat<T> &q2);
00202
00203 template<class T>
00204 Quat<T> operator - (const Quat<T> &q1, const Quat<T> &q2);
00205
00206 template<class T>
00207 Quat<T> operator ~ (const Quat<T> &q);
00208
00209 template<class T>
00210 Quat<T> operator - (const Quat<T> &q);
00211
00212 template<class T>
00213 Vec3<T> operator * (const Vec3<T> &v, const Quat<T> &q);
00214
00215
00216
00217
00218
00219
00220 typedef Quat<float> Quatf;
00221 typedef Quat<double> Quatd;
00222
00223
00224
00225
00226
00227
00228 template<class T>
00229 inline
00230 Quat<T>::Quat (): r (1), v (0, 0, 0)
00231 {
00232
00233 }
00234
00235
00236 template<class T>
00237 template <class S>
00238 inline
00239 Quat<T>::Quat (const Quat<S> &q): r (q.r), v (q.v)
00240 {
00241
00242 }
00243
00244
00245 template<class T>
00246 inline
00247 Quat<T>::Quat (T s, T i, T j, T k): r (s), v (i, j, k)
00248 {
00249
00250 }
00251
00252
00253 template<class T>
00254 inline
00255 Quat<T>::Quat (T s, Vec3<T> d): r (s), v (d)
00256 {
00257
00258 }
00259
00260
00261 template<class T>
00262 inline Quat<T>
00263 Quat<T>::identity ()
00264 {
00265 return Quat<T>();
00266 }
00267
00268 template<class T>
00269 inline const Quat<T> &
00270 Quat<T>::operator = (const Quat<T> &q)
00271 {
00272 r = q.r;
00273 v = q.v;
00274 return *this;
00275 }
00276
00277
00278 template<class T>
00279 inline const Quat<T> &
00280 Quat<T>::operator *= (const Quat<T> &q)
00281 {
00282 T rtmp = r * q.r - (v ^ q.v);
00283 v = r * q.v + v * q.r + v % q.v;
00284 r = rtmp;
00285 return *this;
00286 }
00287
00288
00289 template<class T>
00290 inline const Quat<T> &
00291 Quat<T>::operator *= (T t)
00292 {
00293 r *= t;
00294 v *= t;
00295 return *this;
00296 }
00297
00298
00299 template<class T>
00300 inline const Quat<T> &
00301 Quat<T>::operator /= (const Quat<T> &q)
00302 {
00303 *this = *this * q.inverse();
00304 return *this;
00305 }
00306
00307
00308 template<class T>
00309 inline const Quat<T> &
00310 Quat<T>::operator /= (T t)
00311 {
00312 r /= t;
00313 v /= t;
00314 return *this;
00315 }
00316
00317
00318 template<class T>
00319 inline const Quat<T> &
00320 Quat<T>::operator += (const Quat<T> &q)
00321 {
00322 r += q.r;
00323 v += q.v;
00324 return *this;
00325 }
00326
00327
00328 template<class T>
00329 inline const Quat<T> &
00330 Quat<T>::operator -= (const Quat<T> &q)
00331 {
00332 r -= q.r;
00333 v -= q.v;
00334 return *this;
00335 }
00336
00337
00338 template<class T>
00339 inline T &
00340 Quat<T>::operator [] (int index)
00341 {
00342 return index ? v[index - 1] : r;
00343 }
00344
00345
00346 template<class T>
00347 inline T
00348 Quat<T>::operator [] (int index) const
00349 {
00350 return index ? v[index - 1] : r;
00351 }
00352
00353
00354 template <class T>
00355 template <class S>
00356 inline bool
00357 Quat<T>::operator == (const Quat<S> &q) const
00358 {
00359 return r == q.r && v == q.v;
00360 }
00361
00362
00363 template <class T>
00364 template <class S>
00365 inline bool
00366 Quat<T>::operator != (const Quat<S> &q) const
00367 {
00368 return r != q.r || v != q.v;
00369 }
00370
00371
00372 template<class T>
00373 inline T
00374 operator ^ (const Quat<T>& q1 ,const Quat<T>& q2)
00375 {
00376 return q1.r * q2.r + (q1.v ^ q2.v);
00377 }
00378
00379
00380 template <class T>
00381 inline T
00382 Quat<T>::length () const
