quaternion.cpp
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2 
3  Copyright (C) 2002-2013 Gilles Debunne. All rights reserved.
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5  This file is part of the QGLViewer library version 2.4.0.
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13  additional rights, described in the file GPL_EXCEPTION in this package.
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22 
23 #include "domUtils.h"
24 #include "quaternion.h"
25 #include <stdlib.h> // RAND_MAX
26 
27 // All the methods are declared inline in Quaternion.h
28 using namespace qglviewer;
29 using namespace std;
30 
35 Quaternion::Quaternion(const Vec& from, const Vec& to)
36 {
37  const double epsilon = 1E-10f;
38 
39  const double fromSqNorm = from.squaredNorm();
40  const double toSqNorm = to.squaredNorm();
41  // Identity Quaternion when one vector is null
42  if ((fromSqNorm < epsilon) || (toSqNorm < epsilon))
43  {
44  q[0]=q[1]=q[2]=0.0;
45  q[3]=1.0;
46  }
47  else
48  {
49  Vec axis = cross(from, to);
50  const double axisSqNorm = axis.squaredNorm();
51 
52  // Aligned vectors, pick any axis, not aligned with from or to
53  if (axisSqNorm < epsilon)
54  axis = from.orthogonalVec();
55 
56  double angle = asin(sqrt(axisSqNorm / (fromSqNorm * toSqNorm)));
57 
58  if (from*to < 0.0)
59  angle = M_PI-angle;
60 
61  setAxisAngle(axis, angle);
62  }
63 }
64 
69 {
70  return inverse().rotate(v);
71 }
72 
76 Vec Quaternion::rotate(const Vec& v) const
77 {
78  const double q00 = 2.0l * q[0] * q[0];
79  const double q11 = 2.0l * q[1] * q[1];
80  const double q22 = 2.0l * q[2] * q[2];
81 
82  const double q01 = 2.0l * q[0] * q[1];
83  const double q02 = 2.0l * q[0] * q[2];
84  const double q03 = 2.0l * q[0] * q[3];
85 
86  const double q12 = 2.0l * q[1] * q[2];
87  const double q13 = 2.0l * q[1] * q[3];
88 
89  const double q23 = 2.0l * q[2] * q[3];
90 
91  return Vec((1.0 - q11 - q22)*v[0] + ( q01 - q23)*v[1] + ( q02 + q13)*v[2],
92  ( q01 + q23)*v[0] + (1.0 - q22 - q00)*v[1] + ( q12 - q03)*v[2],
93  ( q02 - q13)*v[0] + ( q12 + q03)*v[1] + (1.0 - q11 - q00)*v[2] );
94 }
95 
104 void Quaternion::setFromRotationMatrix(const double m[3][3])
105 {
106  // Compute one plus the trace of the matrix
107  const double onePlusTrace = 1.0 + m[0][0] + m[1][1] + m[2][2];
108 
109  if (onePlusTrace > 1E-5)
110  {
111  // Direct computation
112  const double s = sqrt(onePlusTrace) * 2.0;
113  q[0] = (m[2][1] - m[1][2]) / s;
114  q[1] = (m[0][2] - m[2][0]) / s;
115  q[2] = (m[1][0] - m[0][1]) / s;
116  q[3] = 0.25 * s;
117  }
118  else
119  {
120  // Computation depends on major diagonal term
121  if ((m[0][0] > m[1][1])&(m[0][0] > m[2][2]))
122  {
123  const double s = sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2.0;
124  q[0] = 0.25 * s;
125  q[1] = (m[0][1] + m[1][0]) / s;
126  q[2] = (m[0][2] + m[2][0]) / s;
127  q[3] = (m[1][2] - m[2][1]) / s;
128  }
129  else
130  if (m[1][1] > m[2][2])
131  {
132  const double s = sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2.0;
133  q[0] = (m[0][1] + m[1][0]) / s;
134  q[1] = 0.25 * s;
135  q[2] = (m[1][2] + m[2][1]) / s;
136  q[3] = (m[0][2] - m[2][0]) / s;
137  }
138  else
139  {
140  const double s = sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2.0;
141  q[0] = (m[0][2] + m[2][0]) / s;
142  q[1] = (m[1][2] + m[2][1]) / s;
143  q[2] = 0.25 * s;
144  q[3] = (m[0][1] - m[1][0]) / s;
145  }
146  }
147  normalize();
148 }
149 
150 #ifndef DOXYGEN
151 void Quaternion::setFromRotationMatrix(const float m[3][3])
