frame.cpp
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1 /****************************************************************************
2 
3  Copyright (C) 2002-2013 Gilles Debunne. All rights reserved.
4 
5  This file is part of the QGLViewer library version 2.4.0.
6 
7  http://www.libqglviewer.com - contact@libqglviewer.com
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10  versions 2.0 or 3.0 as published by the Free Software Foundation and
11  appearing in the LICENSE file included in the packaging of this file.
12  In addition, as a special exception, Gilles Debunne gives you certain
13  additional rights, described in the file GPL_EXCEPTION in this package.
14 
15  libQGLViewer uses dual licensing. Commercial/proprietary software must
16  purchase a libQGLViewer Commercial License.
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18  This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
19  WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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21 *****************************************************************************/
22 
23 #include "domUtils.h"
24 #include "frame.h"
25 #include <math.h>
26 
27 using namespace qglviewer;
28 using namespace std;
29 
30 
36  : constraint_(NULL), referenceFrame_(NULL)
37 {}
38 
46  : t_(position), q_(orientation), constraint_(NULL), referenceFrame_(NULL)
47 {}
48 
55 {
56  // Automatic compiler generated version would not emit the modified() signals as is done in
57  // setTranslationAndRotation.
59  setConstraint(frame.constraint());
61  return *this;
62 }
63 
68 Frame::Frame(const Frame& frame)
69  : QObject()
70 {
71  (*this) = frame;
72 }
73 
75 
123 const GLdouble* Frame::matrix() const
124 {
125  static GLdouble m[4][4];
126  getMatrix(m);
127  return (const GLdouble*)(m);
128 }
129 
131 void Frame::getMatrix(GLdouble m[4][4]) const
132 {
133  q_.getMatrix(m);
134 
135  m[3][0] = t_[0];
136  m[3][1] = t_[1];
137  m[3][2] = t_[2];
138 }
139 
141 void Frame::getMatrix(GLdouble m[16]) const
142 {
143  q_.getMatrix(m);
144 
145  m[12] = t_[0];
146  m[13] = t_[1];
147  m[14] = t_[2];
148 }
149 
165 {
166  Frame fr(-(q_.inverseRotate(t_)), q_.inverse());
168  return fr;
169 }
170 
196 const GLdouble* Frame::worldMatrix() const
197 {
198  // This test is done for efficiency reasons (creates lots of temp objects otherwise).
199  if (referenceFrame())
200  {
201  static Frame fr;
202  fr.setTranslation(position());
203  fr.setRotation(orientation());
204  return fr.matrix();
205  }
206  else
207  return matrix();
208 }
209 
211 void Frame::getWorldMatrix(GLdouble m[4][4]) const
212 {
213  const GLdouble* mat = worldMatrix();
214  for (int i=0; i<4; ++i)
215  for (int j=0; j<4; ++j)
216  m[i][j] = mat[i*4+j];
217 }
218 
220 void Frame::getWorldMatrix(GLdouble m[16]) const
221 {
222  const GLdouble* mat = worldMatrix();
223  for (int i=0; i<16; ++i)
224  m[i] = mat[i];
225 }
226 
228 void Frame::setFromMatrix(const GLdouble m[4][4])
229 {
230  if (fabs(m[3][3]) < 1E-8)
231  {
232  qWarning("Frame::setFromMatrix: Null homogeneous coefficient");
233  return;
234  }
235 
236  double rot[3][3];
237  for (int i=0; i<3; ++i)
238  {
239  t_[i] = m[3][i] / m[3][3];
240  for (int j=0; j<3; ++j)
241  // Beware of the transposition (OpenGL to European math)
242  rot[i][j] = m[j][i] / m[3][3];
243  }
245  Q_EMIT modified();
246 }
247 
272 void Frame::setFromMatrix(const GLdouble m[16])
273 {
274  GLdouble mat[4][4];
