Move osg dependent stuff from SGMath into simgear/scene/util/OsgMath.hxx. Update includes in simgear to reflect this change. Note that this change also requires an updated flightgear version.
780 lines
23 KiB
C++
780 lines
23 KiB
C++
// Copyright (C) 2006-2009 Mathias Froehlich - Mathias.Froehlich@web.de
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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#ifndef SGQuat_H
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#define SGQuat_H
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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/// Quaternion Class
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template<typename T>
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class SGQuat {
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public:
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typedef T value_type;
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/// Default constructor. Does not initialize at all.
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/// If you need them zero initialized, SGQuat::zeros()
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SGQuat(void)
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{
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/// Initialize with nans in the debug build, that will guarantee to have
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/// a fast uninitialized default constructor in the release but shows up
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/// uninitialized values in the debug build very fast ...
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#ifndef NDEBUG
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for (unsigned i = 0; i < 4; ++i)
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data()[i] = SGLimits<T>::quiet_NaN();
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#endif
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}
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/// Constructor. Initialize by the given values
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SGQuat(T _x, T _y, T _z, T _w)
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{ x() = _x; y() = _y; z() = _z; w() = _w; }
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/// Constructor. Initialize by the content of a plain array,
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/// make sure it has at least 4 elements
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explicit SGQuat(const T* d)
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{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; }
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/// Return a unit quaternion
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static SGQuat unit(void)
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{ return fromRealImag(1, SGVec3<T>(0, 0, 0)); }
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/// Return a quaternion from euler angles
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static SGQuat fromEulerRad(T z, T y, T x)
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{
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SGQuat q;
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T zd2 = T(0.5)*z; T yd2 = T(0.5)*y; T xd2 = T(0.5)*x;
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T Szd2 = sin(zd2); T Syd2 = sin(yd2); T Sxd2 = sin(xd2);
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T Czd2 = cos(zd2); T Cyd2 = cos(yd2); T Cxd2 = cos(xd2);
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T Cxd2Czd2 = Cxd2*Czd2; T Cxd2Szd2 = Cxd2*Szd2;
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T Sxd2Szd2 = Sxd2*Szd2; T Sxd2Czd2 = Sxd2*Czd2;
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q.w() = Cxd2Czd2*Cyd2 + Sxd2Szd2*Syd2;
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q.x() = Sxd2Czd2*Cyd2 - Cxd2Szd2*Syd2;
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q.y() = Cxd2Czd2*Syd2 + Sxd2Szd2*Cyd2;
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q.z() = Cxd2Szd2*Cyd2 - Sxd2Czd2*Syd2;
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return q;
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}
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/// Return a quaternion from euler angles in degrees
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static SGQuat fromEulerDeg(T z, T y, T x)
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{
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return fromEulerRad(SGMisc<T>::deg2rad(z), SGMisc<T>::deg2rad(y),
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SGMisc<T>::deg2rad(x));
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}
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/// Return a quaternion from euler angles
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static SGQuat fromYawPitchRoll(T y, T p, T r)
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{ return fromEulerRad(y, p, r); }
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/// Return a quaternion from euler angles
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static SGQuat fromYawPitchRollDeg(T y, T p, T r)
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{ return fromEulerDeg(y, p, r); }
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/// Return a quaternion from euler angles
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static SGQuat fromHeadAttBank(T h, T a, T b)
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{ return fromEulerRad(h, a, b); }
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/// Return a quaternion from euler angles
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static SGQuat fromHeadAttBankDeg(T h, T a, T b)
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{ return fromEulerDeg(h, a, b); }
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/// Return a quaternion rotation from the earth centered to the
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/// simulation usual horizontal local frame from given
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/// longitude and latitude.
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/// The horizontal local frame used in simulations is the frame with x-axis
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/// pointing north, the y-axis pointing eastwards and the z axis
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/// pointing downwards.