152 {
153  qWarning("setFromRotationMatrix now waits for a double[3][3] parameter");
154 
155  double mat[3][3];
156  for (int i=0; i<3; ++i)
157  for (int j=0; j<3; ++j)
158  mat[i][j] = double(m[i][j]);
159 
160  setFromRotationMatrix(mat);
161 }
162 
163 void Quaternion::setFromRotatedBase(const Vec& X, const Vec& Y, const Vec& Z)
164 {
165  qWarning("setFromRotatedBase is deprecated, use setFromRotatedBasis instead");
166  setFromRotatedBasis(X,Y,Z);
167 }
168 #endif
169 
182 void Quaternion::setFromRotatedBasis(const Vec& X, const Vec& Y, const Vec& Z)
183 {
184  double m[3][3];
185  double normX = X.norm();
186  double normY = Y.norm();
187  double normZ = Z.norm();
188 
189  for (int i=0; i<3; ++i)
190  {
191  m[i][0] = X[i] / normX;
192  m[i][1] = Y[i] / normY;
193  m[i][2] = Z[i] / normZ;
194  }
195 
196  setFromRotationMatrix(m);
197 }
198 
201 void Quaternion::getAxisAngle(Vec& axis, float& angle) const
202 {
203  angle = 2.0*acos(q[3]);
204  axis = Vec(q[0], q[1], q[2]);
205  const double sinus = axis.norm();
206  if (sinus > 1E-8)
207  axis /= sinus;
208 
209  if (angle > M_PI)
210  {
211  angle = 2.0*M_PI - angle;
212  axis = -axis;
213  }
214 }
215 
220 {
221  Vec res = Vec(q[0], q[1], q[2]);
222  const double sinus = res.norm();
223  if (sinus > 1E-8)
224  res /= sinus;
225  return (acos(q[3]) <= M_PI/2.0) ? res : -res;
226 }
227 
234 double Quaternion::angle() const
235 {
236  const double angle = 2.0 * acos(q[3]);
237  return (angle <= M_PI) ? angle : 2.0*M_PI - angle;
238 }
239 
256 QDomElement Quaternion::domElement(const QString& name, QDomDocument& document) const
257 {
258  QDomElement de = document.createElement(name);
259  de.setAttribute("q0", QString::number(q[0]));
260  de.setAttribute("q1", QString::number(q[1]));
261  de.setAttribute("q2", QString::number(q[2]));
262  de.setAttribute("q3", QString::number(q[3]));
263  return de;
264 }
265 
273 void Quaternion::initFromDOMElement(const QDomElement& element)
274 {
275  Quaternion q(element);
276  *this = q;
277 }
278 
286 Quaternion::Quaternion(const QDomElement& element)
287 {
288  QStringList attribute;
289  attribute << "q0" << "q1" << "q2" << "q3";
290 #if QT_VERSION >= 0x040000
291  for (int i=0; i<attribute.size(); ++i)
292 #else
293  for (unsigned int i=0; i<attribute.count(); ++i)
294 #endif
295  q[i] = DomUtils::doubleFromDom(element, attribute[i], ((i<3)?0.0f:1.0f));
296 }
297 
310 const GLdouble* Quaternion::matrix() const
311 {
312  static GLdouble m[4][4];
313  getMatrix(m);
314  return (const GLdouble*)(m);
315 }
316 
321 void Quaternion::getMatrix(GLdouble m[4][4]) const
322 {
323  const double q00 = 2.0l * q[0] * q[0];
324  const double q11 = 2.0l * q[1] * q[1];
325  const double q22 = 2.0l * q[2] * q[2];
326 
327  const double q01 = 2.0l * q[0] * q[1];
328  const double q02 = 2.0l * q[0] * q[2];
329  const double q03 = 2.0l * q[0] * q[3];
330 
331  const double q12 = 2.0l * q[1] * q[2];
332  const double q13 = 2.0l * q[1] * q[3];
333 
334  const double q23 = 2.0l * q[2] * q[3];
335 
336  m[0][0] = 1.0l - q11 - q22;
337  m[1][0] = q01 - q23;
338  m[2][0] = q02 + q13;
339 
340  m[0][1] = q01 + q23;
341  m[1][1] = 1.0l - q22 - q00;
342  m[2][1] = q12 - q03;
343 
344  m[0][2] = q02 - q13;
345  m[1][2] = q12 + q03;
346  m[2][2] = 1.0l - q11 - q00;
347 
348  m[0][3] = 0.0l;
349  m[1][3] = 0.0l;
350  m[2][3] = 0.0l;
351 
352  m[3][0] = 0.0l;
353  m[3][1] = 0.0l;
354  m[3][2] = 0.0l;
355  m[3][3] = 1.0l;
356 }
357 
359 void Quaternion::getMatrix(GLdouble m[16]) const
