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) 2000-2013 Torus Knot Software Ltd |
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8 | |
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9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | of this software and associated documentation files (the "Software"), to deal |
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11 | in the Software without restriction, including without limitation the rights |
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12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | copies of the Software, and to permit persons to whom the Software is |
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14 | furnished to do so, subject to the following conditions: |
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15 | |
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16 | The above copyright notice and this permission notice shall be included in |
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17 | all copies or substantial portions of the Software. |
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18 | |
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19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | THE SOFTWARE. |
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26 | ----------------------------------------------------------------------------- |
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27 | */ |
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28 | // This file is based on material originally from: |
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29 | // Geometric Tools, LLC |
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30 | // Copyright (c) 1998-2010 |
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31 | // Distributed under the Boost Software License, Version 1.0. |
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32 | // http://www.boost.org/LICENSE_1_0.txt |
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33 | // http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt |
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34 | |
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35 | |
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36 | #ifndef __Quaternion_H__ |
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37 | #define __Quaternion_H__ |
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38 | |
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39 | #include "OgrePrerequisites.h" |
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40 | #include "OgreMath.h" |
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41 | |
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42 | namespace Ogre { |
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43 | |
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44 | /** \addtogroup Core |
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45 | * @{ |
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46 | */ |
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47 | /** \addtogroup Math |
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48 | * @{ |
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49 | */ |
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50 | /** Implementation of a Quaternion, i.e. a rotation around an axis. |
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51 | For more information about Quaternions and the theory behind it, we recommend reading: |
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52 | http://www.ogre3d.org/tikiwiki/Quaternion+and+Rotation+Primer |
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53 | http://www.cprogramming.com/tutorial/3d/quaternions.html |
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54 | http://www.gamedev.net/page/resources/_/reference/programming/math-and-physics/ |
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55 | quaternions/quaternion-powers-r1095 |
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56 | */ |
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57 | class _OgreExport Quaternion |
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58 | { |
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59 | public: |
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60 | /// Default constructor, initializes to identity rotation (aka 0°) |
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61 | inline Quaternion () |
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62 | : w(1), x(0), y(0), z(0) |
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63 | { |
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64 | } |
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65 | /// Construct from an explicit list of values |
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66 | inline Quaternion ( |
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67 | Real fW, |
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68 | Real fX, Real fY, Real fZ) |
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69 | : w(fW), x(fX), y(fY), z(fZ) |
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70 | { |
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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 | /// Construct a quaternion from 3 orthonormal local axes |
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83 | inline Quaternion(const Vector3& xaxis, const Vector3& yaxis, const Vector3& zaxis) |
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84 | { |
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85 | this->FromAxes(xaxis, yaxis, zaxis); |
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86 | } |
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87 | /// Construct a quaternion from 3 orthonormal local axes |
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88 | inline Quaternion(const Vector3* akAxis) |
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89 | { |
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90 | this->FromAxes(akAxis); |
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91 | } |
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92 | /// Construct a quaternion from 4 manual w/x/y/z values |
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93 | inline Quaternion(Real* valptr) |
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94 | { |
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95 | memcpy(&w, valptr, sizeof(Real)*4); |
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96 | } |
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97 | |
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98 | /** Exchange the contents of this quaternion with another. |
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99 | */ |
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100 | inline void swap(Quaternion& other) |
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101 | { |
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102 | std::swap(w, other.w); |
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103 | std::swap(x, other.x); |
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104 | std::swap(y, other.y); |
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105 | std::swap(z, other.z); |
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106 | } |
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107 | |
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108 | /// Array accessor operator |
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109 | inline Real operator [] ( const size_t i ) const |
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110 | { |
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111 | assert( i < 4 ); |
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112 | |
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113 | return *(&w+i); |
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114 | } |
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115 | |
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116 | /// Array accessor operator |
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117 | inline Real& operator [] ( const size_t i ) |
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118 | { |
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119 | assert( i < 4 ); |
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120 | |
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121 | return *(&w+i); |
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122 | } |
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123 | |
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124 | /// Pointer accessor for direct copying |
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125 | inline Real* ptr() |
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126 | { |
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127 | return &w; |
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128 | } |
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129 | |
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130 | /// Pointer accessor for direct copying |
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131 | inline const Real* ptr() const |
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132 | { |
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133 | return &w; |
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134 | } |
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135 | |