275  for (int i=0; i<4; ++i)
276  for (int j=0; j<4; ++j)
277  mat[i][j] = m[i*4+j];
278  setFromMatrix(mat);
279 }
280 
282 
283 
285 void Frame::setTranslation(float x, float y, float z)
286 {
287  setTranslation(Vec(x, y, z));
288 }
289 
291 void Frame::getTranslation(float& x, float& y, float& z) const
292 {
293  const Vec t = translation();
294  x = t[0];
295  y = t[1];
296  z = t[2];
297 }
298 
300 void Frame::setRotation(double q0, double q1, double q2, double q3)
301 {
302  setRotation(Quaternion(q0, q1, q2, q3));
303 }
304 
308 void Frame::getRotation(double& q0, double& q1, double& q2, double& q3) const
309 {
310  const Quaternion q = rotation();
311  q0 = q[0];
312  q1 = q[1];
313  q2 = q[2];
314  q3 = q[3];
315 }
316 
318 
327 void Frame::translate(const Vec& t)
328 {
329  Vec tbis = t;
330  translate(tbis);
331 }
332 
336 {
337  if (constraint())
338  constraint()->constrainTranslation(t, this);
339  t_ += t;
340  Q_EMIT modified();
341 }
342 
344 void Frame::translate(float x, float y, float z)
345 {
346  Vec t(x,y,z);
347  translate(t);
348 }
349 
351 void Frame::translate(float& x, float& y, float& z)
352 {
353  Vec t(x,y,z);
354  translate(t);
355  x = t[0];
356  y = t[1];
357  z = t[2];
358 }
359 
368 void Frame::rotate(const Quaternion& q)
369 {
370  Quaternion qbis = q;
371  rotate(qbis);
372 }
373 
377 {
378  if (constraint())
379  constraint()->constrainRotation(q, this);
380  q_ *= q;
381  q_.normalize(); // Prevents numerical drift
382  Q_EMIT modified();
383 }
384 
386 void Frame::rotate(double& q0, double& q1, double& q2, double& q3)
387 {
388  Quaternion q(q0,q1,q2,q3);
389  rotate(q);
390  q0 = q[0];
391  q1 = q[1];
392  q2 = q[2];
393  q3 = q[3];
394 }
395 
397 void Frame::rotate(double q0, double q1, double q2, double q3)
398 {
399  Quaternion q(q0,q1,q2,q3);
400  rotate(q);
401 }
402 
415 {
416  if (constraint())
417  constraint()->constrainRotation(rotation, this);
418  q_ *= rotation;
419  q_.normalize(); // Prevents numerical drift
420  Vec trans = point + Quaternion(inverseTransformOf(rotation.axis()), rotation.angle()).rotate(position()-point) - t_;
421  if (constraint())
422  constraint()->constrainTranslation(trans, this);
423  t_ += trans;
424  Q_EMIT modified();
425 }
426 
430 {
431  Quaternion rot = rotation;
432  rotateAroundPoint(rot, point);
433 }
434 
436 
444 {
445  if (referenceFrame())
447  else
448  setTranslation(position);
449 }
450 
452 void Frame::setPosition(float x, float y, float z)
453 {
454  setPosition(Vec(x, y, z));
455 }
456 
463 {
464  if (referenceFrame())
465  {
466  t_ = referenceFrame()->coordinatesOf(position);
468  }
469  else
470  {
471  t_ = position;
472  q_ = orientation;
473  }
474  Q_EMIT modified();
475 }
476 
477 
484 {
485  t_ = translation;
486  q_ = rotation;
487  Q_EMIT modified();
488 }
489 
490 
492 void Frame::getPosition(float& x, float& y, float& z) const
493 {
494  Vec p = position();
495  x = p.x;
496  y = p.y;
497  z = p.z;
498 }
499 
506 {
507  if (referenceFrame())
508  setRotation(referenceFrame()->orientation().inverse() * orientation);
509  else
510  setRotation(orientation);
511 }
512 
514 void Frame::setOrientation(double q0, double q1, double q2, double q3)
515 {
516  setOrientation(Quaternion(q0, q1, q2, q3));
517 }
518 
526 void Frame::getOrientation(double& q0, double& q1, double& q2, double& q3) const
527 {
528  Quaternion o = orientation();
529  q0 = o[0];
530  q1 = o[1];
531  q2 = o[2];
532  q3 = o[3];
533 }
534 
538 {
539  Quaternion res = rotation();
