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 | #include "OgreMath.h" |
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48 | |
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49 | namespace Ogre { |
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50 | |
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51 | /** Implementation of a Quaternion, i.e. a rotation around an axis. |
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52 | */ |
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53 | class _OgreExport Quaternion |
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54 | { |
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55 | public: |
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56 | inline Quaternion ( |
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57 | Real fW = 1.0, |
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58 | Real fX = 0.0, Real fY = 0.0, Real fZ = 0.0) |
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59 | { |
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60 | w = fW; |
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61 | x = fX; |
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62 | y = fY; |
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63 | z = fZ; |
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64 | } |
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65 | inline Quaternion (const Quaternion& rkQ) |
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66 | { |
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67 | w = rkQ.w; |
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68 | x = rkQ.x; |
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69 | y = rkQ.y; |
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70 | z = rkQ.z; |
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71 | } |
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72 | /// Construct a quaternion from a rotation matrix |
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73 | inline Quaternion(const Matrix3& rot) |
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74 | { |
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75 | this->FromRotationMatrix(rot); |
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76 | } |
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77 | /// Construct a quaternion from an angle/axis |
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78 | inline Quaternion(const Radian& rfAngle, const Vector3& rkAxis) |
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79 | { |
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80 | this->FromAngleAxis(rfAngle, rkAxis); |
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81 | } |
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82 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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83 | inline Quaternion(const Real& rfAngle, const Vector3& rkAxis) |
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84 | { |
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85 | this->FromAngleAxis(rfAngle, rkAxis); |
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86 | } |
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87 | #endif//OGRE_FORCE_ANGLE_TYPES |
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88 | /// Construct a quaternion from 3 orthonormal local axes |
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89 | inline Quaternion(const Vector3& xaxis, const Vector3& yaxis, const Vector3& zaxis) |
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90 | { |
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91 | this->FromAxes(xaxis, yaxis, zaxis); |
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92 | } |
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93 | /// Construct a quaternion from 3 orthonormal local axes |
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94 | inline Quaternion(const Vector3* akAxis) |
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95 | { |
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96 | this->FromAxes(akAxis); |
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97 | } |
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98 | /// Construct a quaternion from 4 manual w/x/y/z values |
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99 | inline Quaternion(Real* valptr) |
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100 | { |
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101 | memcpy(&w, valptr, sizeof(Real)*4); |
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102 | } |
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103 | |
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104 | /// Array accessor operator |
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105 | inline Real operator [] ( const size_t i ) const |
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106 | { |
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107 | assert( i < 4 ); |
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108 | |
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109 | return *(&w+i); |
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110 | } |
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111 | |
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112 | /// Array accessor operator |
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113 | inline Real& operator [] ( const size_t i ) |
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114 | { |
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115 | assert( i < 4 ); |
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116 | |
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117 | return *(&w+i); |
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118 | } |
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119 | |
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120 | /// Pointer accessor for direct copying |
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121 | inline Real* ptr() |
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122 | { |
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123 | return &w; |
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124 | } |
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125 | |
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126 | /// Pointer accessor for direct copying |
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127 | inline const Real* ptr() const |
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128 | { |
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129 | return &w; |
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130 | } |
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131 | |
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132 | void FromRotationMatrix (const Matrix3& kRot); |
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133 | void ToRotationMatrix (Matrix3& kRot) const; |
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134 | void FromAngleAxis (const Radian& rfAngle, const Vector3& rkAxis); |
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135 | void ToAngleAxis (Radian& rfAngle, Vector3& rkAxis) const; |
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136 | inline void ToAngleAxis (Degree& dAngle, Vector3& rkAxis) const { |
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137 | Radian rAngle; |
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138 | ToAngleAxis ( rAngle, rkAxis ); |
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139 | dAngle = rAngle; |
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140 | } |
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141 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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142 | inline void FromAngleAxis (const Real& rfAngle, const Vector3& rkAxis) { |
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143 | FromAngleAxis ( Angle(rfAngle), rkAxis ); |
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144 | } |
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145 | inline void ToAngleAxis (Real& rfAngle, Vector3& rkAxis) const { |
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146 | Radian r; |
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147 | ToAngleAxis ( r, rkAxis ); |
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148 | rfAngle = r.valueAngleUnits(); |
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149 | } |
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150 | #endif//OGRE_FORCE_ANGLE_TYPES |
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151 | void FromAxes (const Vector3* akAxis); |
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152 | void FromAxes (const Vector3& xAxis, const Vector3& yAxis, const Vector3& zAxis); |
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153 | void ToAxes (Vector3* akAxis) const; |
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154 | void ToAxes (Vector3& xAxis, Vector3& yAxis, Vector3& zAxis) const; |
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155 | /// Get the local x-axis |
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156 | Vector3 xAxis(void) const; |
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157 | /// Get the local y-axis |
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158 | Vector3 yAxis(void) const; |
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159 | /// Get the local z-axis |
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160 | Vector3 zAxis(void) const; |
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161 | |
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162 | inline Quaternion& operator= (const Quaternion& rkQ) |
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163 | { |
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164 | w = rkQ.w; |
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165 | x = rkQ.x; |
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166 | y = rkQ.y; |
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167 | z = rkQ.z; |
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168 | return *this; |
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169 | } |
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170 | Quaternion operator+ (const Quaternion& rkQ) const; |