00383 {
00384 return Math<T>::sqrt (r * r + (v ^ v));
00385 }
00386
00387
00388 template <class T>
00389 inline Quat<T> &
00390 Quat<T>::normalize ()
00391 {
00392 if (T l = length())
00393 {
00394 r /= l;
00395 v /= l;
00396 }
00397 else
00398 {
00399 r = 1;
00400 v = Vec3<T> (0);
00401 }
00402
00403 return *this;
00404 }
00405
00406
00407 template <class T>
00408 inline Quat<T>
00409 Quat<T>::normalized () const
00410 {
00411 if (T l = length())
00412 return Quat (r / l, v / l);
00413
00414 return Quat();
00415 }
00416
00417
00418 template<class T>
00419 inline Quat<T>
00420 Quat<T>::inverse () const
00421 {
00422
00423
00424
00425
00426
00427
00428 T qdot = *this ^ *this;
00429 return Quat (r / qdot, -v / qdot);
00430 }
00431
00432
00433 template<class T>
00434 inline Quat<T> &
00435 Quat<T>::invert ()
00436 {
00437 T qdot = (*this) ^ (*this);
00438 r /= qdot;
00439 v = -v / qdot;
00440 return *this;
00441 }
00442
00443
00444 template<class T>
00445 inline Vec3<T>
00446 Quat<T>::rotateVector(const Vec3<T>& original) const
00447 {
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457 Quat<T> vec (0, original);
00458 Quat<T> inv (*this);
00459 inv.v *= -1;
00460 Quat<T> result = *this * vec * inv;
00461 return result.v;
00462 }
00463
00464
00465 template<class T>
00466 inline T
00467 Quat<T>::euclideanInnerProduct (const Quat<T> &q) const
00468 {
00469 return r * q.r + v.x * q.v.x + v.y * q.v.y + v.z * q.v.z;
00470 }
00471
00472
00473 template<class T>
00474 T
00475 angle4D (const Quat<T> &q1, const Quat<T> &q2)
00476 {
00477
00478
00479
00480
00481
00482 Quat<T> d = q1 - q2;
00483 T lengthD = Math<T>::sqrt (d ^ d);
00484
00485 Quat<T> s = q1 + q2;
00486 T lengthS = Math<T>::sqrt (s ^ s);
00487
00488 return 2 * Math<T>::atan2 (lengthD, lengthS);
00489 }
00490
00491
00492 template<class T>
00493 Quat<T>
00494 slerp (const Quat<T> &q1, const Quat<T> &q2, T t)
00495 {
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515 T a = angle4D (q1, q2);
00516 T s = 1 - t;
00517
00518 Quat<T> q = sinx_over_x (s * a) / sinx_over_x (a) * s * q1 +
00519 sinx_over_x (t * a) / sinx_over_x (a) * t * q2;
00520
00521 return q.normalized();
00522 }
00523
00524
00525 template<class T>
00526 Quat<T>
00527 slerpShortestArc (const Quat<T> &q1, const Quat<T> &q2, T t)
00528 {
00529
00530
00531
00532
00533
00534
00535 if ((q1 ^ q2) >= 0)
00536 return slerp (q1, q2, t);
00537 else
00538 return slerp (q1, -q2, t);
00539 }
00540
00541
00542 template<class T>
00543 Quat<T>
00544 spline (const Quat<T> &q0, const Quat<T> &q1,
00545 const Quat<T> &q2, const Quat<T> &q3,
00546 T t)
00547 {
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570 Quat<T> qa = intermediate (q0, q1, q2);
00571 Quat<T> qb = intermediate (q1, q2, q3);
00572 Quat<T> result = squad (q1, qa, qb, q2, t);
00573
00574 return result;
00575 }
00576
00577
00578 template<class T>
00579 Quat<T>
00580 squad (const Quat<T> &q1, const Quat<T> &qa,
00581 const Quat<T> &qb, const Quat<T> &q2,
00582 T t)
00583 {
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593 Quat<T> r1 = slerp (q1, q2, t);
00594 Quat<T> r2 = slerp (qa, qb, t);
00595 Quat<T> result = slerp (r1, r2, 2 * t * (1 - t));
00596
00597 return result;
00598 }
00599
00600
00601 template<class T>
00602 Quat<T>