540  const Frame* fr = referenceFrame();
541  while (fr != NULL)
542  {
543  res = fr->rotation() * res;
544  fr = fr->referenceFrame();
545  }
546  return res;
547 }
548 
549 
551 
557 {
558  Vec deltaT = translation - this->translation();
559  if (constraint())
560  constraint()->constrainTranslation(deltaT, this);
561 
562  setTranslation(this->translation() + deltaT);
563  translation = this->translation();
564 }
565 
571 {
572  Quaternion deltaQ = this->rotation().inverse() * rotation;
573  if (constraint())
574  constraint()->constrainRotation(deltaQ, this);
575 
576  // Prevent numerical drift
577  deltaQ.normalize();
578 
579  setRotation(this->rotation() * deltaQ);
580  q_.normalize();
581  rotation = this->rotation();
582 }
583 
587 {
588  Vec deltaT = translation - this->translation();
589  Quaternion deltaQ = this->rotation().inverse() * rotation;
590 
591  if (constraint())
592  {
593  constraint()->constrainTranslation(deltaT, this);
594  constraint()->constrainRotation(deltaQ, this);
595  }
596 
597  // Prevent numerical drift
598  deltaQ.normalize();
599 
600  t_ += deltaT;
601  q_ *= deltaQ;
602  q_.normalize();
603 
604  translation = this->translation();
605  rotation = this->rotation();
606 
607  Q_EMIT modified();
608 }
609 
613 {
614  if (referenceFrame())
615  position = referenceFrame()->coordinatesOf(position);
616 
618 }
619 
623 {
624  if (referenceFrame())
625  orientation = referenceFrame()->orientation().inverse() * orientation;
626 
627  setRotationWithConstraint(orientation);
628 }
629 
633 {
634  if (referenceFrame())
635  {
636  position = referenceFrame()->coordinatesOf(position);
637  orientation = referenceFrame()->orientation().inverse() * orientation;
638  }
639  setTranslationAndRotationWithConstraint(position, orientation);
640 }
641 
642 
644 
656 void Frame::setReferenceFrame(const Frame* const refFrame)
657 {
659  qWarning("Frame::setReferenceFrame would create a loop in Frame hierarchy");
660  else
661  {
662  bool identical = (referenceFrame_ == refFrame);
663  referenceFrame_ = refFrame;
664  if (!identical)
665  Q_EMIT modified();
666  }
667 }
668 
672 {
673  const Frame* f = frame;
674  while (f != NULL)
675  {
676  if (f == this)
677  return true;
678  f = f->referenceFrame();
679  }
680  return false;
681 }
682 
684 
693 Vec Frame::coordinatesOf(const Vec& src) const
694 {
695  if (referenceFrame())
697  else
698  return localCoordinatesOf(src);
699 }
700 
707 {
708  const Frame* fr = this;
709  Vec res = src;
710  while (fr != NULL)
711  {
712  res = fr->localInverseCoordinatesOf(res);
713  fr = fr->referenceFrame();
714  }
715  return res;
716 }
717 
723 {
724  return rotation().inverseRotate(src - translation());
725 }
726 
732 {
733  return rotation().rotate(src) + translation();
734 }
735 
740 Vec Frame::coordinatesOfFrom(const Vec& src, const Frame* const from) const
741 {
742  if (this == from)
743  return src;
744  else
745  if (referenceFrame())
747  else
748  return localCoordinatesOf(from->inverseCoordinatesOf(src));
749 }
750 
755 Vec Frame::coordinatesOfIn(const Vec& src, const Frame* const in) const
756 {
757  const Frame* fr = this;
758  Vec res = src;
759  while ((fr != NULL) && (fr != in))
760  {
761  res = fr->localInverseCoordinatesOf(res);
762  fr = fr->referenceFrame();
763  }
764 
765  if (fr != in)
766  // in was not found in the branch of this, res is now expressed in the world
767  // coordinate system. Simply convert to in coordinate system.
