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simgear/simgear/math/SGQuat.hxx
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Mathias Froehlich 2cc5e776b3 math: Remove SGMath osg dependency.
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.
2012-03-03 13:35:20 +01:00

780 lines
23 KiB
C++

// Copyright (C) 2006-2009 Mathias Froehlich - Mathias.Froehlich@web.de
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library 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
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifndef SGQuat_H
#define SGQuat_H
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
/// Quaternion Class
template<typename T>
class SGQuat {
public:
typedef T value_type;
/// Default constructor. Does not initialize at all.
/// If you need them zero initialized, SGQuat::zeros()
SGQuat(void)
{
/// Initialize with nans in the debug build, that will guarantee to have
/// a fast uninitialized default constructor in the release but shows up
/// uninitialized values in the debug build very fast ...
#ifndef NDEBUG
for (unsigned i = 0; i < 4; ++i)
data()[i] = SGLimits<T>::quiet_NaN();
#endif
}
/// Constructor. Initialize by the given values
SGQuat(T _x, T _y, T _z, T _w)
{ x() = _x; y() = _y; z() = _z; w() = _w; }
/// Constructor. Initialize by the content of a plain array,
/// make sure it has at least 4 elements
explicit SGQuat(const T* d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; data()[3] = d[3]; }
/// Return a unit quaternion
static SGQuat unit(void)
{ return fromRealImag(1, SGVec3<T>(0, 0, 0)); }
/// Return a quaternion from euler angles
static SGQuat fromEulerRad(T z, T y, T x)
{
SGQuat q;
T zd2 = T(0.5)*z; T yd2 = T(0.5)*y; T xd2 = T(0.5)*x;
T Szd2 = sin(zd2); T Syd2 = sin(yd2); T Sxd2 = sin(xd2);
T Czd2 = cos(zd2); T Cyd2 = cos(yd2); T Cxd2 = cos(xd2);
T Cxd2Czd2 = Cxd2*Czd2; T Cxd2Szd2 = Cxd2*Szd2;
T Sxd2Szd2 = Sxd2*Szd2; T Sxd2Czd2 = Sxd2*Czd2;
q.w() = Cxd2Czd2*Cyd2 + Sxd2Szd2*Syd2;
q.x() = Sxd2Czd2*Cyd2 - Cxd2Szd2*Syd2;
q.y() = Cxd2Czd2*Syd2 + Sxd2Szd2*Cyd2;
q.z() = Cxd2Szd2*Cyd2 - Sxd2Czd2*Syd2;
return q;
}
/// Return a quaternion from euler angles in degrees
static SGQuat fromEulerDeg(T z, T y, T x)
{
return fromEulerRad(SGMisc<T>::deg2rad(z), SGMisc<T>::deg2rad(y),
SGMisc<T>::deg2rad(x));
}
/// Return a quaternion from euler angles
static SGQuat fromYawPitchRoll(T y, T p, T r)
{ return fromEulerRad(y, p, r); }
/// Return a quaternion from euler angles
static SGQuat fromYawPitchRollDeg(T y, T p, T r)
{ return fromEulerDeg(y, p, r); }
/// Return a quaternion from euler angles
static SGQuat fromHeadAttBank(T h, T a, T b)
{ return fromEulerRad(h, a, b); }
/// Return a quaternion from euler angles
static SGQuat fromHeadAttBankDeg(T h, T a, T b)
{ return fromEulerDeg(h, a, b); }
/// Return a quaternion rotation from the earth centered to the
/// simulation usual horizontal local frame from given
/// longitude and latitude.
/// The horizontal local frame used in simulations is the frame with x-axis
/// pointing north, the y-axis pointing eastwards and the z axis
/// pointing downwards.
static SGQuat fromLonLatRad(T lon, T lat)
{
SGQuat q;
T zd2 = T(0.5)*lon;
T yd2 = T(-0.25)*SGMisc<T>::pi() - T(0.5)*lat;
T Szd2 = sin(zd2);
T Syd2 = sin(yd2);
T Czd2 = cos(zd2);
T Cyd2 = cos(yd2);
q.w() = Czd2*Cyd2;
q.x() = -Szd2*Syd2;
q.y() = Czd2*Syd2;
q.z() = Szd2*Cyd2;
return q;
}
/// Like the above provided for convenience
static SGQuat fromLonLatDeg(T lon, T lat)
{ return fromLonLatRad(SGMisc<T>::deg2rad(lon), SGMisc<T>::deg2rad(lat)); }
/// Like the above provided for convenience
static SGQuat fromLonLat(const SGGeod& geod)
{ return fromLonLatRad(geod.getLongitudeRad(), geod.getLatitudeRad()); }
/// Create a quaternion from the angle axis representation
static SGQuat fromAngleAxis(T angle, const SGVec3<T>& axis)
{
T angle2 = T(0.5)*angle;
return fromRealImag(cos(angle2), T(sin(angle2))*axis);
}
/// Create a quaternion from the angle axis representation
static SGQuat fromAngleAxisDeg(T angle, const SGVec3<T>& axis)
{ return fromAngleAxis(SGMisc<T>::deg2rad(angle), axis); }
/// Create a quaternion from the angle axis representation where the angle
/// is stored in the axis' length
static SGQuat fromAngleAxis(const SGVec3<T>& axis)
{
T nAxis = norm(axis);
if (nAxis <= SGLimits<T>::min())
return SGQuat::unit();
T angle2 = T(0.5)*nAxis;
return fromRealImag(cos(angle2), T(sin(angle2)/nAxis)*axis);
}
/// Create a normalized quaternion just from the imaginary part.