00603 intermediate (const Quat<T> &q0, const Quat<T> &q1, const Quat<T> &q2)
00604 {
00605
00606
00607
00608
00609
00610
00611
00612
00613 Quat<T> q1inv = q1.inverse();
00614 Quat<T> c1 = q1inv * q2;
00615 Quat<T> c2 = q1inv * q0;
00616 Quat<T> c3 = (T) (-0.25) * (c2.log() + c1.log());
00617 Quat<T> qa = q1 * c3.exp();
00618 qa.normalize();
00619 return qa;
00620 }
00621
00622
00623 template <class T>
00624 inline Quat<T>
00625 Quat<T>::log () const
00626 {
00627
00628
00629
00630
00631
00632 T theta = Math<T>::acos (std::min (r, (T) 1.0));
00633
00634 if (theta == 0)
00635 return Quat<T> (0, v);
00636
00637 T sintheta = Math<T>::sin (theta);
00638
00639 T k;
00640 if (abs (sintheta) < 1 && abs (theta) >= limits<T>::max() * abs (sintheta))
00641 k = 1;
00642 else
00643 k = theta / sintheta;
00644
00645 return Quat<T> ((T) 0, v.x * k, v.y * k, v.z * k);
00646 }
00647
00648
00649 template <class T>
00650 inline Quat<T>
00651 Quat<T>::exp () const
00652 {
00653
00654
00655
00656
00657
00658
00659 T theta = v.length();
00660 T sintheta = Math<T>::sin (theta);
00661
00662 T k;
00663 if (abs (theta) < 1 && abs (sintheta) >= limits<T>::max() * abs (theta))
00664 k = 1;
00665 else
00666 k = sintheta / theta;
00667
00668 T costheta = Math<T>::cos (theta);
00669
00670 return Quat<T> (costheta, v.x * k, v.y * k, v.z * k);
00671 }
00672
00673
00674 template <class T>
00675 inline T
00676 Quat<T>::angle () const
00677 {
00678 return 2 * Math<T>::atan2 (v.length(), r);
00679 }
00680
00681
00682 template <class T>
00683 inline Vec3<T>
00684 Quat<T>::axis () const
00685 {
00686 return v.normalized();
00687 }
00688
00689
00690 template <class T>
00691 inline Quat<T> &
00692 Quat<T>::setAxisAngle (const Vec3<T> &axis, T radians)
00693 {
00694 r = Math<T>::cos (radians / 2);
00695 v = axis.normalized() * Math<T>::sin (radians / 2);
00696 return *this;
00697 }
00698
00699
00700 template <class T>
00701 Quat<T> &
00702 Quat<T>::setRotation (const Vec3<T> &from, const Vec3<T> &to)
00703 {
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720 Vec3<T> f0 = from.normalized();
00721 Vec3<T> t0 = to.normalized();
00722
00723 if ((f0 ^ t0) >= 0)
00724 {
00725
00726
00727
00728
00729 setRotationInternal (f0, t0, *this);
00730 }
00731 else
00732 {
00733
00734
00735
00736
00737
00738
00739 Vec3<T> h0 = (f0 + t0).normalized();
00740
00741 if ((h0 ^ h0) != 0)
00742 {
00743 setRotationInternal (f0, h0, *this);
00744
00745 Quat<T> q;
00746 setRotationInternal (h0, t0, q);
00747
00748 *this *= q;
00749 }
00750 else
00751 {
00752
00753
00754
00755
00756
00757
00758 r = T (0);
00759
00760 Vec3<T> f02 = f0 * f0;
00761
00762 if (f02.x <= f02.y && f02.x <= f02.z)
00763 v = (f0 % Vec3<T> (1, 0, 0)).normalized();
00764 else if (f02.y <= f02.z)
00765 v = (f0 % Vec3<T> (0, 1, 0)).normalized();
00766 else
00767 v = (f0 % Vec3<T> (0, 0, 1)).normalized();
00768 }
00769 }
00770
00771 return *this;
00772 }
00773
00774
00775 template <class T>
00776 void
00777 Quat<T>::setRotationInternal (const Vec3<T> &f0, const Vec3<T> &t0, Quat<T> &q)
00778 {
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796 Vec3<T> h0 = (f0 + t0).normalized();
00797
00798
00799
00800
00801
00802 q.r = f0 ^ h0;
00803 q.v = f0 % h0;
00804 }
00805
00806
00807 template<class T>
00808 Matrix33<T>
00809 Quat<T>::toMatrix33() const