768  res = in->coordinatesOf(res);
769 
770  return res;
771 }
772 
774 
776 void Frame::getCoordinatesOf(const float src[3], float res[3]) const
777 {
778  const Vec r = coordinatesOf(Vec(src));
779  for (int i=0; i<3 ; ++i)
780  res[i] = r[i];
781 }
782 
784 void Frame::getInverseCoordinatesOf(const float src[3], float res[3]) const
785 {
786  const Vec r = inverseCoordinatesOf(Vec(src));
787  for (int i=0; i<3 ; ++i)
788  res[i] = r[i];
789 }
790 
792 void Frame::getLocalCoordinatesOf(const float src[3], float res[3]) const
793 {
794  const Vec r = localCoordinatesOf(Vec(src));
795  for (int i=0; i<3 ; ++i)
796  res[i] = r[i];
797 }
798 
800 void Frame::getLocalInverseCoordinatesOf(const float src[3], float res[3]) const
801 {
802  const Vec r = localInverseCoordinatesOf(Vec(src));
803  for (int i=0; i<3 ; ++i)
804  res[i] = r[i];
805 }
806 
808 void Frame::getCoordinatesOfIn(const float src[3], float res[3], const Frame* const in) const
809 {
810  const Vec r = coordinatesOfIn(Vec(src), in);
811  for (int i=0; i<3 ; ++i)
812  res[i] = r[i];
813 }
814 
816 void Frame::getCoordinatesOfFrom(const float src[3], float res[3], const Frame* const from) const
817 {
818  const Vec r = coordinatesOfFrom(Vec(src), from);
819  for (int i=0; i<3 ; ++i)
820  res[i] = r[i];
821 }
822 
823 
825 
834 Vec Frame::transformOf(const Vec& src) const
835 {
836  if (referenceFrame())
838  else
839  return localTransformOf(src);
840 }
841 
848 {
849  const Frame* fr = this;
850  Vec res = src;
851  while (fr != NULL)
852  {
853  res = fr->localInverseTransformOf(res);
854  fr = fr->referenceFrame();
855  }
856  return res;
857 }
858 
863 Vec Frame::localTransformOf(const Vec& src) const
864 {
865  return rotation().inverseRotate(src);
866 }
867 
873 {
874  return rotation().rotate(src);
875 }
876 
881 Vec Frame::transformOfFrom(const Vec& src, const Frame* const from) const
882 {
883  if (this == from)
884  return src;
885  else
886  if (referenceFrame())
887  return localTransformOf(referenceFrame()->transformOfFrom(src, from));
888  else
889  return localTransformOf(from->inverseTransformOf(src));
890 }
891 
896 Vec Frame::transformOfIn(const Vec& src, const Frame* const in) const
897 {
898  const Frame* fr = this;
899  Vec res = src;
900  while ((fr != NULL) && (fr != in))
901  {
902  res = fr->localInverseTransformOf(res);
903  fr = fr->referenceFrame();
904  }
905 
906  if (fr != in)
907  // in was not found in the branch of this, res is now expressed in the world
908  // coordinate system. Simply convert to in coordinate system.
909  res = in->transformOf(res);
910 
911  return res;
912 }
913 
915 
917 void Frame::getTransformOf(const float src[3], float res[3]) const
918 {
919  Vec r = transformOf(Vec(src));
920  for (int i=0; i<3 ; ++i)
921  res[i] = r[i];
922 }
923 
925 void Frame::getInverseTransformOf(const float src[3], float res[3]) const
926 {
927  Vec r = inverseTransformOf(Vec(src));
928  for (int i=0; i<3 ; ++i)
929  res[i] = r[i];
930 }
931 
933 void Frame::getLocalTransformOf(const float src[3], float res[3]) const
934 {
935  Vec r = localTransformOf(Vec(src));
936  for (int i=0; i<3 ; ++i)
937  res[i] = r[i];
938 }
939 
941 void Frame::getLocalInverseTransformOf(const float src[3], float res[3]) const
942 {
943  Vec r = localInverseTransformOf(Vec(src));
944  for (int i=0; i<3 ; ++i)
945  res[i] = r[i];
946 }
947 
949 void Frame::getTransformOfIn(const float src[3], float res[3], const Frame* const in) const
950 {
951  Vec r = transformOfIn(Vec(src), in);
952  for (int i=0; i<3 ; ++i)
953  res[i] = r[i];
954 }
955 
957 void Frame::getTransformOfFrom(const float src[3], float res[3], const Frame* const from) const
958 {
959  Vec r = transformOfFrom(Vec(src), from);
960  for (int i=0; i<3 ; ++i)
961  res[i] = r[i];
962 }
963 
965 
985 QDomElement Frame::domElement(const QString& name, QDomDocument& document) const
986 {
987  // TODO: use translation and rotation instead when referenceFrame is coded...