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static SGQuat fromLonLatRad(T lon, T lat)
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{
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SGQuat q;
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T zd2 = T(0.5)*lon;
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T yd2 = T(-0.25)*SGMisc<T>::pi() - T(0.5)*lat;
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T Szd2 = sin(zd2);
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T Syd2 = sin(yd2);
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T Czd2 = cos(zd2);
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T Cyd2 = cos(yd2);
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q.w() = Czd2*Cyd2;
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q.x() = -Szd2*Syd2;
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q.y() = Czd2*Syd2;
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q.z() = Szd2*Cyd2;
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return q;
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}
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/// Like the above provided for convenience
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static SGQuat fromLonLatDeg(T lon, T lat)
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{ return fromLonLatRad(SGMisc<T>::deg2rad(lon), SGMisc<T>::deg2rad(lat)); }
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/// Like the above provided for convenience
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static SGQuat fromLonLat(const SGGeod& geod)
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{ return fromLonLatRad(geod.getLongitudeRad(), geod.getLatitudeRad()); }
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/// Create a quaternion from the angle axis representation
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static SGQuat fromAngleAxis(T angle, const SGVec3<T>& axis)
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{
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T angle2 = T(0.5)*angle;
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return fromRealImag(cos(angle2), T(sin(angle2))*axis);
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}
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/// Create a quaternion from the angle axis representation
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static SGQuat fromAngleAxisDeg(T angle, const SGVec3<T>& axis)
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{ return fromAngleAxis(SGMisc<T>::deg2rad(angle), axis); }
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/// Create a quaternion from the angle axis representation where the angle
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/// is stored in the axis' length
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static SGQuat fromAngleAxis(const SGVec3<T>& axis)
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{
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T nAxis = norm(axis);
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if (nAxis <= SGLimits<T>::min())
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return SGQuat::unit();
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T angle2 = T(0.5)*nAxis;
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return fromRealImag(cos(angle2), T(sin(angle2)/nAxis)*axis);
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}
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/// Create a normalized quaternion just from the imaginary part.
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/// The imaginary part should point into that axis direction that results in
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/// a quaternion with a positive real part.
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/// This is the smallest numerically stable representation of an orientation
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/// in space. See getPositiveRealImag()
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static SGQuat fromPositiveRealImag(const SGVec3<T>& imag)
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{
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T r = sqrt(SGMisc<T>::max(T(0), T(1) - dot(imag, imag)));
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return fromRealImag(r, imag);
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}
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/// Return a quaternion that rotates the from vector onto the to vector.
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static SGQuat fromRotateTo(const SGVec3<T>& from, const SGVec3<T>& to)
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{
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T nfrom = norm(from);
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T nto = norm(to);
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if (nfrom <= SGLimits<T>::min() || nto <= SGLimits<T>::min())
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return SGQuat::unit();
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return SGQuat::fromRotateToNorm((1/nfrom)*from, (1/nto)*to);
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}
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/// Return a quaternion that rotates v1 onto the i1-th unit vector
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/// and v2 into a plane that is spanned by the i2-th and i1-th unit vector.
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static SGQuat fromRotateTo(const SGVec3<T>& v1, unsigned i1,
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const SGVec3<T>& v2, unsigned i2)
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{
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T nrmv1 = norm(v1);
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T nrmv2 = norm(v2);
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if (nrmv1 <= SGLimits<T>::min() || nrmv2 <= SGLimits<T>::min())
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return SGQuat::unit();
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SGVec3<T> nv1 = (1/nrmv1)*v1;
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SGVec3<T> nv2 = (1/nrmv2)*v2;
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T dv1v2 = dot(nv1, nv2);
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if (fabs(fabs(dv1v2)-1) <= SGLimits<T>::epsilon())
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return SGQuat::unit();
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// The target vector for the first rotation
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SGVec3<T> nto1 = SGVec3<T>::zeros();
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SGVec3<T> nto2 = SGVec3<T>::zeros();
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nto1[i1] = 1;
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nto2[i2] = 1;
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// The first rotation can be done with the usual routine.