00810 {
00811 return Matrix33<T> (1 - 2 * (v.y * v.y + v.z * v.z),
00812 2 * (v.x * v.y + v.z * r),
00813 2 * (v.z * v.x - v.y * r),
00814
00815 2 * (v.x * v.y - v.z * r),
00816 1 - 2 * (v.z * v.z + v.x * v.x),
00817 2 * (v.y * v.z + v.x * r),
00818
00819 2 * (v.z * v.x + v.y * r),
00820 2 * (v.y * v.z - v.x * r),
00821 1 - 2 * (v.y * v.y + v.x * v.x));
00822 }
00823
00824 template<class T>
00825 Matrix44<T>
00826 Quat<T>::toMatrix44() const
00827 {
00828 return Matrix44<T> (1 - 2 * (v.y * v.y + v.z * v.z),
00829 2 * (v.x * v.y + v.z * r),
00830 2 * (v.z * v.x - v.y * r),
00831 0,
00832 2 * (v.x * v.y - v.z * r),
00833 1 - 2 * (v.z * v.z + v.x * v.x),
00834 2 * (v.y * v.z + v.x * r),
00835 0,
00836 2 * (v.z * v.x + v.y * r),
00837 2 * (v.y * v.z - v.x * r),
00838 1 - 2 * (v.y * v.y + v.x * v.x),
00839 0,
00840 0,
00841 0,
00842 0,
00843 1);
00844 }
00845
00846
00847 template<class T>
00848 inline Matrix33<T>
00849 operator * (const Matrix33<T> &M, const Quat<T> &q)
00850 {
00851 return M * q.toMatrix33();
00852 }
00853
00854
00855 template<class T>
00856 inline Matrix33<T>
00857 operator * (const Quat<T> &q, const Matrix33<T> &M)
00858 {
00859 return q.toMatrix33() * M;
00860 }
00861
00862
00863 template<class T>
00864 std::ostream &
00865 operator << (std::ostream &o, const Quat<T> &q)
00866 {
00867 return o << "(" << q.r
00868 << " " << q.v.x
00869 << " " << q.v.y
00870 << " " << q.v.z
00871 << ")";
00872 }
00873
00874
00875 template<class T>
00876 inline Quat<T>
00877 operator * (const Quat<T> &q1, const Quat<T> &q2)
00878 {
00879 return Quat<T> (q1.r * q2.r - (q1.v ^ q2.v),
00880 q1.r * q2.v + q1.v * q2.r + q1.v % q2.v);
00881 }
00882
00883
00884 template<class T>
00885 inline Quat<T>
00886 operator / (const Quat<T> &q1, const Quat<T> &q2)
00887 {
00888 return q1 * q2.inverse();
00889 }
00890
00891
00892 template<class T>
00893 inline Quat<T>
00894 operator / (const Quat<T> &q, T t)
00895 {
00896 return Quat<T> (q.r / t, q.v / t);
00897 }
00898
00899
00900 template<class T>
00901 inline Quat<T>
00902 operator * (const Quat<T> &q, T t)
00903 {
00904 return Quat<T> (q.r * t, q.v * t);
00905 }
00906
00907
00908 template<class T>
00909 inline Quat<T>
00910 operator * (T t, const Quat<T> &q)
00911 {
00912 return Quat<T> (q.r * t, q.v * t);
00913 }
00914
00915
00916 template<class T>
00917 inline Quat<T>
00918 operator + (const Quat<T> &q1, const Quat<T> &q2)
00919 {
00920 return Quat<T> (q1.r + q2.r, q1.v + q2.v);
00921 }
00922
00923
00924 template<class T>
00925 inline Quat<T>
00926 operator - (const Quat<T> &q1, const Quat<T> &q2)
00927 {
00928 return Quat<T> (q1.r - q2.r, q1.v - q2.v);
00929 }
00930
00931
00932 template<class T>
00933 inline Quat<T>
00934 operator ~ (const Quat<T> &q)
00935 {
00936 return Quat<T> (q.r, -q.v);
00937 }
00938
00939
00940 template<class T>
00941 inline Quat<T>
00942 operator - (const Quat<T> &q)
00943 {
00944 return Quat<T> (-q.r, -q.v);
00945 }
00946
00947
00948 template<class T>
00949 inline Vec3<T>
00950 operator * (const Vec3<T> &v, const Quat<T> &q)
00951 {
00952 Vec3<T> a = q.v % v;
00953 Vec3<T> b = q.v % a;
00954 return v + T (2) * (q.r * a + b);
00955 }
00956
00957 #if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
00958 #pragma warning(default:4244)
00959 #endif
00960
00961 }
00962
00963 #endif