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171 | Quaternion operator- (const Quaternion& rkQ) const; |
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172 | Quaternion operator* (const Quaternion& rkQ) const; |
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173 | Quaternion operator* (Real fScalar) const; |
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174 | _OgreExport friend Quaternion operator* (Real fScalar, |
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175 | const Quaternion& rkQ); |
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176 | Quaternion operator- () const; |
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177 | inline bool operator== (const Quaternion& rhs) const |
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178 | { |
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179 | return (rhs.x == x) && (rhs.y == y) && |
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180 | (rhs.z == z) && (rhs.w == w); |
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181 | } |
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182 | inline bool operator!= (const Quaternion& rhs) const |
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183 | { |
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184 | return !operator==(rhs); |
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185 | } |
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186 | // functions of a quaternion |
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187 | Real Dot (const Quaternion& rkQ) const; // dot product |
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188 | Real Norm () const; // squared-length |
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189 | /// Normalises this quaternion, and returns the previous length |
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190 | Real normalise(void); |
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191 | Quaternion Inverse () const; // apply to non-zero quaternion |
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192 | Quaternion UnitInverse () const; // apply to unit-length quaternion |
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193 | Quaternion Exp () const; |
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194 | Quaternion Log () const; |
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195 | |
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196 | // rotation of a vector by a quaternion |
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197 | Vector3 operator* (const Vector3& rkVector) const; |
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198 | |
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199 | /** Calculate the local roll element of this quaternion. |
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200 | @param reprojectAxis By default the method returns the 'intuitive' result |
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201 | that is, if you projected the local Y of the quaterion onto the X and |
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202 | Y axes, the angle between them is returned. If set to false though, the |
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203 | result is the actual yaw that will be used to implement the quaternion, |
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204 | which is the shortest possible path to get to the same orientation and |
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205 | may involve less axial rotation. |
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206 | */ |
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207 | Radian getRoll(bool reprojectAxis = true) const; |
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208 | /** Calculate the local pitch element of this quaternion |
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209 | @param reprojectAxis By default the method returns the 'intuitive' result |
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210 | that is, if you projected the local Z of the quaterion onto the X and |
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211 | Y axes, the angle between them is returned. If set to true though, the |
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212 | result is the actual yaw that will be used to implement the quaternion, |
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213 | which is the shortest possible path to get to the same orientation and |
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214 | may involve less axial rotation. |
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215 | */ |
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216 | Radian getPitch(bool reprojectAxis = true) const; |
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217 | /** Calculate the local yaw element of this quaternion |
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218 | @param reprojectAxis By default the method returns the 'intuitive' result |
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219 | that is, if you projected the local Z of the quaterion onto the X and |
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220 | Z axes, the angle between them is returned. If set to true though, the |
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221 | result is the actual yaw that will be used to implement the quaternion, |
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222 | which is the shortest possible path to get to the same orientation and |
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223 | may involve less axial rotation. |
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224 | */ |
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225 | Radian getYaw(bool reprojectAxis = true) const; |
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226 | /// Equality with tolerance (tolerance is max angle difference) |
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227 | bool equals(const Quaternion& rhs, const Radian& tolerance) const; |
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228 | |
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229 | // spherical linear interpolation |
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230 | static Quaternion Slerp (Real fT, const Quaternion& rkP, |
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231 | const Quaternion& rkQ, bool shortestPath = false); |
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232 | |
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233 | static Quaternion SlerpExtraSpins (Real fT, |
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234 | const Quaternion& rkP, const Quaternion& rkQ, |
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235 | int iExtraSpins); |
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236 | |
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237 | // setup for spherical quadratic interpolation |
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238 | static void Intermediate (const Quaternion& rkQ0, |
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239 | const Quaternion& rkQ1, const Quaternion& rkQ2, |
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240 | Quaternion& rka, Quaternion& rkB); |
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241 | |
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242 | // spherical quadratic interpolation |
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243 | static Quaternion Squad (Real fT, const Quaternion& rkP, |
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244 | const Quaternion& rkA, const Quaternion& rkB, |
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245 | const Quaternion& rkQ, bool shortestPath = false); |
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246 | |
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247 | // normalised linear interpolation - faster but less accurate (non-constant rotation velocity) |
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248 | static Quaternion nlerp(Real fT, const Quaternion& rkP, |
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249 | const Quaternion& rkQ, bool shortestPath = false); |
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250 | |
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251 | // cutoff for sine near zero |
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252 | static const Real ms_fEpsilon; |
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253 | |
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254 | // special values |
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255 | static const Quaternion ZERO; |
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256 | static const Quaternion IDENTITY; |
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257 | |
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258 | Real w, x, y, z; |
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259 | |
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260 | /** Function for writing to a stream. Outputs "Quaternion(w, x, y, z)" with w,x,y,z |
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261 | being the member values of the quaternion. |
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262 | */ |
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263 | inline _OgreExport friend std::ostream& operator << |
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264 | ( std::ostream& o, const Quaternion& q ) |
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265 | { |
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266 | o << "Quaternion(" << q.w << ", " << q.x << ", " << q.y << ", " << q.z << ")"; |
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267 | return o; |
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268 | } |
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269 | |
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270 | }; |
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271 | |
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272 | } |
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273 | |
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274 | |
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275 | |
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276 | |
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277 | #endif |
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