Add some comments.

Make sure floating point constants do not introduce useless upcasts.
Remove now unused and not really usefull method.

Modified Files:
	simgear/math/SGQuat.hxx
This commit is contained in:
frohlich
2009-09-05 12:25:51 +00:00
committed by Tim Moore
parent 4cb64b58be
commit f141cc28b0

View File

@@ -132,48 +132,10 @@ public:
{ return fromLonLatRad(geod.getLongitudeRad(), geod.getLatitudeRad()); }
/// Return a quaternion rotation from the earth centered to the
/// OpenGL/viewer horizontal local frame from given longitude and latitude.
/// This frame matches the usual OpenGL axis directions. That is the target
/// frame has an x-axis pointing eastwards, y-axis pointing up and y z-axis
/// pointing south.
static SGQuat viewHLRad(T lon, T lat)
{
// That bails down to a 3-2-1 euler sequence lon+pi/2, 0, -lat-pi
// what is here is again the hand optimized version ...
SGQuat q;
T xd2 = -T(0.5)*lat - T(0.5)*SGMisc<T>::pi();
T zd2 = T(0.5)*lon + T(0.25)*SGMisc<T>::pi();
T Szd2 = sin(zd2);
T Sxd2 = sin(xd2);
T Czd2 = cos(zd2);
T Cxd2 = cos(xd2);
q.w() = Cxd2*Czd2;
q.x() = Sxd2*Czd2;
q.y() = Sxd2*Szd2;
q.z() = Cxd2*Szd2;
return q;
}
/// Like the above provided for convenience
static SGQuat viewHLDeg(T lon, T lat)
{ return viewHLRad(SGMisc<T>::deg2rad(lon), SGMisc<T>::deg2rad(lat)); }
/// Like the above provided for convenience
static SGQuat viewHL(const SGGeod& geod)
{ return viewHLRad(geod.getLongitudeRad(), geod.getLatitudeRad()); }
/// Convert a quaternion rotation from the simulation frame
/// to the view (OpenGL) frame. That is it just swaps the axis part of
/// this current quaternion.
/// That proves useful when you want to use the euler 3-2-1 sequence
/// for the usual heading/pitch/roll sequence within the context of
/// OpenGL/viewer frames.
static SGQuat simToView(const SGQuat& q)
{ return SGQuat(q.y(), -q.z(), -q.x(), q.w()); }
/// Create a quaternion from the angle axis representation
static SGQuat fromAngleAxis(T angle, const SGVec3<T>& axis)
{
T angle2 = 0.5*angle;
T angle2 = T(0.5)*angle;
return fromRealImag(cos(angle2), T(sin(angle2))*axis);
}
@@ -188,33 +150,35 @@ public:
T nAxis = norm(axis);
if (nAxis <= SGLimits<T>::min())
return SGQuat::unit();
T angle2 = 0.5*nAxis;
T angle2 = T(0.5)*nAxis;
return fromRealImag(cos(angle2), T(sin(angle2)/nAxis)*axis);
}
/// Return a quaternion that rotates the from vector onto the to vector.
static SGQuat fromRotateTo(const SGVec3<T>& from, const SGVec3<T>& to)
{
T nfrom = norm(from);
T nto = norm(to);
if (nfrom < SGLimits<T>::min() || nto < SGLimits<T>::min())
if (nfrom <= SGLimits<T>::min() || nto <= SGLimits<T>::min())
return SGQuat::unit();
return SGQuat::fromRotateToNorm((1/nfrom)*from, (1/nto)*to);
}
// FIXME more finegrained error behavour.
/// Return a quaternion that rotates v1 onto the i1-th unit vector
/// and v2 into a plane that is spanned by the i2-th and i1-th unit vector.
static SGQuat fromRotateTo(const SGVec3<T>& v1, unsigned i1,
const SGVec3<T>& v2, unsigned i2)
{
T nrmv1 = norm(v1);
T nrmv2 = norm(v2);
if (nrmv1 < SGLimits<T>::min() || nrmv2 < SGLimits<T>::min())
if (nrmv1 <= SGLimits<T>::min() || nrmv2 <= SGLimits<T>::min())
return SGQuat::unit();