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SGQuat q = SGQuat::fromRotateToNorm(nv1, nto1);
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// The rotation axis for the second rotation is the
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// target for the first one, so the rotation axis is nto1
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// We need to get the angle.
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// Make nv2 exactly orthogonal to nv1.
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nv2 = normalize(nv2 - dv1v2*nv1);
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SGVec3<T> tnv2 = q.transform(nv2);
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T cosang = dot(nto2, tnv2);
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T cos05ang = T(0.5)+T(0.5)*cosang;
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if (cos05ang <= 0)
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cosang = 0;
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cos05ang = sqrt(cos05ang);
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T sig = dot(nto1, cross(nto2, tnv2));
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T sin05ang = T(0.5)-T(0.5)*cosang;
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if (sin05ang <= 0)
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sin05ang = 0;
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sin05ang = copysign(sqrt(sin05ang), sig);
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q *= SGQuat::fromRealImag(cos05ang, sin05ang*nto1);
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return q;
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}
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// Return a quaternion which rotates the vector given by v
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// to the vector -v. Other directions are *not* preserved.
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static SGQuat fromChangeSign(const SGVec3<T>& v)
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{
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// The vector from points to the oposite direction than to.
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// Find a vector perpendicular to the vector to.
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T absv1 = fabs(v(0));
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T absv2 = fabs(v(1));
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T absv3 = fabs(v(2));
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SGVec3<T> axis;
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if (absv2 < absv1 && absv3 < absv1) {
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T quot = v(1)/v(0);
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axis = (1/sqrt(1+quot*quot))*SGVec3<T>(quot, -1, 0);
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} else if (absv1 < absv2 && absv3 < absv2) {
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T quot = v(2)/v(1);
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axis = (1/sqrt(1+quot*quot))*SGVec3<T>(0, quot, -1);
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} else if (absv1 < absv3 && absv2 < absv3) {
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T quot = v(0)/v(2);
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axis = (1/sqrt(1+quot*quot))*SGVec3<T>(-1, 0, quot);
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} else {
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// The all zero case.
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return SGQuat::unit();
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}
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return SGQuat::fromRealImag(0, axis);
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}
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/// Return a quaternion from real and imaginary part
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static SGQuat fromRealImag(T r, const SGVec3<T>& i)
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{
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SGQuat q;
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q.w() = r;
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q.x() = i.x();
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q.y() = i.y();
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q.z() = i.z();
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return q;
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}
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/// Return an all zero vector
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static SGQuat zeros(void)
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{ return SGQuat(0, 0, 0, 0); }
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/// write the euler angles into the references
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void getEulerRad(T& zRad, T& yRad, T& xRad) const
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{
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T sqrQW = w()*w();
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T sqrQX = x()*x();
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T sqrQY = y()*y();
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T sqrQZ = z()*z();
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T num = 2*(y()*z() + w()*x());
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T den = sqrQW - sqrQX - sqrQY + sqrQZ;
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if (fabs(den) <= SGLimits<T>::min() &&
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fabs(num) <= SGLimits<T>::min())
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xRad = 0;
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else
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xRad = atan2(num, den);
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T tmp = 2*(x()*z() - w()*y());
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if (tmp <= -1)
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yRad = T(0.5)*SGMisc<T>::pi();
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else if (1 <= tmp)
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yRad = -T(0.5)*SGMisc<T>::pi();
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else
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yRad = -asin(tmp);
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num = 2*(x()*y() + w()*z());
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den = sqrQW + sqrQX - sqrQY - sqrQZ;
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if (fabs(den) <= SGLimits<T>::min() &&
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fabs(num) <= SGLimits<T>::min())
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zRad = 0;
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else {
