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source: orxonox.OLD/trunk/src/lib/math/quaternion.cc @ 7384

Last change on this file since 7384 was 7348, checked in by bensch, 19 years ago

orxonox/trunk: new Quaternion Functionality. Also added <abs-dir> to TurbineHover

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[4578]1/*
[2043]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
[4578]12   main-programmer: Christian Meyer
[2551]13   co-programmer: Patrick Boenzli : Vector::scale()
14                                    Vector::abs()
[4578]15
[2190]16   Quaternion code borrowed from an Gamasutra article by Nick Bobick and Ken Shoemake
[5420]17
18   2005-06-02: Benjamin Grauer: speed up, and new Functionality to Vector (mostly inline now)
[2043]19*/
20
[3590]21#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH
[2043]22
[6616]23#include "quaternion.h"
[5662]24#ifdef DEBUG
[5672]25  #include "debug.h"
[5662]26#else
[5672]27  #include <stdio.h>
28  #define PRINT(x) printf
[5662]29#endif
[2043]30
31using namespace std;
32
[4477]33/////////////////
34/* QUATERNIONS */
35/////////////////
[3541]36/**
[7348]37 * @brief calculates a lookAt rotation
[4836]38 * @param dir: the direction you want to look
39 * @param up: specify what direction up should be
[5004]40 *
[7348]41 * Mathematically this determines the rotation a (0,0,1)-Vector has to undergo to point
42 * the same way as dir. If you want to use this with cameras, you'll have to reverse the
43 * dir Vector (Vector(0,0,0) - your viewing direction) or you'll point the wrong way. You
44 * can use this for meshes as well (then you do not have to reverse the vector), but keep
45 * in mind that if you do that, the model's front has to point in +z direction, and left
46 * and right should be -x or +x respectively or the mesh wont rotate correctly.
47 *
[5005]48 * @TODO !!! OPTIMIZE THIS !!!
[5420]49 */
[2190]50Quaternion::Quaternion (const Vector& dir, const Vector& up)
[2551]51{
[5004]52  Vector z = dir.getNormalized();
53  Vector x = up.cross(z).getNormalized();
[2190]54  Vector y = z.cross(x);
[4578]55
[2190]56  float m[4][4];
57  m[0][0] = x.x;
58  m[0][1] = x.y;
59  m[0][2] = x.z;
60  m[0][3] = 0;
61  m[1][0] = y.x;
62  m[1][1] = y.y;
63  m[1][2] = y.z;
64  m[1][3] = 0;
65  m[2][0] = z.x;
66  m[2][1] = z.y;
67  m[2][2] = z.z;
68  m[2][3] = 0;
69  m[3][0] = 0;
70  m[3][1] = 0;
71  m[3][2] = 0;
72  m[3][3] = 1;
[4578]73
[2190]74  *this = Quaternion (m);
75}
76
77/**
[7348]78 * @brief calculates a rotation from euler angles
[4836]79 * @param roll: the roll in radians
80 * @param pitch: the pitch in radians
81 * @param yaw: the yaw in radians
[5420]82 */