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136 | void FromRotationMatrix (const Matrix3& kRot); |
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137 | void ToRotationMatrix (Matrix3& kRot) const; |
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138 | /** Setups the quaternion using the supplied vector, and "roll" around |
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139 | that vector by the specified radians. |
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140 | */ |
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141 | void FromAngleAxis (const Radian& rfAngle, const Vector3& rkAxis); |
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142 | void ToAngleAxis (Radian& rfAngle, Vector3& rkAxis) const; |
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143 | inline void ToAngleAxis (Degree& dAngle, Vector3& rkAxis) const { |
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144 | Radian rAngle; |
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145 | ToAngleAxis ( rAngle, rkAxis ); |
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146 | dAngle = rAngle; |
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147 | } |
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148 | /** Constructs the quaternion using 3 axes, the axes are assumed to be orthonormal |
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149 | @see FromAxes |
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150 | */ |
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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 | /** Gets the 3 orthonormal axes defining the quaternion. @see FromAxes */ |
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154 | void ToAxes (Vector3* akAxis) const; |
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155 | void ToAxes (Vector3& xAxis, Vector3& yAxis, Vector3& zAxis) const; |
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156 | |
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157 | /** Returns the X orthonormal axis defining the quaternion. Same as doing |
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158 | xAxis = Vector3::UNIT_X * this. Also called the local X-axis |
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159 | */ |
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160 | Vector3 xAxis(void) const; |
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161 | |
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162 | /** Returns the Y orthonormal axis defining the quaternion. Same as doing |
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163 | yAxis = Vector3::UNIT_Y * this. Also called the local Y-axis |
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164 | */ |
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165 | Vector3 yAxis(void) const; |
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166 | |
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167 | /** Returns the Z orthonormal axis defining the quaternion. Same as doing |
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168 | zAxis = Vector3::UNIT_Z * this. Also called the local Z-axis |
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169 | */ |
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170 | Vector3 zAxis(void) const; |
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171 | |
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172 | inline Quaternion& operator= (const Quaternion& rkQ) |
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173 | { |
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174 | w = rkQ.w; |
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175 | x = rkQ.x; |
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176 | y = rkQ.y; |
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177 | z = rkQ.z; |
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178 | return *this; |
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179 | } |
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180 | Quaternion operator+ (const Quaternion& rkQ) const; |
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181 | Quaternion operator- (const Quaternion& rkQ) const; |
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182 | Quaternion operator* (const Quaternion& rkQ) const; |
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183 | Quaternion operator* (Real fScalar) const; |
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184 | _OgreExport friend Quaternion operator* (Real fScalar, |
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185 | const Quaternion& rkQ); |
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186 | Quaternion operator- () const; |
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187 | inline bool operator== (const Quaternion& rhs) const |
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188 | { |
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189 | return (rhs.x == x) && (rhs.y == y) && |
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190 | (rhs.z == z) && (rhs.w == w); |
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191 | } |
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192 | inline bool operator!= (const Quaternion& rhs) const |
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193 | { |
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194 | return !operator==(rhs); |
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195 | } |
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196 | // functions of a quaternion |
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197 | /// Returns the dot product of the quaternion |
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198 | Real Dot (const Quaternion& rkQ) const; |
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199 | /* Returns the normal length of this quaternion. |
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200 | @note This does <b>not</b> alter any values. |
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201 | */ |
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202 | Real Norm () const; |
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203 | /// Normalises this quaternion, and returns the previous length |
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204 | Real normalise(void); |
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205 | Quaternion Inverse () const; /// Apply to non-zero quaternion |
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206 | Quaternion UnitInverse () const; /// Apply to unit-length quaternion |
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207 | Quaternion Exp () const; |
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208 | Quaternion Log () const; |
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209 | |
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210 | /// Rotation of a vector by a quaternion |
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211 | Vector3 operator* (const Vector3& rkVector) const; |
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212 | |
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213 | /** Calculate the local roll element of this quaternion. |
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214 | @param reprojectAxis By default the method returns the 'intuitive' result |
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215 | that is, if you projected the local Y of the quaternion onto the X and |
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216 | Y axes, the angle between them is returned. If set to false though, the |
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217 | result is the actual yaw that will be used to implement the quaternion, |
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218 | which is the shortest possible path to get to the same orientation and |
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219 | may involve less axial rotation. The co-domain of the returned value is |
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220 | from -180 to 180 degrees. |
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221 | */ |
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222 | Radian getRoll(bool reprojectAxis = true) const; |
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223 | /** Calculate the local pitch element of this quaternion |
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224 | @param reprojectAxis By default the method returns the 'intuitive' result |
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225 | that is, if you projected the local Z of the quaternion onto the X and |
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226 | Y axes, the angle between them is returned. If set to true though, the |
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227 | result is the actual yaw that will be used to implement the quaternion, |
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228 | which is the shortest possible path to get to the same orientation and |
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229 | may involve less axial rotation. The co-domain of the returned value is |
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230 | from -180 to 180 degrees. |
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231 | */ |
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232 | Radian getPitch(bool reprojectAxis = true) const; |