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T psi = atan2(num, den);
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if (psi < 0)
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psi += 2*SGMisc<T>::pi();
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zRad = psi;
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}
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}
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/// write the euler angles in degrees into the references
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void getEulerDeg(T& zDeg, T& yDeg, T& xDeg) const
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{
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getEulerRad(zDeg, yDeg, xDeg);
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zDeg = SGMisc<T>::rad2deg(zDeg);
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yDeg = SGMisc<T>::rad2deg(yDeg);
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xDeg = SGMisc<T>::rad2deg(xDeg);
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}
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/// write the angle axis representation into the references
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void getAngleAxis(T& angle, SGVec3<T>& axis) const
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{
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T nrm = norm(*this);
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if (nrm <= SGLimits<T>::min()) {
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angle = 0;
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axis = SGVec3<T>(0, 0, 0);
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} else {
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T rNrm = 1/nrm;
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angle = acos(SGMisc<T>::max(-1, SGMisc<T>::min(1, rNrm*w())));
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T sAng = sin(angle);
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if (fabs(sAng) <= SGLimits<T>::min())
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axis = SGVec3<T>(1, 0, 0);
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else
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axis = (rNrm/sAng)*imag(*this);
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angle *= 2;
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}
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}
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/// write the angle axis representation into the references
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void getAngleAxis(SGVec3<T>& axis) const
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{
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T angle;
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getAngleAxis(angle, axis);
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axis *= angle;
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}
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/// Get the imaginary part of the quaternion.
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/// The imaginary part should point into that axis direction that results in
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/// a quaternion with a positive real part.
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/// This is the smallest numerically stable representation of an orientation
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/// in space. See fromPositiveRealImag()
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SGVec3<T> getPositiveRealImag() const
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{
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if (real(*this) < T(0))
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return (T(-1)/norm(*this))*imag(*this);
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else
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return (T(1)/norm(*this))*imag(*this);
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}
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/// Access by index, the index is unchecked
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const T& operator()(unsigned i) const
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{ return data()[i]; }
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/// Access by index, the index is unchecked
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T& operator()(unsigned i)
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{ return data()[i]; }
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/// Access raw data by index, the index is unchecked
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const T& operator[](unsigned i) const
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{ return data()[i]; }
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/// Access raw data by index, the index is unchecked
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T& operator[](unsigned i)
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{ return data()[i]; }
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/// Access the x component
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const T& x(void) const
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{ return data()[0]; }
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/// Access the x component
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T& x(void)
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{ return data()[0]; }
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/// Access the y component
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const T& y(void) const
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{ return data()[1]; }
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/// Access the y component
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T& y(void)
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{ return data()[1]; }
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/// Access the z component
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const T& z(void) const
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{ return data()[2]; }
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/// Access the z component
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T& z(void)
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{ return data()[2]; }
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/// Access the w component
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const T& w(void) const
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{ return data()[3]; }
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/// Access the w component
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T& w(void)