[2190]83Quaternion::Quaternion (float roll, float pitch, float yaw)
84{
[4477]85  float cr, cp, cy, sr, sp, sy, cpcy, spsy;
[4578]86
[4477]87  // calculate trig identities
88  cr = cos(roll/2);
89  cp = cos(pitch/2);
90  cy = cos(yaw/2);
[4578]91
[4477]92  sr = sin(roll/2);
93  sp = sin(pitch/2);
94  sy = sin(yaw/2);
[4578]95
[4477]96  cpcy = cp * cy;
97  spsy = sp * sy;
[4578]98
[4477]99  w = cr * cpcy + sr * spsy;
100  v.x = sr * cpcy - cr * spsy;
101  v.y = cr * sp * cy + sr * cp * sy;
102  v.z = cr * cp * sy - sr * sp * cy;
[2190]103}
104
105/**
[7348]106 * @brief convert the Quaternion to a 4x4 rotational glMatrix
[4836]107 * @param m: a buffer to store the Matrix in
[5420]108 */
[2190]109void Quaternion::matrix (float m[4][4]) const
110{
[4578]111  float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
112
[2551]113  // calculate coefficients
114  x2 = v.x + v.x;
[4578]115  y2 = v.y + v.y;
[2551]116  z2 = v.z + v.z;
117  xx = v.x * x2; xy = v.x * y2; xz = v.x * z2;
118  yy = v.y * y2; yz = v.y * z2; zz = v.z * z2;
119  wx = w * x2; wy = w * y2; wz = w * z2;
[4578]120
[2551]121  m[0][0] = 1.0 - (yy + zz); m[1][0] = xy - wz;
122  m[2][0] = xz + wy; m[3][0] = 0.0;
[4578]123
[2551]124  m[0][1] = xy + wz; m[1][1] = 1.0 - (xx + zz);
125  m[2][1] = yz - wx; m[3][1] = 0.0;
[4578]126
[2551]127  m[0][2] = xz - wy; m[1][2] = yz + wx;
128  m[2][2] = 1.0 - (xx + yy); m[3][2] = 0.0;
[4578]129
[2551]130  m[0][3] = 0; m[1][3] = 0;
131  m[2][3] = 0; m[3][3] = 1;
[2190]132}
133
[7191]134
[3449]135/**
[7348]136 * @brief Slerps this QUaternion performs a smooth move.
[7191]137 * @param toQuat to this Quaternion
138 * @param t \% inth the the direction[0..1]
139 */
140void Quaternion::slerpTo(const Quaternion& toQuat, float t)
141{
142  float tol[4];
143  double omega, cosom, sinom, scale0, scale1;
144  //  float DELTA = 0.2;
145
146  cosom = this->v.x * toQuat.v.x + this->v.y * toQuat.v.y + this->v.z * toQuat.v.z + this->w * toQuat.w;
147
148  if( cosom < 0.0 )
149  {
150    cosom = -cosom;
151    tol[0] = -toQuat.v.x;
152    tol[1] = -toQuat.v.y;
153    tol[2] = -toQuat.v.z;
154    tol[3] = -toQuat.w;
155  }
156  else
157  {
158    tol[0] = toQuat.v.x;
159    tol[1] = toQuat.v.y;
160    tol[2] = toQuat.v.z;
161    tol[3] = toQuat.w;
162  }
163
164  omega = acos(cosom);
165  sinom = sin(omega);
166  scale0 = sin((1.0 - t) * omega) / sinom;
167  scale1 = sin(t * omega) / sinom;
168  this->v = Vector(scale0 * this->v.x + scale1 * tol[0],
[7348]169                   scale0 * this->v.y + scale1 * tol[1],
170                   scale0 * this->v.z + scale1 * tol[2]);
[7191]171  this->w = scale0 * this->w + scale1 * tol[3];
172}
173
174
175/**
[7348]176 * @brief performs a smooth move.