988  QDomElement e = document.createElement(name);
989  e.appendChild(position().domElement("position", document));
990  e.appendChild(orientation().domElement("orientation", document));
991  return e;
992 }
993 
1002 void Frame::initFromDOMElement(const QDomElement& element)
1003 {
1004  // TODO: use translation and rotation instead when referenceFrame is coded...
1005 
1006  // Reset default values. Attention: destroys constraint.
1007  // *this = Frame();
1008  // This instead ? Better : what is not set is not changed.
1009  // setPositionAndOrientation(Vec(), Quaternion());
1010 
1011  QDomElement child=element.firstChild().toElement();
1012  while (!child.isNull())
1013  {
1014  if (child.tagName() == "position")
1015  setPosition(Vec(child));
1016  if (child.tagName() == "orientation")
1018 
1019  child = child.nextSibling().toElement();
1020  }
1021 }
1022 
1024 
1045 void Frame::alignWithFrame(const Frame* const frame, bool move, float threshold)
1046 {
1047  Vec directions[2][3];
1048  for (int d=0; d<3; ++d)
1049  {
1050  Vec dir((d==0)? 1.0 : 0.0, (d==1)? 1.0 : 0.0, (d==2)? 1.0 : 0.0);
1051  if (frame)
1052  directions[0][d] = frame->inverseTransformOf(dir);
1053  else
1054  directions[0][d] = dir;
1055  directions[1][d] = inverseTransformOf(dir);
1056  }
1057 
1058  float maxProj = 0.0f;
1059  float proj;
1060  unsigned short index[2];
1061  index[0] = index[1] = 0;
1062  for (int i=0; i<3; ++i)
1063  for (int j=0; j<3; ++j)
1064  if ( (proj=fabs(directions[0][i]*directions[1][j])) >= maxProj )
1065  {
1066  index[0] = i;
1067  index[1] = j;
1068  maxProj = proj;
1069  }
1070 
1071  Frame old;
1072  old=*this;
1073 
1074  float coef = directions[0][index[0]] * directions[1][index[1]];
1075  if (fabs(coef) >= threshold)
1076  {
1077  const Vec axis = cross(directions[0][index[0]], directions[1][index[1]]);
1078  float angle = asin(axis.norm());
1079  if (coef >= 0.0)
1080  angle = -angle;
1081  // setOrientation(Quaternion(axis, angle) * orientation());
1082  rotate(rotation().inverse() * Quaternion(axis, angle) * orientation());
1083 
1084  // Try to align an other axis direction
1085  unsigned short d = (index[1]+1) % 3;
1086  Vec dir((d==0)? 1.0 : 0.0, (d==1)? 1.0 : 0.0, (d==2)? 1.0 : 0.0);
1087  dir = inverseTransformOf(dir);
1088 
1089  float max = 0.0f;
1090  for (int i=0; i<3; ++i)
1091  {
1092  float proj = fabs(directions[0][i]*dir);
1093  if (proj > max)
1094  {
1095  index[0] = i;
1096  max = proj;
1097  }
1098  }
1099 
1100  if (max >= threshold)
1101  {
1102  const Vec axis = cross(directions[0][index[0]], dir);
1103  float angle = asin(axis.norm());
1104  if (directions[0][index[0]] * dir >= 0.0)
1105  angle = -angle;
1106  // setOrientation(Quaternion(axis, angle) * orientation());
1107  rotate(rotation().inverse() * Quaternion(axis, angle) * orientation());
1108  }
1109  }
1110 
1111  if (move)
1112  {
1113  Vec center;
1114  if (frame)
1115  center = frame->position();
1116 
1117  // setPosition(center - orientation().rotate(old.coordinatesOf(center)));
1118  translate(center - orientation().rotate(old.coordinatesOf(center)) - translation());
1119  }
1120 }
1121 
1126 void Frame::projectOnLine(const Vec& origin, const Vec& direction)
1127 {
1128  // If you are trying to find a bug here, because of memory problems, you waste your time.