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{ return data()[3]; }
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/// Get the data pointer
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const T (&data(void) const)[4]
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{ return _data; }
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/// Get the data pointer
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T (&data(void))[4]
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{ return _data; }
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/// Inplace addition
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SGQuat& operator+=(const SGQuat& v)
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{ data()[0]+=v(0);data()[1]+=v(1);data()[2]+=v(2);data()[3]+=v(3);return *this; }
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/// Inplace subtraction
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SGQuat& operator-=(const SGQuat& v)
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{ data()[0]-=v(0);data()[1]-=v(1);data()[2]-=v(2);data()[3]-=v(3);return *this; }
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/// Inplace scalar multiplication
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template<typename S>
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SGQuat& operator*=(S s)
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{ data()[0] *= s; data()[1] *= s; data()[2] *= s; data()[3] *= s; return *this; }
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/// Inplace scalar multiplication by 1/s
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template<typename S>
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SGQuat& operator/=(S s)
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{ return operator*=(1/T(s)); }
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/// Inplace quaternion multiplication
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SGQuat& operator*=(const SGQuat& v);
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/// Transform a vector from the current coordinate frame to a coordinate
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/// frame rotated with the quaternion
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SGVec3<T> transform(const SGVec3<T>& v) const
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{
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T r = 2/dot(*this, *this);
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SGVec3<T> qimag = imag(*this);
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T qr = real(*this);
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return (r*qr*qr - 1)*v + (r*dot(qimag, v))*qimag - (r*qr)*cross(qimag, v);
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}
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/// Transform a vector from the coordinate frame rotated with the quaternion
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/// to the current coordinate frame
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SGVec3<T> backTransform(const SGVec3<T>& v) const
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{
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T r = 2/dot(*this, *this);
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SGVec3<T> qimag = imag(*this);
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T qr = real(*this);
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return (r*qr*qr - 1)*v + (r*dot(qimag, v))*qimag + (r*qr)*cross(qimag, v);
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}
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/// Rotate a given vector with the quaternion
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SGVec3<T> rotate(const SGVec3<T>& v) const
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{ return backTransform(v); }
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/// Rotate a given vector with the inverse quaternion
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SGVec3<T> rotateBack(const SGVec3<T>& v) const
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{ return transform(v); }
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/// Return the time derivative of the quaternion given the angular velocity
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SGQuat
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derivative(const SGVec3<T>& angVel) const
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{
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SGQuat deriv;
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deriv.w() = T(0.5)*(-x()*angVel(0) - y()*angVel(1) - z()*angVel(2));
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deriv.x() = T(0.5)*( w()*angVel(0) - z()*angVel(1) + y()*angVel(2));
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deriv.y() = T(0.5)*( z()*angVel(0) + w()*angVel(1) - x()*angVel(2));
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deriv.z() = T(0.5)*(-y()*angVel(0) + x()*angVel(1) + w()*angVel(2));
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return deriv;
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}
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/// Return the angular velocity w that makes q0 translate to q1 using
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/// an explicit euler step with stepsize h.
|
|
/// That is, look for an w where
|
|
/// q1 = normalize(q0 + h*q0.derivative(w))
|
|
static SGVec3<T>
|
|
forwardDifferenceVelocity(const SGQuat& q0, const SGQuat& q1, const T& h)
|
|
{
|
|
// Let D_q0*w = q0.derivative(w), D_q0 the above 4x3 matrix.
|
|
// Then D_q0^t*D_q0 = 0.25*Id and D_q0*q0 = 0.
|
|
// Let lambda be a nonzero normailzation factor, then
|
|
// q1 = normalize(q0 + h*q0.derivative(w))
|
|
// can be rewritten
|
|
// lambda*q1 = q0 + h*D_q0*w.
|
|
// Multiply left by the transpose D_q0^t and reorder gives
|
|
// 4*lambda/h*D_q0^t*q1 = w.
|
|
// Now compute lambda by substitution of w into the original
|
|
// equation
|
|
// lambda*q1 = q0 + 4*lambda*D_q0*D_q0^t*q1,
|
|
// multiply by q1^t from the left
|
|
// lambda*<q1,q1> = <q0,q1> + 4*lambda*<D_q0^t*q1,D_q0^t*q1>
|
|
// and solving for lambda gives
|
|
// lambda = <q0,q1>/(1 - 4*<D_q0^t*q1,D_q0^t*q1>).
|
|
|
|
// The transpose of the derivative matrix
|
|
// the 0.5 factor is handled below
|
|
// also note that the initializer uses x, y, z, w instead of w, x, y, z
|
|
SGQuat d0(q0.w(), q0.z(), -q0.y(), -q0.x());
|
|
SGQuat d1(-q0.z(), q0.w(), q0.x(), -q0.y());
|
|
SGQuat d2(q0.y(), -q0.x(), q0.w(), -q0.z());
|
|
// 2*D_q0^t*q1
|
|
SGVec3<T> Dq(dot(d0, q1), dot(d1, q1), dot(d2, q1));
|
|
// Like above, but take into account that Dq = 2*D_q0^t*q1
|
|
T lambda = dot(q0, q1)/(T(1) - dot(Dq, Dq));
|
|
return (2*lambda/h)*Dq;
|
|
}
|
|
|
|
private:
|
|
|
|
// Private because it assumes normalized inputs.
