quaternion.h

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00001 
00006 /*
00007  Copyright (C) 2001-2006, William Joseph.
00008  All Rights Reserved.
00009 
00010  This file is part of GtkRadiant.
00011 
00012  GtkRadiant is free software; you can redistribute it and/or modify
00013  it under the terms of the GNU General Public License as published by
00014  the Free Software Foundation; either version 2 of the License, or
00015  (at your option) any later version.
00016 
00017  GtkRadiant is distributed in the hope that it will be useful,
00018  but WITHOUT ANY WARRANTY; without even the implied warranty of
00019  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00020  GNU General Public License for more details.
00021 
00022  You should have received a copy of the GNU General Public License
00023  along with GtkRadiant; if not, write to the Free Software
00024  Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
00025  */
00026 
00027 #if !defined(INCLUDED_MATH_QUATERNION_H)
00028 #define INCLUDED_MATH_QUATERNION_H
00029 
00030 #include "math/matrix.h"
00031 
00033 typedef Vector4 Quaternion;
00034 
00035 const Quaternion c_quaternion_identity(0, 0, 0, 1);
00036 
00037 inline Quaternion quaternion_multiplied_by_quaternion (const Quaternion& quaternion, const Quaternion& other)
00038 {
00039     return Quaternion(quaternion[3] * other[0] + quaternion[0] * other[3] + quaternion[1] * other[2] - quaternion[2]
00040             * other[1], quaternion[3] * other[1] + quaternion[1] * other[3] + quaternion[2] * other[0] - quaternion[0]
00041             * other[2], quaternion[3] * other[2] + quaternion[2] * other[3] + quaternion[0] * other[1] - quaternion[1]
00042             * other[0], quaternion[3] * other[3] - quaternion[0] * other[0] - quaternion[1] * other[1] - quaternion[2]
00043             * other[2]);
00044 }
00045 
00046 inline void quaternion_multiply_by_quaternion (Quaternion& quaternion, const Quaternion& other)
00047 {
00048     quaternion = quaternion_multiplied_by_quaternion(quaternion, other);
00049 }
00050 
00052 inline Quaternion quaternion_for_unit_vectors (const Vector3& from, const Vector3& to)
00053 {
00054     return Quaternion(from.crossProduct(to), static_cast<float> (from.dot(to)));
00055 }
00056 
00057 inline Quaternion quaternion_for_axisangle (const Vector3& axis, double angle)
00058 {
00059     angle *= 0.5;
00060     float sa = static_cast<float> (sin(angle));
00061     return Quaternion(axis[0] * sa, axis[1] * sa, axis[2] * sa, static_cast<float> (cos(angle)));
00062 }
00063 
00064 inline Quaternion quaternion_for_x (double angle)
00065 {
00066     angle *= 0.5;
00067     return Quaternion(static_cast<float> (sin(angle)), 0, 0, static_cast<float> (cos(angle)));
00068 }
00069 
00070 inline Quaternion quaternion_for_y (double angle)
00071 {
00072     angle *= 0.5;
00073     return Quaternion(0, static_cast<float> (sin(angle)), 0, static_cast<float> (cos(angle)));
00074 }
00075 
00076 inline Quaternion quaternion_for_z (double angle)
00077 {
00078     angle *= 0.5;
00079     return Quaternion(0, 0, static_cast<float> (sin(angle)), static_cast<float> (cos(angle)));
00080 }
00081 
00082 inline Quaternion quaternion_inverse (const Quaternion& quaternion)
00083 {
00084     return Quaternion(-quaternion.getVector3(), quaternion[3]);
00085 }
00086 
00087 inline void quaternion_conjugate (Quaternion& quaternion)
00088 {
00089     quaternion = quaternion_inverse(quaternion);
00090 }
00091 
00092 inline Quaternion quaternion_normalised (const Quaternion& quaternion)
00093 {
00094     const double n = (1.0 / (quaternion[0] * quaternion[0] + quaternion[1] * quaternion[1] + quaternion[2]
00095             * quaternion[2] + quaternion[3] * quaternion[3]));
00096     return Quaternion(static_cast<float> (quaternion[0] * n), static_cast<float> (quaternion[1] * n),
00097             static_cast<float> (quaternion[2] * n), static_cast<float> (quaternion[3] * n));
00098 }
00099 
00100 inline void quaternion_normalise (Quaternion& quaternion)
00101 {
00102     quaternion = quaternion_normalised(quaternion);
00103 }
00104 
00106 inline Matrix4 matrix4_rotation_for_quaternion (const Quaternion& quaternion)
00107 {