/// The imaginary part should point into that axis direction that results in
/// a quaternion with a positive real part.
/// This is the smallest numerically stable representation of an orientation
/// in space. See getPositiveRealImag()
static SGQuat fromPositiveRealImag(const SGVec3<T>& imag)
{
T r = sqrt(SGMisc<T>::max(T(0), T(1) - dot(imag, imag)));
return fromRealImag(r, imag);
}
/// 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())
return SGQuat::unit();
return SGQuat::fromRotateToNorm((1/nfrom)*from, (1/nto)*to);
}
/// 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())
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())
return SGQuat::unit();
// The target vector for the first rotation
SGVec3<T> nto1 = SGVec3<T>::zeros();
SGVec3<T> nto2 = SGVec3<T>::zeros();
nto1[i1] = 1;
nto2[i2] = 1;
// The first rotation can be done with the usual routine.
SGQuat q = SGQuat::fromRotateToNorm(nv1, nto1);
// The rotation axis for the second rotation is the
// target for the first one, so the rotation axis is nto1
// We need to get the angle.
// Make nv2 exactly orthogonal to nv1.
nv2 = normalize(nv2 - dv1v2*nv1);
SGVec3<T> tnv2 = q.transform(nv2);
T cosang = dot(nto2, tnv2);
T cos05ang = T(0.5)+T(0.5)*cosang;
if (cos05ang <= 0)
cosang = 0;
cos05ang = sqrt(cos05ang);
T sig = dot(nto1, cross(nto2, tnv2));
T sin05ang = T(0.5)-T(0.5)*cosang;
if (sin05ang <= 0)
sin05ang = 0;
sin05ang = copysign(sqrt(sin05ang), sig);
q *= SGQuat::fromRealImag(cos05ang, sin05ang*nto1);
return q;
}
// Return a quaternion which rotates the vector given by v
// to the vector -v. Other directions are *not* preserved.
static SGQuat fromChangeSign(const SGVec3<T>& v)
{
// The vector from points to the oposite direction than to.
// Find a vector perpendicular to the vector to.
T absv1 = fabs(v(0));
T absv2 = fabs(v(1));
T absv3 = fabs(v(2));
SGVec3<T> axis;
if (absv2 < absv1 && absv3 < absv1) {
T quot = v(1)/v(0);
axis = (1/sqrt(1+quot*quot))*SGVec3<T>(quot, -1, 0);
} else if (absv1 < absv2 && absv3 < absv2) {
T quot = v(2)/v(1);
axis = (1/sqrt(1+quot*quot))*SGVec3<T>(0, quot, -1);
} else if (absv1 < absv3 && absv2 < absv3) {
T quot = v(0)/v(2);
axis = (1/sqrt(1+quot*quot))*SGVec3<T>(-1, 0, quot);
} else {
// The all zero case.
