[7908] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | // NOTE THAT THIS FILE IS BASED ON MATERIAL FROM: |
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| 30 | |
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| 31 | // Magic Software, Inc. |
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| 32 | // http://www.geometrictools.com/ |
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| 33 | // Copyright (c) 2000, All Rights Reserved |
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| 34 | // |
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| 35 | // Source code from Magic Software is supplied under the terms of a license |
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| 36 | // agreement and may not be copied or disclosed except in accordance with the |
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| 37 | // terms of that agreement. The various license agreements may be found at |
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| 38 | // the Magic Software web site. This file is subject to the license |
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| 39 | // |
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| 40 | // FREE SOURCE CODE |
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| 41 | // http://www.geometrictools.com/License/WildMagic3License.pdf |
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| 42 | |
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| 43 | #ifndef __Quaternion_H__ |
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| 44 | #define __Quaternion_H__ |
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| 45 | |
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| 46 | #include "OgrePrerequisites.h" |
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| 47 | |
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| 48 | #include <cassert> |
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| 49 | #include "OgreMath.h" |
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| 50 | #include <ostream> |
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| 51 | |
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| 52 | namespace Ogre { |
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| 53 | |
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| 54 | /** Implementation of a Quaternion, i.e. a rotation around an axis. |
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| 55 | */ |
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| 56 | class _OgreExport Quaternion |
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| 57 | { |
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| 58 | public: |
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| 59 | inline Quaternion ( |
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| 60 | Real fW = 1.0, |
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| 61 | Real fX = 0.0, Real fY = 0.0, Real fZ = 0.0) |
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| 62 | { |
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| 63 | w = fW; |
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| 64 | x = fX; |
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| 65 | y = fY; |
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| 66 | z = fZ; |
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| 67 | } |
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| 68 | /// Construct a quaternion from a rotation matrix |
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| 69 | inline Quaternion(const Matrix3& rot) |
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| 70 | { |
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| 71 | this->FromRotationMatrix(rot); |
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| 72 | } |
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| 73 | /// Construct a quaternion from an angle/axis |
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| 74 | inline Quaternion(const Radian& rfAngle, const Vector3& rkAxis) |
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| 75 | { |
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| 76 | this->FromAngleAxis(rfAngle, rkAxis); |
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| 77 | } |
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| 78 | /// Construct a quaternion from 3 orthonormal local axes |
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| 79 | inline Quaternion(const Vector3& xaxis, const Vector3& yaxis, const Vector3& zaxis) |
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| 80 | { |
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| 81 | this->FromAxes(xaxis, yaxis, zaxis); |
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| 82 | } |
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| 83 | /// Construct a quaternion from 3 orthonormal local axes |
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| 84 | inline Quaternion(const Vector3* akAxis) |
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| 85 | { |
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| 86 | this->FromAxes(akAxis); |
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| 87 | } |
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| 88 | /// Construct a quaternion from 4 manual w/x/y/z values |
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| 89 | inline Quaternion(Real* valptr) |
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| 90 | { |
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| 91 | memcpy(&w, valptr, sizeof(Real)*4); |
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| 92 | } |
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| 93 | |
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| 94 | /// Array accessor operator |
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| 95 | inline Real operator [] ( const size_t i ) const |
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| 96 | { |
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| 97 | assert( i < 4 ); |
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| 98 | |
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| 99 | return *(&w+i); |
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| 100 | } |
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| 101 | |
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| 102 | /// Array accessor operator |
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| 103 | inline Real& operator [] ( const size_t i ) |
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| 104 | { |
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| 105 | assert( i < 4 ); |
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| 106 | |
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| 107 | return *(&w+i); |
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| 108 | } |
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| 109 | |
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| 110 | /// Pointer accessor for direct copying |
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| 111 | inline Real* ptr() |