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233 | /** Calculate the local yaw element of this quaternion |
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234 | @param reprojectAxis By default the method returns the 'intuitive' result |
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235 | that is, if you projected the local Y of the quaternion onto the X and |
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236 | Z axes, the angle between them is returned. If set to true though, the |
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237 | result is the actual yaw that will be used to implement the quaternion, |
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238 | which is the shortest possible path to get to the same orientation and |
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239 | may involve less axial rotation. The co-domain of the returned value is |
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240 | from -180 to 180 degrees. |
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241 | */ |
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242 | Radian getYaw(bool reprojectAxis = true) const; |
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243 | /// Equality with tolerance (tolerance is max angle difference) |
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244 | bool equals(const Quaternion& rhs, const Radian& tolerance) const; |
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245 | |
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246 | /** Performs Spherical linear interpolation between two quaternions, and returns the result. |
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247 | Slerp ( 0.0f, A, B ) = A |
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248 | Slerp ( 1.0f, A, B ) = B |
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249 | @return Interpolated quaternion |
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250 | @remarks |
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251 | Slerp has the proprieties of performing the interpolation at constant |
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252 | velocity, and being torque-minimal (unless shortestPath=false). |
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253 | However, it's NOT commutative, which means |
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254 | Slerp ( 0.75f, A, B ) != Slerp ( 0.25f, B, A ); |
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255 | therefore be careful if your code relies in the order of the operands. |
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256 | This is specially important in IK animation. |
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257 | */ |
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258 | static Quaternion Slerp (Real fT, const Quaternion& rkP, |
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259 | const Quaternion& rkQ, bool shortestPath = false); |
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260 | |
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261 | /** @see Slerp. It adds extra "spins" (i.e. rotates several times) specified |
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262 | by parameter 'iExtraSpins' while interpolating before arriving to the |
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263 | final values |
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264 | */ |
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265 | static Quaternion SlerpExtraSpins (Real fT, |
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266 | const Quaternion& rkP, const Quaternion& rkQ, |
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267 | int iExtraSpins); |
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268 | |
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269 | /// Setup for spherical quadratic interpolation |
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270 | static void Intermediate (const Quaternion& rkQ0, |
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271 | const Quaternion& rkQ1, const Quaternion& rkQ2, |
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272 | Quaternion& rka, Quaternion& rkB); |
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273 | |
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274 | /// Spherical quadratic interpolation |
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275 | static Quaternion Squad (Real fT, const Quaternion& rkP, |
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276 | const Quaternion& rkA, const Quaternion& rkB, |
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277 | const Quaternion& rkQ, bool shortestPath = false); |
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278 | |
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279 | /** Performs Normalised linear interpolation between two quaternions, and returns the result. |
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280 | nlerp ( 0.0f, A, B ) = A |
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281 | nlerp ( 1.0f, A, B ) = B |
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282 | @remarks |
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283 | Nlerp is faster than Slerp. |
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284 | Nlerp has the proprieties of being commutative (@see Slerp; |
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285 | commutativity is desired in certain places, like IK animation), and |
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286 | being torque-minimal (unless shortestPath=false). However, it's performing |
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287 | the interpolation at non-constant velocity; sometimes this is desired, |
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288 | sometimes it is not. Having a non-constant velocity can produce a more |
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289 | natural rotation feeling without the need of tweaking the weights; however |
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290 | if your scene relies on the timing of the rotation or assumes it will point |
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291 | at a specific angle at a specific weight value, Slerp is a better choice. |
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292 | */ |
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293 | static Quaternion nlerp(Real fT, const Quaternion& rkP, |
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294 | const Quaternion& rkQ, bool shortestPath = false); |
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295 | |
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296 | /// Cutoff for sine near zero |
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297 | static const Real msEpsilon; |
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298 | |
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299 | // special values |
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300 | static const Quaternion ZERO; |
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301 | static const Quaternion IDENTITY; |
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302 | |
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303 | Real w, x, y, z; |
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304 | |
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305 | /// Check whether this quaternion contains valid values |
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306 | inline bool isNaN() const |
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307 | { |
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308 | return Math::isNaN(x) || Math::isNaN(y) || Math::isNaN(z) || Math::isNaN(w); |
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309 | } |
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310 | |
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311 | /** Function for writing to a stream. Outputs "Quaternion(w, x, y, z)" with w,x,y,z |
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312 | being the member values of the quaternion. |
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313 | */ |
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314 | inline _OgreExport friend std::ostream& operator << |
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315 | ( std::ostream& o, const Quaternion& q ) |
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316 | { |
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317 | o << "Quaternion(" << q.w << ", " << q.x << ", " << q.y << ", " << q.z << ")"; |
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318 | return o; |
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319 | } |
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320 | |
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321 | }; |
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322 | /** @} */ |
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323 | /** @} */ |
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324 | |
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325 | } |
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326 | |
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327 | |
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328 | |
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329 | |
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330 | #endif |
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