1129  // This is a bug in the gcc 3.3 compiler. Compile the library in debug mode and test.
1130  // Uncommenting this line also seems to solve the problem. Horrible.
1131  // cout << "position = " << position() << endl;
1132  // If you found a problem or are using a different compiler, please let me know.
1133  const Vec shift = origin - position();
1134  Vec proj = shift;
1135  proj.projectOnAxis(direction);
1136  translate(shift-proj);
1137 }
Quaternion inverse() const
Definition: quaternion.h:205
Vec transformOfIn(const Vec &src, const Frame *const in) const
Definition: frame.cpp:896
Constraint * constraint_
Definition: frame.h:414
void getOrientation(double &q0, double &q1, double &q2, double &q3) const
Definition: frame.cpp:526
Vec inverseTransformOf(const Vec &src) const
Definition: frame.cpp:847
void getRotation(double &q0, double &q1, double &q2, double &q3) const
Definition: frame.cpp:308
void getTransformOf(const float src[3], float res[3]) const
Definition: frame.cpp:917
Vec position() const
Definition: frame.h:192
void getLocalInverseTransformOf(const float src[3], float res[3]) const
Definition: frame.cpp:941
void getMatrix(GLdouble m[4][4]) const
Definition: frame.cpp:131
Vec localInverseCoordinatesOf(const Vec &src) const
Definition: frame.cpp:731
Vec transformOf(const Vec &src) const
Definition: frame.cpp:834
void setPositionWithConstraint(Vec &position)
Definition: frame.cpp:612
void getCoordinatesOf(const float src[3], float res[3]) const
Definition: frame.cpp:776
void getLocalCoordinatesOf(const float src[3], float res[3]) const
Definition: frame.cpp:792
void getTransformOfFrom(const float src[3], float res[3], const Frame *const from) const
Definition: frame.cpp:957
void setRotationWithConstraint(Quaternion &rotation)
Definition: frame.cpp:570
double norm() const
Definition: vec.h:339
virtual QDomElement domElement(const QString &name, QDomDocument &document) const
Definition: frame.cpp:985
void getCoordinatesOfIn(const float src[3], float res[3], const Frame *const in) const
Definition: frame.cpp:808
Vec rotate(const Vec &v) const
Definition: quaternion.cpp:76
void getWorldMatrix(GLdouble m[4][4]) const
Definition: frame.cpp:211
virtual void constrainTranslation(Vec &translation, Frame *const frame)
Definition: constraint.h:133
void setConstraint(Constraint *const constraint)
Definition: frame.h:368
void setTranslationWithConstraint(Vec &translation)
Definition: frame.cpp:556
void getCoordinatesOfFrom(const float src[3], float res[3], const Frame *const from) const
Definition: frame.cpp:816
Vec inverseRotate(const Vec &v) const
Definition: quaternion.cpp:68
void setFromRotationMatrix(const float m[3][3])
Definition: quaternion.cpp:151
void setReferenceFrame(const Frame *const refFrame)
Definition: frame.cpp:656
Vec localCoordinatesOf(const Vec &src) const
Definition: frame.cpp:722
void setRotation(const Quaternion &rotation)
Definition: frame.h:222
void getPosition(float &x, float &y, float &z) const
Definition: frame.cpp:492
void rotate(Quaternion &q)
Definition: frame.cpp:376
The Vec class represents 3D positions and 3D vectors.