|
|
static SGQuat
|
|
fromRotateToSmaller90Deg(T cosang,
|
|
const SGVec3<T>& from, const SGVec3<T>& to)
|
|
{
|
|
// In this function we assume that the angle required to rotate from
|
|
// the vector from to the vector to is <= 90 deg.
|
|
// That is done so because of possible instabilities when we rotate more
|
|
// then 90deg.
|
|
|
|
// Note that the next comment does actually cover a *more* *general* case
|
|
// than we need in this function. That shows that this formula is even
|
|
// valid for rotations up to 180deg.
|
|
|
|
// Because of the signs in the axis, it is sufficient to care for angles
|
|
// 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(T(0.5)+T(0.5)*cosang);
|
|
|
|
|
|
// Now our assumption of angles <= 90 deg comes in play.
|
|
// For that reason, we know that cos05ang is not zero.
|
|
// It is even more, we can see from the above formula that
|
|
// sqrt(0.5) < cos05ang.
|
|
|
|
|
|
// Compute the rotation axis, that is
|
|
// sin(angle)*normalized rotation axis
|
|
SGVec3<T> axis = cross(to, from);
|
|
|
|
// We need sin(0.5*angle)*normalized rotation axis.
|
|
// So rescale with sin(0.5*x)/sin(x).
|
|
// To do that we use the equation:
|
|
// sin(x) = 2*sin(0.5*x)*cos(0.5*x)
|
|
return SGQuat::fromRealImag( cos05ang, (1/(2*cos05ang))*axis);
|
|
}
|
|
|
|
// Private because it assumes normalized inputs.
|
|
static SGQuat
|
|
fromRotateToNorm(const SGVec3<T>& from, const SGVec3<T>& to)
|
|
{
|
|
// To avoid instabilities with roundoff, we distinguish between rotations
|
|
// with more then 90deg and rotations with less than 90deg.
|
|
|
|
// Compute the cosine of the angle.
|
|
T cosang = dot(from, to);
|
|
|
|
// For the small ones do direct computation
|
|
if (T(-0.5) < cosang)
|
|
return SGQuat::fromRotateToSmaller90Deg(cosang, from, to);
|
|
|
|
// For larger rotations. first rotate from to -from.
|
|
// Past that we will have a smaller angle again.
|
|
SGQuat q1 = SGQuat::fromChangeSign(from);
|
|
SGQuat q2 = SGQuat::fromRotateToSmaller90Deg(-cosang, -from, to);
|
|
return q1*q2;
|
|
}
|
|
|
|
T _data[4];
|
|
};
|
|
|
|
/// Unary +, do nothing ...