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| 112 | { |
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| 113 | return &w; |
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| 114 | } |
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| 115 | |
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| 116 | /// Pointer accessor for direct copying |
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| 117 | inline const Real* ptr() const |
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| 118 | { |
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| 119 | return &w; |
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| 120 | } |
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| 121 | |
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| 122 | void FromRotationMatrix (const Matrix3& kRot); |
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| 123 | void ToRotationMatrix (Matrix3& kRot) const; |
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| 124 | void FromAngleAxis (const Radian& rfAngle, const Vector3& rkAxis); |
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| 125 | void ToAngleAxis (Radian& rfAngle, Vector3& rkAxis) const; |
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| 126 | inline void ToAngleAxis (Degree& dAngle, Vector3& rkAxis) const { |
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| 127 | Radian rAngle; |
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| 128 | ToAngleAxis ( rAngle, rkAxis ); |
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| 129 | dAngle = rAngle; |
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| 130 | } |
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| 131 | void FromAxes (const Vector3* akAxis); |
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| 132 | void FromAxes (const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis); |
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| 133 | void ToAxes (Vector3* akAxis) const; |
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| 134 | void ToAxes (Vector3& xAxis, Vector3& yAxis, Vector3& zAxis) const; |
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| 135 | /// Get the local x-axis |
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| 136 | Vector3 xAxis(void) const; |
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| 137 | /// Get the local y-axis |
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| 138 | Vector3 yAxis(void) const; |
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| 139 | /// Get the local z-axis |
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| 140 | Vector3 zAxis(void) const; |
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| 141 | |
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| 142 | inline Quaternion& operator= (const Quaternion& rkQ) |
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| 143 | { |
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| 144 | w = rkQ.w; |
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| 145 | x = rkQ.x; |
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| 146 | y = rkQ.y; |
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| 147 | z = rkQ.z; |
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| 148 | return *this; |
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| 149 | } |
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| 150 | Quaternion operator+ (const Quaternion& rkQ) const; |
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| 151 | Quaternion operator- (const Quaternion& rkQ) const; |
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| 152 | Quaternion operator* (const Quaternion& rkQ) const; |
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| 153 | Quaternion operator* (Real fScalar) const; |
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| 154 | _OgreExport friend Quaternion operator* (Real fScalar, |
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| 155 | const Quaternion& rkQ); |
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| 156 | Quaternion operator- () const; |
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| 157 | inline bool operator== (const Quaternion& rhs) const |
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| 158 | { |
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| 159 | return (rhs.x == x) && (rhs.y == y) && |
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| 160 | (rhs.z == z) && (rhs.w == w); |
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| 161 | } |
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| 162 | inline bool operator!= (const Quaternion& rhs) const |
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| 163 | { |
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| 164 | return !operator==(rhs); |
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| 165 | } |
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| 166 | // functions of a quaternion |
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| 167 | Real Dot (const Quaternion& rkQ) const; // dot product |
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| 168 | Real Norm () const; // squared-length |
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| 169 | /// Normalises this quaternion, and returns the previous length |
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| 170 | Real normalise(void); |
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| 171 | Quaternion Inverse () const; // apply to non-zero quaternion |
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| 172 | Quaternion UnitInverse () const; // apply to unit-length quaternion |
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| 173 | Quaternion Exp () const; |
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| 174 | Quaternion Log () const; |
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| 175 | |
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| 176 | // rotation of a vector by a quaternion |
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| 177 | Vector3 operator* (const Vector3& rkVector) const; |
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| 178 | |
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| 179 | /** Calculate the local roll element of this quaternion. |
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| 180 | @param reprojectAxis By default the method returns the 'intuitive' result |
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| 181 | that is, if you projected the local Y of the quaternion onto the X and |
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| 182 | Y axes, the angle between them is returned. If set to false though, the |
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| 183 | result is the actual yaw that will be used to implement the quaternion, |
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| 184 | which is the shortest possible path to get to the same orientation and |
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| 185 | may involve less axial rotation. |