00108 #if 0
00109     const double xx = quaternion[0] * quaternion[0];
00110     const double xy = quaternion[0] * quaternion[1];
00111     const double xz = quaternion[0] * quaternion[2];
00112     const double xw = quaternion[0] * quaternion[3];
00113 
00114     const double yy = quaternion[1] * quaternion[1];
00115     const double yz = quaternion[1] * quaternion[2];
00116     const double yw = quaternion[1] * quaternion[3];
00117 
00118     const double zz = quaternion[2] * quaternion[2];
00119     const double zw = quaternion[2] * quaternion[3];
00120 
00121     return Matrix4(
00122             static_cast<float>( 1 - 2 * ( yy + zz ) ),
00123             static_cast<float>( 2 * ( xy + zw ) ),
00124             static_cast<float>( 2 * ( xz - yw ) ),
00125             0,
00126             static_cast<float>( 2 * ( xy - zw ) ),
00127             static_cast<float>( 1 - 2 * ( xx + zz ) ),
00128             static_cast<float>( 2 * ( yz + xw ) ),
00129             0,
00130             static_cast<float>( 2 * ( xz + yw ) ),
00131             static_cast<float>( 2 * ( yz - xw ) ),
00132             static_cast<float>( 1 - 2 * ( xx + yy ) ),
00133             0,
00134             0,
00135             0,
00136             0,
00137             1
00138     );
00139 
00140 #else
00141     const double x2 = quaternion[0] + quaternion[0];
00142     const double y2 = quaternion[1] + quaternion[1];
00143     const double z2 = quaternion[2] + quaternion[2];
00144     const double xx = quaternion[0] * x2;
00145     const double xy = quaternion[0] * y2;
00146     const double xz = quaternion[0] * z2;
00147     const double yy = quaternion[1] * y2;
00148     const double yz = quaternion[1] * z2;
00149     const double zz = quaternion[2] * z2;
00150     const double wx = quaternion[3] * x2;
00151     const double wy = quaternion[3] * y2;
00152     const double wz = quaternion[3] * z2;
00153 
00154     return Matrix4(static_cast<float> (1.0 - (yy + zz)), static_cast<float> (xy + wz), static_cast<float> (xz - wy), 0,
00155             static_cast<float> (xy - wz), static_cast<float> (1.0 - (xx + zz)), static_cast<float> (yz + wx), 0,
00156             static_cast<float> (xz + wy), static_cast<float> (yz - wx), static_cast<float> (1.0 - (xx + yy)), 0, 0, 0,
00157             0, 1);
00158 
00159 #endif
00160 }
00161 
00162 const double c_half_sqrt2 = 0.70710678118654752440084436210485;
00163 const float c_half_sqrt2f = static_cast<float> (c_half_sqrt2);
00164 
00165 inline bool quaternion_component_is_90 (float component)
00166 {
00167     return (fabs(component) - c_half_sqrt2) < 0.001;
00168 }
00169 
00170 inline Matrix4 matrix4_rotation_for_quaternion_quantised (const Quaternion& quaternion)
00171 {
00172     if (quaternion.y() == 0 && quaternion.z() == 0 && quaternion_component_is_90(quaternion.x())
00173             && quaternion_component_is_90(quaternion.w())) {
00174         return matrix4_rotation_for_sincos_x((quaternion.x() > 0) ? 1.f : -1.f, 0);
00175     }
00176 
00177     if (quaternion.x() == 0 && quaternion.z() == 0 && quaternion_component_is_90(quaternion.y())
00178             && quaternion_component_is_90(quaternion.w())) {
00179         return matrix4_rotation_for_sincos_y((quaternion.y() > 0) ? 1.f : -1.f, 0);
00180     }
00181 
00182     if (quaternion.x() == 0 && quaternion.y() == 0 && quaternion_component_is_90(quaternion.z())
00183             && quaternion_component_is_90(quaternion.w())) {
00184         return matrix4_rotation_for_sincos_z((quaternion.z() > 0) ? 1.f : -1.f, 0);
00185     }
00186 
00187     return matrix4_rotation_for_quaternion(quaternion);
00188 }
00189 
00190 inline Quaternion quaternion_for_matrix4_rotation (const Matrix4& matrix4)
00191 {
00192     Matrix4 transposed = matrix4_transposed(matrix4);
00193 
00194     double trace = transposed[0] + transposed[5] + transposed[10] + 1.0;
00195 
00196     if (trace > 0.0001) {
00197         double S = 0.5 / sqrt(trace);
00198         return Quaternion(static_cast<float> ((transposed[9] - transposed[6]) * S), static_cast<float> ((transposed[2]
00199                 - transposed[8]) * S), static_cast<float> ((transposed[4] - transposed[1]) * S),