360 {
361  static GLdouble mat[4][4];
362  getMatrix(mat);
363  int count = 0;
364  for (int i=0; i<4; ++i)
365  for (int j=0; j<4; ++j)
366  m[count++] = mat[i][j];
367 }
368 
375 void Quaternion::getRotationMatrix(float m[3][3]) const
376 {
377  static GLdouble mat[4][4];
378  getMatrix(mat);
379  for (int i=0; i<3; ++i)
380  for (int j=0; j<3; ++j)
381  // Beware of transposition
382  m[i][j] = mat[j][i];
383 }
384 
393 const GLdouble* Quaternion::inverseMatrix() const
394 {
395  static GLdouble m[4][4];
396  getInverseMatrix(m);
397  return (const GLdouble*)(m);
398 }
399 
404 void Quaternion::getInverseMatrix(GLdouble m[4][4]) const
405 {
406  inverse().getMatrix(m);
407 }
408 
410 void Quaternion::getInverseMatrix(GLdouble m[16]) const
411 {
412  inverse().getMatrix(m);
413 }
414 
419 void Quaternion::getInverseRotationMatrix(float m[3][3]) const
420 {
421  static GLdouble mat[4][4];
422  getInverseMatrix(mat);
423  for (int i=0; i<3; ++i)
424  for (int j=0; j<3; ++j)
425  // Beware of transposition
426  m[i][j] = mat[j][i];
427 }
428 
429 
437 Quaternion Quaternion::slerp(const Quaternion& a, const Quaternion& b, float t, bool allowFlip)
438 {
439  double cosAngle = Quaternion::dot(a, b);
440 
441  double c1, c2;
442  // Linear interpolation for close orientations
443  if ((1.0 - fabs(cosAngle)) < 0.01)
444  {
445  c1 = 1.0 - t;
446  c2 = t;
447  }
448  else
449  {
450  // Spherical interpolation
451  double angle = acos(fabs(cosAngle));
452  double sinAngle = sin(angle);
453  c1 = sin(angle * (1.0 - t)) / sinAngle;
454  c2 = sin(angle * t) / sinAngle;
455  }
456 
457  // Use the shortest path
458  if (allowFlip && (cosAngle < 0.0))
459  c1 = -c1;
460 
461  return Quaternion(c1*a[0] + c2*b[0], c1*a[1] + c2*b[1], c1*a[2] + c2*b[2], c1*a[3] + c2*b[3]);
462 }
463 
471 Quaternion Quaternion::squad(const Quaternion& a, const Quaternion& tgA, const Quaternion& tgB, const Quaternion& b, float t)
472 {
473  Quaternion ab = Quaternion::slerp(a, b, t);
474  Quaternion tg = Quaternion::slerp(tgA, tgB, t, false);
475  return Quaternion::slerp(ab, tg, 2.0*t*(1.0-t), false);
476 }
477 
480 {
481  double len = sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2]);
482 
483  if (len < 1E-6)
484  return Quaternion(q[0], q[1], q[2], 0.0);
485  else
486  {
487  double coef = acos(q[3]) / len;
488  return Quaternion(q[0]*coef, q[1]*coef, q[2]*coef, 0.0);
489  }
490 }
491 
494 {
495  double theta = sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2]);
496 
497  if (theta < 1E-6)
498  return Quaternion(q[0], q[1], q[2], cos(theta));
499  else
500  {
501  double coef = sin(theta) / theta;
502  return Quaternion(q[0]*coef, q[1]*coef, q[2]*coef, cos(theta));
503  }
504 }
505 
508 {
509  Quaternion dif = a.inverse()*b;
510  dif.normalize();
511  return dif.log();
512 }
513 
517 Quaternion Quaternion::squadTangent(const Quaternion& before, const Quaternion& center, const Quaternion& after)
518 {
519  Quaternion l1 = Quaternion::lnDif(center,before);
520  Quaternion l2 = Quaternion::lnDif(center,after);
521  Quaternion e;
522  for (int i=0; i<4; ++i)
523  e.q[i] = -0.25 * (l1.q[i] + l2.q[i]);
524  e = center*(e.exp());
525 
526  // if (Quaternion::dot(e,b) < 0.0)
527  // e.negate();
528 
529  return e;
530 }
531 
532 ostream& operator<<(ostream& o, const Quaternion& Q)
533 {
534  return o << Q[0] << '\t' << Q[1] << '\t' << Q[2] << '\t' << Q[3];
535 }
536 
547 {
548  // The rand() function is not very portable and may not be available on your system.