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| 186 | */ |
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| 187 | Radian getRoll(bool reprojectAxis = true) const; |
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| 188 | /** Calculate the local pitch element of this quaternion |
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| 189 | @param reprojectAxis By default the method returns the 'intuitive' result |
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| 190 | that is, if you projected the local Z of the quaternion onto the X and |
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| 191 | Y axes, the angle between them is returned. If set to true though, the |
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| 192 | result is the actual yaw that will be used to implement the quaternion, |
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| 193 | which is the shortest possible path to get to the same orientation and |
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| 194 | may involve less axial rotation. |
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| 195 | */ |
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| 196 | Radian getPitch(bool reprojectAxis = true) const; |
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| 197 | /** Calculate the local yaw element of this quaternion |
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| 198 | @param reprojectAxis By default the method returns the 'intuitive' result |
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| 199 | that is, if you projected the local Z of the quaternion onto the X and |
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| 200 | Z axes, the angle between them is returned. If set to true though, the |
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| 201 | result is the actual yaw that will be used to implement the quaternion, |
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| 202 | which is the shortest possible path to get to the same orientation and |
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| 203 | may involve less axial rotation. |
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| 204 | */ |
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| 205 | Radian getYaw(bool reprojectAxis = true) const; |
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| 206 | /// Equality with tolerance (tolerance is max angle difference) |
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| 207 | bool equals(const Quaternion& rhs, const Radian& tolerance) const; |
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| 208 | |
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| 209 | // spherical linear interpolation |
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| 210 | static Quaternion Slerp (Real fT, const Quaternion& rkP, |
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| 211 | const Quaternion& rkQ, bool shortestPath = false); |
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| 212 | |
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| 213 | static Quaternion SlerpExtraSpins (Real fT, |
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| 214 | const Quaternion& rkP, const Quaternion& rkQ, |
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| 215 | int iExtraSpins); |
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| 216 | |
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| 217 | // setup for spherical quadratic interpolation |
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| 218 | static void Intermediate (const Quaternion& rkQ0, |
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| 219 | const Quaternion& rkQ1, const Quaternion& rkQ2, |
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| 220 | Quaternion& rka, Quaternion& rkB); |
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| 221 | |
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| 222 | // spherical quadratic interpolation |
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| 223 | static Quaternion Squad (Real fT, const Quaternion& rkP, |
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| 224 | const Quaternion& rkA, const Quaternion& rkB, |
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| 225 | const Quaternion& rkQ, bool shortestPath = false); |
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| 226 | |
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| 227 | // normalised linear interpolation - faster but less accurate (non-constant rotation velocity) |
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| 228 | static Quaternion nlerp(Real fT, const Quaternion& rkP, |
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| 229 | const Quaternion& rkQ, bool shortestPath = false); |
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| 230 | |
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| 231 | // cutoff for sine near zero |
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| 232 | static const Real ms_fEpsilon; |
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| 233 | |
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| 234 | // special values |
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| 235 | static const Quaternion ZERO; |
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| 236 | static const Quaternion IDENTITY; |
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| 237 | |
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| 238 | Real w, x, y, z; |
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| 239 | |
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| 240 | /** Function for writing to a stream. Outputs "Quaternion(w, x, y, z)" with w,x,y,z |
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| 241 | being the member values of the quaternion. |
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| 242 | */ |
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| 243 | inline _OgreExport friend std::ostream& operator << |
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| 244 | ( std::ostream& o, const Quaternion& q ) |
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| 245 | { |
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| 246 | o << "Quaternion(" << q.w << ", " << q.x << ", " << q.y << ", " << q.z << ")"; |
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| 247 | return o; |
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| 248 | } |
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| 249 | |
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| 250 | }; |
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| 251 | |
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| 252 | } |
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| 253 | |
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| 254 | |
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| 255 | |
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| 256 | |
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| 257 | #endif |
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