00200                 static_cast<float> (0.25 / S));
00201     }
00202 
00203     if (transposed[0] >= transposed[5] && transposed[0] >= transposed[10]) {
00204         double S = 2.0 * sqrt(1.0 + transposed[0] - transposed[5] - transposed[10]);
00205         return Quaternion(static_cast<float> (0.25 / S), static_cast<float> ((transposed[1] + transposed[4]) / S),
00206                 static_cast<float> ((transposed[2] + transposed[8]) / S), static_cast<float> ((transposed[6]
00207                         + transposed[9]) / S));
00208     }
00209 
00210     if (transposed[5] >= transposed[0] && transposed[5] >= transposed[10]) {
00211         double S = 2.0 * sqrt(1.0 + transposed[5] - transposed[0] - transposed[10]);
00212         return Quaternion(static_cast<float> ((transposed[1] + transposed[4]) / S), static_cast<float> (0.25 / S),
00213                 static_cast<float> ((transposed[6] + transposed[9]) / S), static_cast<float> ((transposed[2]
00214                         + transposed[8]) / S));
00215     }
00216 
00217     double S = 2.0 * sqrt(1.0 + transposed[10] - transposed[0] - transposed[5]);
00218     return Quaternion(static_cast<float> ((transposed[2] + transposed[8]) / S), static_cast<float> ((transposed[6]
00219             + transposed[9]) / S), static_cast<float> (0.25 / S), static_cast<float> ((transposed[1] + transposed[4])
00220             / S));
00221 }
00222 
00225 inline Matrix4 matrix4_rotated_by_quaternion (const Matrix4& self, const Quaternion& rotation)
00226 {
00227     return matrix4_multiplied_by_matrix4(self, matrix4_rotation_for_quaternion(rotation));
00228 }
00229 
00232 inline void matrix4_rotate_by_quaternion (Matrix4& self, const Quaternion& rotation)
00233 {
00234     self = matrix4_rotated_by_quaternion(self, rotation);
00235 }
00236 
00238 inline void matrix4_pivoted_rotate_by_quaternion (Matrix4& self, const Quaternion& rotation, const Vector3& pivotpoint)
00239 {
00240     matrix4_translate_by_vec3(self, pivotpoint);
00241     matrix4_rotate_by_quaternion(self, rotation);
00242     matrix4_translate_by_vec3(self, -pivotpoint);
00243 }
00244 
00245 inline Vector3 quaternion_transformed_point (const Quaternion& quaternion, const Vector3& point)
00246 {
00247     double xx = quaternion.x() * quaternion.x();
00248     double yy = quaternion.y() * quaternion.y();
00249     double zz = quaternion.z() * quaternion.z();
00250     double ww = quaternion.w() * quaternion.w();
00251 
00252     double xy2 = quaternion.x() * quaternion.y() * 2;
00253     double xz2 = quaternion.x() * quaternion.z() * 2;
00254     double xw2 = quaternion.x() * quaternion.w() * 2;
00255     double yz2 = quaternion.y() * quaternion.z() * 2;
00256     double yw2 = quaternion.y() * quaternion.w() * 2;
00257     double zw2 = quaternion.z() * quaternion.w() * 2;
00258 
00259     return Vector3(static_cast<float> (ww * point.x() + yw2 * point.z() - zw2 * point.y() + xx * point.x() + xy2
00260             * point.y() + xz2 * point.z() - zz * point.x() - yy * point.x()), static_cast<float> (xy2 * point.x() + yy
00261             * point.y() + yz2 * point.z() + zw2 * point.x() - zz * point.y() + ww * point.y() - xw2 * point.z() - xx
00262             * point.y()), static_cast<float> (xz2 * point.x() + yz2 * point.y() + zz * point.z() - yw2 * point.x() - yy
00263             * point.z() + xw2 * point.y() - xx * point.z() + ww * point.z()));
00264 }
00265 
00267 inline Matrix4 matrix4_rotation_for_axisangle (const Vector3& axis, double angle)
00268 {
00269     return matrix4_rotation_for_quaternion(quaternion_for_axisangle(axis, angle));
00270 }
00271 
00273 inline void matrix4_rotate_by_axisangle (Matrix4& self, const Vector3& axis, double angle)
00274 {
00275     matrix4_multiply_by_matrix4(self, matrix4_rotation_for_axisangle(axis, angle));
00276 }
00277 
00279 inline void matrix4_pivoted_rotate_by_axisangle (Matrix4& self, const Vector3& axis, double angle,
00280         const Vector3& pivotpoint)
00281 {
00282     matrix4_translate_by_vec3(self, pivotpoint);
00283     matrix4_rotate_by_axisangle(self, axis, angle);
00284     matrix4_translate_by_vec3(self, -pivotpoint);
00285 }
00286 
00287 #endif

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