|
|
template<typename T>
|
|
inline
|
|
const SGQuat<T>&
|
|
operator+(const SGQuat<T>& v)
|
|
{ return v; }
|
|
|
|
/// Unary -, do nearly nothing
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
operator-(const SGQuat<T>& v)
|
|
{ return SGQuat<T>(-v(0), -v(1), -v(2), -v(3)); }
|
|
|
|
/// Binary +
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
operator+(const SGQuat<T>& v1, const SGQuat<T>& v2)
|
|
{ return SGQuat<T>(v1(0)+v2(0), v1(1)+v2(1), v1(2)+v2(2), v1(3)+v2(3)); }
|
|
|
|
/// Binary -
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
operator-(const SGQuat<T>& v1, const SGQuat<T>& v2)
|
|
{ return SGQuat<T>(v1(0)-v2(0), v1(1)-v2(1), v1(2)-v2(2), v1(3)-v2(3)); }
|
|
|
|
/// Scalar multiplication
|
|
template<typename S, typename T>
|
|
inline
|
|
SGQuat<T>
|
|
operator*(S s, const SGQuat<T>& v)
|
|
{ return SGQuat<T>(s*v(0), s*v(1), s*v(2), s*v(3)); }
|
|
|
|
/// Scalar multiplication
|
|
template<typename S, typename T>
|
|
inline
|
|
SGQuat<T>
|
|
operator*(const SGQuat<T>& v, S s)
|
|
{ return SGQuat<T>(s*v(0), s*v(1), s*v(2), s*v(3)); }
|
|
|
|
/// Quaterion multiplication
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
operator*(const SGQuat<T>& v1, const SGQuat<T>& v2)
|
|
{
|
|
SGQuat<T> v;
|
|
v.x() = v1.w()*v2.x() + v1.x()*v2.w() + v1.y()*v2.z() - v1.z()*v2.y();
|
|
v.y() = v1.w()*v2.y() - v1.x()*v2.z() + v1.y()*v2.w() + v1.z()*v2.x();
|
|
v.z() = v1.w()*v2.z() + v1.x()*v2.y() - v1.y()*v2.x() + v1.z()*v2.w();
|
|
v.w() = v1.w()*v2.w() - v1.x()*v2.x() - v1.y()*v2.y() - v1.z()*v2.z();
|
|
return v;
|
|
}
|
|
|
|
/// Now define the inplace multiplication
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>&
|
|
SGQuat<T>::operator*=(const SGQuat& v)
|
|
{ (*this) = (*this)*v; return *this; }
|
|
|
|
/// The conjugate of the quaternion, this is also the
|
|
/// inverse for normalized quaternions
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
conj(const SGQuat<T>& v)
|
|
{ return SGQuat<T>(-v(0), -v(1), -v(2), v(3)); }
|
|
|
|
/// The conjugate of the quaternion, this is also the
|
|
/// inverse for normalized quaternions
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
inverse(const SGQuat<T>& v)
|
|
{ return (1/dot(v, v))*SGQuat<T>(-v(0), -v(1), -v(2), v(3)); }
|
|
|
|
/// The imagniary part of the quaternion
|
|
template<typename T>
|
|
inline
|
|
T
|
|
real(const SGQuat<T>& v)
|
|
{ return v.w(); }
|
|
|
|
/// The imagniary part of the quaternion
|
|
template<typename T>
|
|
inline
|
|
SGVec3<T>
|
|
imag(const SGQuat<T>& v)
|
|
{ return SGVec3<T>(v.x(), v.y(), v.z()); }
|
|
|
|
/// Scalar dot product
|
|
template<typename T>
|
|
inline
|
|
T
|
|
dot(const SGQuat<T>& v1, const SGQuat<T>& v2)
|
|
{ return v1(0)*v2(0) + v1(1)*v2(1) + v1(2)*v2(2) + v1(3)*v2(3); }
|
|
|
|
/// The euclidean norm of the vector, that is what most people call length
|
|
template<typename T>
|
|
inline
|
|
T
|
|
norm(const SGQuat<T>& v)
|
|
{ return sqrt(dot(v, v)); }
|
|
|
|
/// The euclidean norm of the vector, that is what most people call length
|
|
template<typename T>
|
|
inline
|
|
T
|
|
length(const SGQuat<T>& v)
|
|
{ return sqrt(dot(v, v)); }
|
|
|
|
/// The 1-norm of the vector, this one is the fastest length function we
|
|