Definition: vec.h:69
const GLdouble * matrix() const
Definition: frame.cpp:123
double z
Definition: vec.h:85
const GLdouble * worldMatrix() const
Definition: frame.cpp:196
void getLocalTransformOf(const float src[3], float res[3]) const
Definition: frame.cpp:933
bool settingAsReferenceFrameWillCreateALoop(const Frame *const frame)
Definition: frame.cpp:671
void setTranslation(const Vec &translation)
Definition: frame.h:208
Vec localTransformOf(const Vec &src) const
Definition: frame.cpp:863
void projectOnLine(const Vec &origin, const Vec &direction)
Definition: frame.cpp:1126
Quaternion normalized() const
Definition: quaternion.h:238
void getInverseTransformOf(const float src[3], float res[3]) const
Definition: frame.cpp:925
Quaternion rotation() const
Definition: frame.h:244
Quaternion q_
Definition: frame.h:411
void setFromMatrix(const GLdouble m[4][4])
Definition: frame.cpp:228
void getTransformOfIn(const float src[3], float res[3], const Frame *const in) const
Definition: frame.cpp:949
Vec transformOfFrom(const Vec &src, const Frame *const from) const
Definition: frame.cpp:881
void getTranslation(float &x, float &y, float &z) const
Definition: frame.cpp:291
void setTranslationAndRotation(const Vec &translation, const Quaternion &rotation)
Definition: frame.cpp:483
#define Q_EMIT
Definition: config.h:121
Vec coordinatesOf(const Vec &src) const
Definition: frame.cpp:693
void translate(Vec &t)
Definition: frame.cpp:335
The Quaternion class represents 3D rotations and orientations.
Definition: quaternion.h:66
Quaternion orientation() const
Definition: frame.cpp:537
void setOrientationWithConstraint(Quaternion &orientation)
Definition: frame.cpp:622
Vec coordinatesOfFrom(const Vec &src, const Frame *const from) const
Definition: frame.cpp:740
void setTranslationAndRotationWithConstraint(Vec &translation, Quaternion &rotation)
Definition: frame.cpp:586
Constraint * constraint() const
Definition: frame.h:363
void setPosition(const Vec &position)
Definition: frame.cpp:443
void getInverseCoordinatesOf(const float src[3], float res[3]) const
Definition: frame.cpp:784
void projectOnAxis(const Vec &direction)
Definition: vec.cpp:34
const Frame * referenceFrame_
Definition: frame.h:417
The Frame class represents a coordinate system, defined by a position and an orientation.
Definition: frame.h:126
void getMatrix(GLdouble m[4][4]) const
Definition: quaternion.cpp:321
Frame & operator=(const Frame &frame)
Definition: frame.cpp:54
void setOrientation(const Quaternion &orientation)
Definition: frame.cpp:505
void getLocalInverseCoordinatesOf(const float src[3], float res[3]) const
Definition: frame.cpp:800
virtual void constrainRotation(Quaternion &rotation, Frame *const frame)
Definition: constraint.h:142
const Frame * referenceFrame() const
Definition: frame.h:269
Vec translation() const
Definition: frame.h:235
Vec localInverseTransformOf(const Vec &src) const
Definition: frame.cpp:872
Vec inverseCoordinatesOf(const Vec &src) const
Definition: frame.cpp:706
double y
Definition: vec.h:85
Frame inverse() const
Definition: frame.cpp:164
void setPositionAndOrientation(const Vec &position, const Quaternion &orientation)
Definition: frame.cpp:462
Vec coordinatesOfIn(const Vec &src, const Frame *const in) const
Definition: frame.cpp:755
void setPositionAndOrientationWithConstraint(Vec &position, Quaternion &orientation)
Definition: frame.cpp:632
void alignWithFrame(const Frame *const frame, bool move=false, float threshold=0.85f)
Definition: frame.cpp:1045
virtual void initFromDOMElement(const QDomElement &element)
Definition: frame.cpp:1002
void rotateAroundPoint(Quaternion &rotation, const Vec &point)
Definition: frame.cpp:414
double x
Definition: vec.h:85
double angle() const
Definition: quaternion.cpp:234


octovis
Author(s): Kai M. Wurm , Armin Hornung
autogenerated on Mon Jun 10 2019 14:00:24