549  // Add the appropriate include or replace by an other random function in case of problem.
550  double seed = rand()/(double)RAND_MAX;
551  double r1 = sqrt(1.0 - seed);
552  double r2 = sqrt(seed);
553  double t1 = 2.0 * M_PI * (rand()/(double)RAND_MAX);
554  double t2 = 2.0 * M_PI * (rand()/(double)RAND_MAX);
555  return Quaternion(sin(t1)*r1, cos(t1)*r1, sin(t2)*r2, cos(t2)*r2);
556 }
Quaternion inverse() const
Definition: quaternion.h:205
static Quaternion randomQuaternion()
Definition: quaternion.cpp:546
void setFromRotatedBase(const Vec &X, const Vec &Y, const Vec &Z)
Definition: quaternion.cpp:163
static Quaternion squad(const Quaternion &a, const Quaternion &tgA, const Quaternion &tgB, const Quaternion &b, float t)
Definition: quaternion.cpp:471
Vec orthogonalVec() const
Definition: vec.cpp:59
double norm() const
Definition: vec.h:339
Vec rotate(const Vec &v) const
Definition: quaternion.cpp:76
#define M_PI
static Quaternion squadTangent(const Quaternion &before, const Quaternion &center, const Quaternion &after)
Definition: quaternion.cpp:517
static double dot(const Quaternion &a, const Quaternion &b)
Definition: quaternion.h:270
Vec inverseRotate(const Vec &v) const
Definition: quaternion.cpp:68
void setFromRotationMatrix(const float m[3][3])
Definition: quaternion.cpp:151
void getAxisAngle(Vec &axis, float &angle) const
Definition: quaternion.cpp:201
const GLdouble * inverseMatrix() const
Definition: quaternion.cpp:393
ostream & operator<<(ostream &o, const Quaternion &Q)
Definition: quaternion.cpp:532
void getInverseRotationMatrix(float m[3][3]) const
Definition: quaternion.cpp:419
The Vec class represents 3D positions and 3D vectors.
Definition: vec.h:69
void initFromDOMElement(const QDomElement &element)
Definition: quaternion.cpp:273
static Quaternion slerp(const Quaternion &a, const Quaternion &b, float t, bool allowFlip=true)
Definition: quaternion.cpp:437
void getRotationMatrix(float m[3][3]) const
Definition: quaternion.cpp:375
double squaredNorm() const
Definition: vec.h:336
static Quaternion lnDif(const Quaternion &a, const Quaternion &b)
Definition: quaternion.cpp:507
const GLdouble * matrix() const
Definition: quaternion.cpp:310
The Quaternion class represents 3D rotations and orientations.
Definition: quaternion.h:66
void setFromRotatedBasis(const Vec &X, const Vec &Y, const Vec &Z)
Definition: quaternion.cpp:182
QDomElement domElement(const QString &name, QDomDocument &document) const
Definition: quaternion.cpp:256
void getMatrix(GLdouble m[4][4]) const
Definition: quaternion.cpp:321
static double doubleFromDom(const QDomElement &e, const QString &attribute, double defValue)
Definition: domUtils.h:80
void getInverseMatrix(GLdouble m[4][4]) const
Definition: quaternion.cpp:404
double angle() const
Definition: quaternion.cpp:234


octovis
Author(s): Kai M. Wurm , Armin Hornung
autogenerated on Mon Jun 10 2019 14:00:25