[4836]177 * @param from  where
178 * @param to where
179 * @param t the time this transformation should take value [0..1]
180 * @returns the Result of the smooth move
[5420]181 */
[4998]182Quaternion Quaternion::quatSlerp(const Quaternion& from, const Quaternion& to, float t)
[2551]183{
184  float tol[4];
185  double omega, cosom, sinom, scale0, scale1;
[3971]186  //  float DELTA = 0.2;
[2551]187
[3966]188  cosom = from.v.x * to.v.x + from.v.y * to.v.y + from.v.z * to.v.z + from.w * to.w;
[2551]189
[4578]190  if( cosom < 0.0 )
[7348]191  {
192    cosom = -cosom;
193    tol[0] = -to.v.x;
194    tol[1] = -to.v.y;
195    tol[2] = -to.v.z;
196    tol[3] = -to.w;
197  }
[2551]198  else
[7348]199  {
200    tol[0] = to.v.x;
201    tol[1] = to.v.y;
202    tol[2] = to.v.z;
203    tol[3] = to.w;
204  }
[4578]205
[3966]206  omega = acos(cosom);
207  sinom = sin(omega);
208  scale0 = sin((1.0 - t) * omega) / sinom;
209  scale1 = sin(t * omega) / sinom;
[3971]210  return Quaternion(Vector(scale0 * from.v.x + scale1 * tol[0],
[7348]211                           scale0 * from.v.y + scale1 * tol[1],
212                           scale0 * from.v.z + scale1 * tol[2]),
[4578]213                    scale0 * from.w + scale1 * tol[3]);
[2551]214}
215
[7348]216/**
217 * @returns the heading
218 */
219float Quaternion::getHeading() const
220{
221  float pole = this->v.x*this->v.y + this->v.z*this->w;
222  if (fabsf(pole) != 0.5)
223    return atan2(2.0* (v.y*w - v.x*v.z), 1 - 2.0*(v.y*v.y - v.z*v.z));
224  else if (pole == .5) // North Pole
225    return 2.0 * atan2(v.x, w);
226  else // South Pole
227    return -2.0 * atan2(v.x, w);
228}
[2551]229
[2190]230/**
[7348]231 * @returns the Attitude
232 */
233float Quaternion::getAttitude() const
234{
235  return asin(2.0 * (v.x*v.y + v.z*w));
236}
237
238/**
239 * @returns the Bank
240 */
241float Quaternion::getBank() const
242{
243  if (fabsf(this->v.x*this->v.y + this->v.z*this->w) != 0.5)
244    return atan2(2.0*(v.x*w-v.y*v.z) , 1 - 2.0*(v.x*v.x - v.z*v.z));
245  else
246    return 0.0f;
247}
248
249
250/**
251 * @brief convert a rotational 4x4 glMatrix into a Quaternion
[4836]252 * @param m: a 4x4 matrix in glMatrix order
[5420]253 */
[2190]254Quaternion::Quaternion (float m[4][4])
255{
[4578]256
[2551]257  float  tr, s, q[4];
258  int    i, j, k;
259
260  int nxt[3] = {1, 2, 0};
261
262  tr = m[0][0] + m[1][1] + m[2][2];
263
[7348]264  // check the diagonal
[4578]265  if (tr > 0.0)
[2551]266  {
267    s = sqrt (tr + 1.0);
268    w = s / 2.0;
269    s = 0.5 / s;
270    v.x = (m[1][2] - m[2][1]) * s;
271    v.y = (m[2][0] - m[0][2]) * s;
272    v.z = (m[0][1] - m[1][0]) * s;
[7348]273  }
274  else
275  {
276    // diagonal is negative
277    i = 0;
278    if (m[1][1] > m[0][0]) i = 1;
[2551]279    if (m[2][2] > m[i][i]) i = 2;
280    j = nxt[i];
281    k = nxt[j];
282
283    s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0);
[4578]284
[2551]285    q[i] = s * 0.5;
[4578]286
[2551]287    if (s != 0.0) s = 0.5 / s;
[4578]288
[7348]289    q[3] = (m[j][k] - m[k][j]) * s;
[2551]290    q[j] = (m[i][j] + m[j][i]) * s;
291    q[k] = (m[i][k] + m[k][i]) * s;
292
[7348]293    v.x = q[0];
294    v.y = q[1];
295    v.z = q[2];
296    w = q[3];
[2190]297  }
298}
299
300/**
[7348]301 * @brief outputs some nice formated debug information about this quaternion
[3541]302*/
[7003]303void Quaternion::debug() const
[3541]304{
305  PRINT(0)("real a=%f; imag: x=%f y=%f z=%f\n", w, v.x, v.y, v.z);
306}
307
[7348]308/**
309 * @brief another better Quaternion Debug Function.
310 */
[7003]311void Quaternion::debug2() const
[5000]312{
313  Vector axis = this->getSpacialAxis();
314  PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z );
315}
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