[5420] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Christian Meyer |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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[4578] | 16 | /*! |
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[6616] | 17 | * @file quaternion.h |
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| 18 | * A basic 3D quaternion math framework |
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[5008] | 19 | * |
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| 20 | * Contains classes to handle vectors, lines, rotations and planes |
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[4578] | 21 | */ |
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[2043] | 22 | |
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[6616] | 23 | #ifndef __QUATERNION_H_ |
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| 24 | #define __QUATERNION_H_ |
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[2043] | 25 | |
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| 26 | #include <math.h> |
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[3860] | 27 | #include "compiler.h" |
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[3449] | 28 | //! PI the circle-constant |
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[2043] | 29 | #define PI 3.14159265359f |
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[6616] | 30 | #include "vector.h" |
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[2043] | 31 | |
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[2190] | 32 | //! Quaternion |
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[2043] | 33 | /** |
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[4476] | 34 | Class to handle 3-dimensional rotation efficiently |
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[2190] | 35 | */ |
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| 36 | class Quaternion |
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| 37 | { |
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| 38 | public: |
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[4994] | 39 | /** creates a Default quaternion (multiplicational identity Quaternion)*/ |
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[3822] | 40 | inline Quaternion () { w = 1; v = Vector(0,0,0); } |
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[4994] | 41 | /** creates a Quaternion looking into the direction v @param v: the direction @param f: the value */ |
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[3971] | 42 | inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; } |
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[3541] | 43 | Quaternion (float m[4][4]); |
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[8724] | 44 | Quaternion (float m[3][3]); |
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[4994] | 45 | /** turns a rotation along an axis into a Quaternion @param angle: the amount of radians to rotate @param axis: the axis to rotate around */ |
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[6627] | 46 | inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2.0); v = axis * sin(angle/2.0); } |
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[3541] | 47 | Quaternion (const Vector& dir, const Vector& up); |
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| 48 | Quaternion (float roll, float pitch, float yaw); |
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[5052] | 49 | |
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| 50 | /** @param q: the Quaternion to compare with this one. @returns true if the Quaternions are the same, false otherwise */ |
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| 51 | inline bool operator== (const Quaternion& q) const { return (unlikely(this->v==q.v&&this->w==q.w))?true:false; }; |
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[4997] | 52 | /** @param f: a real value @return a Quaternion containing the quotient */ |
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| 53 | inline Quaternion operator/ (const float& f) const { return (unlikely(f==0.0)) ? Quaternion() : Quaternion(this->v/f, this->w/f); }; |
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[4836] | 54 | /** @param f: the value to divide by @returns the quaternion devided by f (this /= f) */ |
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[4477] | 55 | inline const Quaternion& operator/= (const float& f) {*this = *this / f; return *this;} |
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[4997] | 56 | /** @param f: a real value @return a Quaternion containing the product */ |
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| 57 | inline Quaternion operator* (const float& f) const { return Quaternion(this->v*f, this->w*f); }; |
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[4836] | 58 | /** @param f: the value to multiply by @returns the quaternion multiplied by f (this *= f) */ |
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[4477] | 59 | inline const Quaternion& operator*= (const float& f) {*this = *this * f; return *this;} |
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[4999] | 60 | /** @param q: another Quaternion to rotate this by @return a quaternion that represents the first one rotated by the second one (WARUNING: this operation is not commutative! e.g. (A*B) != (B*A)) */ |
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| 61 | Quaternion operator* (const Quaternion& q) const { return Quaternion(Vector(this->w*q.v.x + this->v.x*q.w + this->v.y*q.v.z - this->v.z*q.v.y, |
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| 62 | this->w*q.v.y + this->v.y*q.w + this->v.z*q.v.x - this->v.x*q.v.z, |
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| 63 | this->w*q.v.z + this->v.z*q.w + this->v.x*q.v.y - this->v.y*q.v.x), |
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[5006] | 64 | this->w*q.w - this->v.x*q.v.x - this->v.y*q.v.y - this->v.z*q.v.z); }; |
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[4836] | 65 | /** @param q: the Quaternion to multiply by @returns the quaternion multiplied by q (this *= q) */ |