SGVec3<T> nv1 = (1/nrmv1)*v1;
SGVec3<T> nv2 = (1/nrmv2)*v2;
T dv1v2 = dot(nv1, nv2);
if (fabs(fabs(dv1v2)-1) < SGLimits<T>::epsilon())
if (fabs(fabs(dv1v2)-1) <= SGLimits<T>::epsilon())
return SGQuat::unit();
// The target vector for the first rotation
@@ -235,12 +199,12 @@ public:
SGVec3<T> tnv2 = q.transform(nv2);
T cosang = dot(nto2, tnv2);
T cos05ang = T(0.5+0.5*cosang);
T cos05ang = T(0.5)+T(0.5)*cosang;
if (cos05ang <= 0)
cosang = T(0);
cosang = 0;
cos05ang = sqrt(cos05ang);
T sig = dot(nto1, cross(nto2, tnv2));
T sin05ang = T(0.5-0.5*cosang);
T sin05ang = T(0.5)-T(0.5)*cosang;
if (sin05ang <= 0)
sin05ang = 0;
sin05ang = copysign(sqrt(sin05ang), sig);
@@ -303,24 +267,24 @@ public:
T num = 2*(y()*z() + w()*x());
T den = sqrQW - sqrQX - sqrQY + sqrQZ;
if (fabs(den) < SGLimits<T>::min() &&
fabs(num) < SGLimits<T>::min())
if (fabs(den) <= SGLimits<T>::min() &&
fabs(num) <= SGLimits<T>::min())
xRad = 0;
else
xRad = atan2(num, den);
T tmp = 2*(x()*z() - w()*y());
if (tmp < -1)
yRad = 0.5*SGMisc<T>::pi();
else if (1 < tmp)
yRad = -0.5*SGMisc<T>::pi();
if (tmp <= -1)
yRad = T(0.5)*SGMisc<T>::pi();
else if (1 <= tmp)
yRad = -T(0.5)*SGMisc<T>::pi();
else
yRad = -asin(tmp);
num = 2*(x()*y() + w()*z());
den = sqrQW + sqrQX - sqrQY - sqrQZ;
if (fabs(den) < SGLimits<T>::min() &&
fabs(num) < SGLimits<T>::min())
if (fabs(den) <= SGLimits<T>::min() &&
fabs(num) <= SGLimits<T>::min())
zRad = 0;
else {
T psi = atan2(num, den);
@@ -343,14 +307,14 @@ public:
void getAngleAxis(T& angle, SGVec3<T>& axis) const
{
T nrm = norm(*this);
if (nrm < SGLimits<T>::min()) {
if (nrm <= SGLimits<T>::min()) {
angle = 0;
axis = SGVec3<T>(0, 0, 0);
} else {
T rNrm = 1/nrm;
angle = acos(SGMisc<T>::max(-1, SGMisc<T>::min(1, rNrm*w())));
T sAng = sin(angle);
if (fabs(sAng) < SGLimits<T>::min())
if (fabs(sAng) <= SGLimits<T>::min())
axis = SGVec3<T>(1, 0, 0);
else
axis = (rNrm/sAng)*imag(*this);
@@ -466,10 +430,10 @@ public:
{
SGQuat deriv;
deriv.w() = 0.5*(-x()*angVel(0) - y()*angVel(1) - z()*angVel(2));
deriv.x() = 0.5*( w()*angVel(0) - z()*angVel(1) + y()*angVel(2));
deriv.y() = 0.5*( z()*angVel(0) + w()*angVel(1) - x()*angVel(2));
deriv.z() = 0.5*(-y()*angVel(0) + x()*angVel(1) + w()*angVel(2));
deriv.w() = T(0.5)*(-x()*angVel(0) - y()*angVel(1) - z()*angVel(2));
deriv.x() = T(0.5)*( w()*angVel(0) - z()*angVel(1) + y()*angVel(2));
deriv.y() = T(0.5)*( z()*angVel(0) + w()*angVel(1) - x()*angVel(2));
deriv.z() = T(0.5)*(-y()*angVel(0) + x()*angVel(1) + w()*angVel(2));
return deriv;
}
@@ -494,7 +458,7 @@ private:
// in the interval [-pi,pi]. That means that 0.5*angle is in the interval
// [-pi/2,pi/2]. But in that range the cosine is allways >= 0.
// So we do not need to care for egative roots in the following equation:
T cos05ang = sqrt(0.5+0.5*cosang);
T cos05ang = sqrt(T(0.5)+T(0.5)*cosang);
// Now our assumption of angles <= 90 deg comes in play.
@@ -734,7 +698,7 @@ interpolate(T t, const SGQuat<T>& src, const SGQuat<T>& dst)
// need the scales now, if the angle is very small, do linear interpolation
// to avoid instabilities
T scale0, scale1;
if (fabs(o) < SGLimits<T>::epsilon()) {
if (fabs(o) <= SGLimits<T>::epsilon()) {
scale0 = 1 - t;
scale1 = t;
} else {