/// can implement on modern cpu's
|
|
template<typename T>
|
|
inline
|
|
T
|
|
norm1(const SGQuat<T>& v)
|
|
{ return fabs(v(0)) + fabs(v(1)) + fabs(v(2)) + fabs(v(3)); }
|
|
|
|
/// The euclidean norm of the vector, that is what most people call length
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
normalize(const SGQuat<T>& q)
|
|
{ return (1/norm(q))*q; }
|
|
|
|
/// Return true if exactly the same
|
|
template<typename T>
|
|
inline
|
|
bool
|
|
operator==(const SGQuat<T>& v1, const SGQuat<T>& v2)
|
|
{ return v1(0)==v2(0) && v1(1)==v2(1) && v1(2)==v2(2) && v1(3)==v2(3); }
|
|
|
|
/// Return true if not exactly the same
|
|
template<typename T>
|
|
inline
|
|
bool
|
|
operator!=(const SGQuat<T>& v1, const SGQuat<T>& v2)
|
|
{ return ! (v1 == v2); }
|
|
|
|
/// Return true if equal to the relative tolerance tol
|
|
/// Note that this is not the same than comparing quaternions to represent
|
|
/// the same rotation
|
|
template<typename T>
|
|
inline
|
|
bool
|
|
equivalent(const SGQuat<T>& v1, const SGQuat<T>& v2, T tol)
|
|
{ return norm1(v1 - v2) < tol*(norm1(v1) + norm1(v2)); }
|
|
|
|
/// Return true if about equal to roundoff of the underlying type
|
|
/// Note that this is not the same than comparing quaternions to represent
|
|
/// the same rotation
|
|
template<typename T>
|
|
inline
|
|
bool
|
|
equivalent(const SGQuat<T>& v1, const SGQuat<T>& v2)
|
|
{ return equivalent(v1, v2, 100*SGLimits<T>::epsilon()); }
|
|
|
|
#ifndef NDEBUG
|
|
template<typename T>
|
|
inline
|
|
bool
|
|
isNaN(const SGQuat<T>& v)
|
|
{
|
|
return SGMisc<T>::isNaN(v(0)) || SGMisc<T>::isNaN(v(1))
|
|
|| SGMisc<T>::isNaN(v(2)) || SGMisc<T>::isNaN(v(3));
|
|
}
|
|
#endif
|
|
|
|
/// quaternion interpolation for t in [0,1] interpolate between src (=0)
|
|
/// and dst (=1)
|
|
template<typename T>
|
|
inline
|
|
SGQuat<T>
|
|
interpolate(T t, const SGQuat<T>& src, const SGQuat<T>& dst)
|
|
{
|
|
T cosPhi = dot(src, dst);
|
|
// need to take the shorter way ...
|
|
int signCosPhi = SGMisc<T>::sign(cosPhi);
|
|
// cosPhi must be corrected for that sign
|
|
cosPhi = fabs(cosPhi);
|
|
|
|
// first opportunity to fail - make sure acos will succeed later -
|
|
// result is correct
|
|
if (1 <= cosPhi)
|
|
return dst;
|
|
|
|
// now the half angle between the orientations
|
|
T o = acos(cosPhi);
|
|
|
|
// 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()) {
|
|
scale0 = 1 - t;
|
|
scale1 = t;
|
|
} else {
|
|
// note that we can give a positive lower bound for sin(o) here
|
|
T sino = sin(o);
|
|
T so = 1/sino;
|
|
scale0 = sin((1 - t)*o)*so;
|
|
scale1 = sin(t*o)*so;
|
|
}
|
|
|
|
return scale0*src + signCosPhi*scale1*dst;
|
|
}
|
|
|
|
/// Output to an ostream
|
|
template<typename char_type, typename traits_type, typename T>
|
|
inline
|
|
std::basic_ostream<char_type, traits_type>&
|
|
operator<<(std::basic_ostream<char_type, traits_type>& s, const SGQuat<T>& v)
|
|
{ return s << "[ " << v(0) << ", " << v(1) << ", " << v(2) << ", " << v(3) << " ]"; }
|
|
|
|
inline
|
|
SGQuatf
|
|
toQuatf(const SGQuatd& v)
|
|
{ return SGQuatf((float)v(0), (float)v(1), (float)v(2), (float)v(3)); }
|
|
|
|
inline
|
|
SGQuatd
|
|
toQuatd(const SGQuatf& v)
|
|
{ return SGQuatd(v(0), v(1), v(2), v(3)); }
|
|
|
|
#endif
|