return SGQuat::unit();
}
return SGQuat::fromRealImag(0, axis);
}
/// Return a quaternion from real and imaginary part
static SGQuat fromRealImag(T r, const SGVec3<T>& i)
{
SGQuat q;
q.w() = r;
q.x() = i.x();
q.y() = i.y();
q.z() = i.z();
return q;
}
/// Return an all zero vector
static SGQuat zeros(void)
{ return SGQuat(0, 0, 0, 0); }
/// write the euler angles into the references
void getEulerRad(T& zRad, T& yRad, T& xRad) const
{
T sqrQW = w()*w();
T sqrQX = x()*x();
T sqrQY = y()*y();
T sqrQZ = z()*z();
T num = 2*(y()*z() + w()*x());
T den = sqrQW - sqrQX - sqrQY + sqrQZ;
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 = 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())
zRad = 0;
else {
T psi = atan2(num, den);
if (psi < 0)
psi += 2*SGMisc<T>::pi();
zRad = psi;
}
}
/// write the euler angles in degrees into the references
void getEulerDeg(T& zDeg, T& yDeg, T& xDeg) const
{
getEulerRad(zDeg, yDeg, xDeg);
zDeg = SGMisc<T>::rad2deg(zDeg);
yDeg = SGMisc<T>::rad2deg(yDeg);
xDeg = SGMisc<T>::rad2deg(xDeg);
}
/// write the angle axis representation into the references
void getAngleAxis(T& angle, SGVec3<T>& axis) const
{
T nrm = norm(*this);
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())
axis = SGVec3<T>(1, 0, 0);
else
axis = (rNrm/sAng)*imag(*this);
angle *= 2;
}
}
/// write the angle axis representation into the references
void getAngleAxis(SGVec3<T>& axis) const
{
T angle;
getAngleAxis(angle, axis);
axis *= angle;
}
/// Get the imaginary part of the quaternion.
/// The imaginary part should point into that axis direction that results in
/// a quaternion with a positive real part.
/// This is the smallest numerically stable representation of an orientation
/// in space. See fromPositiveRealImag()
SGVec3<T> getPositiveRealImag() const
{
if (real(*this) < T(0))
return (T(-1)/norm(*this))*imag(*this);
else
return (T(1)/norm(*this))*imag(*this);
}
/// Access by index, the index is unchecked
const T& operator()(unsigned i) const
{ return data()[i]; }
/// Access by index, the index is unchecked
T& operator()(unsigned i)
{ return data()[i]; }
/// Access raw data by index, the index is unchecked
const T& operator[](unsigned i) const
{ return data()[i]; }
/// Access raw data by index, the index is unchecked
T& operator[](unsigned i)
{ return data()[i]; }
/// Access the x component
const T& x(void) const
{ return data()[0]; }
/// Access the x component
T& x(void)
{ return data()[0]; }
/// Access the y component
const T& y(void) const
{ return data()[1]; }
/// Access the y component
T& y(void)
{ return data()[1]; }
/// Access the z component
const T& z(void) const
{ return data()[2]; }
/// Access the z component
T& z(void)
{ return data()[2]; }
/// Access the w component
const T& w(void) const
{ return data()[3]; }
/// Access the w component
T& w(void)
{ return data()[3]; }
/// Get the data pointer
const T (&data(void) const)[4]
{ return _data; }
/// Get the data pointer
T (&data(void))[4]
{ return _data; }
/// Inplace addition
SGQuat& operator+=(const SGQuat& v)
{ data()[0]+=v(0);data()[1]+=v(1);data()[2]+=v(2);data()[3]+=v(3);return *this; }
/// Inplace subtraction
SGQuat& operator-=(const SGQuat& v)
{ data()[0]-=v(0);data()[1]-=v(1);data()[2]-=v(2);data()[3]-=v(3);return *this; }
/// Inplace scalar multiplication
template<typename S>
SGQuat& operator*=(S s)
{ data()[0] *= s; data()[1] *= s; data()[2] *= s; data()[3] *= s; return *this; }
/// Inplace scalar multiplication by 1/s
template<typename S>
SGQuat& operator/=(S s)
{ return operator*=(1/T(s)); }
/// Inplace quaternion multiplication
SGQuat& operator*=(const SGQuat& v);
/// Transform a vector from the current coordinate frame to a coordinate
/// frame rotated with the quaternion
SGVec3<T> transform(const SGVec3<T>& v) const
{
T r = 2/dot(*this, *this);
SGVec3<T> qimag = imag(*this);
T qr = real(*this);
return (r*qr*qr - 1)*v + (r*dot(qimag, v))*qimag - (r*qr)*cross(qimag, v);
}
/// Transform a vector from the coordinate frame rotated with the quaternion
/// to the current coordinate frame
SGVec3<T> backTransform(const SGVec3<T>& v) const
{
T r = 2/dot(*this, *this);
SGVec3<T> qimag = imag(*this);
T qr = real(*this);
return (r*qr*qr - 1)*v + (r*dot(qimag, v))*qimag + (r*qr)*cross(qimag, v);
}
/// Rotate a given vector with the quaternion
SGVec3<T> rotate(const SGVec3<T>& v) const
{ return backTransform(v); }
/// Rotate a given vector with the inverse quaternion
SGVec3<T> rotateBack(const SGVec3<T>& v) const
{ return transform(v); }
/// Return the time derivative of the quaternion given the angular velocity
SGQuat
derivative(const SGVec3<T>& angVel) const
{
SGQuat deriv;
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;
}
/// Return the angular velocity w that makes q0 translate to q1 using
/// 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