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[4997] | 66 | inline const Quaternion& operator*= (const Quaternion& q) {*this = *this * q; return *this; }; |
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| 67 | /** @param q the Quaternion by which to devide @returns the division from this by q (this / q) */ |
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| 68 | inline Quaternion operator/ (const Quaternion& q) const { return *this * q.inverse(); }; |
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| 69 | /** @param q the Quaternion by which to devide @returns the division from this by q (this /= q) */ |
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| 70 | inline const Quaternion& operator/= (const Quaternion& q) { *this = *this * q.inverse(); return *this; }; |
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[4836] | 71 | /** @param q the Quaternion to add to this @returns the quaternion added with q (this + q) */ |
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[4477] | 72 | inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); }; |
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[4836] | 73 | /** @param q the Quaternion to add to this @returns the quaternion added with q (this += q) */ |
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[4477] | 74 | inline const Quaternion& operator+= (const Quaternion& q) { this->v += q.v; this->w += q.w; return *this; }; |
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[4836] | 75 | /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this - q) */ |
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[3822] | 76 | inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); } |
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[4836] | 77 | /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this -= q) */ |
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[4477] | 78 | inline const Quaternion& operator-= (const Quaternion& q) { this->v -= q.v; this->w -= q.w; return *this; }; |
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[4994] | 79 | /** copy constructor @param q: the Quaternion to set this to. @returns the Quaternion q (or this) */ |
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[3966] | 80 | inline Quaternion operator= (const Quaternion& q) {this->v = q.v; this->w = q.w; return *this;} |
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[4994] | 81 | /** conjugates this Quaternion @returns the conjugate */ |
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[4998] | 82 | inline Quaternion conjugate () const { return Quaternion(Vector(-v.x, -v.y, -v.z), this->w); }; |
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[4997] | 83 | /** @returns the norm of The Quaternion */ |
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[5000] | 84 | inline float norm () const { return sqrt(w*w + v.x*v.x + v.y*v.y + v.z*v.z); }; |
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[4997] | 85 | /** @returns the inverted Quaterntion of this */ |
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[5000] | 86 | inline Quaternion inverse () const { return conjugate() / (w*w + v.x*v.x + v.y*v.y + v.z*v.z); }; |
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[5419] | 87 | /** @returns the dot Product of a Quaternion */ |
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| 88 | inline float dot (const Quaternion& q) const { return v.x*q.v.x + v.y*q.v.y + v.z*q.v.z + w*q.w; }; |
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| 89 | /** @retuns the Distance between two Quaternions */ |
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| 90 | inline float distance(const Quaternion& q) const { return 2*acos(fabsf(this->dot(q))); }; |
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[4997] | 91 | /** @param v: the Vector @return a new Vector representing v rotated by the Quaternion */ |
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| 92 | inline Vector apply (const Vector& v) const { return (*this * Quaternion(v, 0) * conjugate()).v; }; |
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[3541] | 93 | void matrix (float m[4][4]) const; |
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[4998] | 94 | /** @returns the normalized Quaternion (|this|) */ |
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| 95 | inline Quaternion getNormalized() const { float n = this->norm(); return Quaternion(this->v/n, this->w/n); }; |
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| 96 | /** normalizes the current Quaternion */ |
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| 97 | inline void normalize() { float n = this->norm(); this->v /= n; this->w/=n; }; |
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[4578] | 98 | |
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[7348] | 99 | float getHeading() const; |
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| 100 | float getAttitude() const; |
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| 101 | float getBank() const; |
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[4998] | 102 | /** @returns the rotational axis of this Quaternion */ |
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| 103 | inline Vector getSpacialAxis() const { return this->v / sin(acos(w));/*sqrt(v.x*v.x + v.y*v.y + v.z+v.z);*/ }; |
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| 104 | /** @returns the rotational angle of this Quaternion around getSpacialAxis() !! IN DEGREE !! */ |
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[5435] | 105 | inline float getSpacialAxisAngle() const { return 360.0 / M_PI * acos( this->w ); }; |
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[4998] | 106 | |
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[7191] | 107 | |
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| 108 | inline void slerpTo(const Quaternion& toQuat, float t); |
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[4998] | 109 | static Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t); |
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| 110 | |
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[7003] | 111 | void debug() const; |
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| 112 | void debug2() const; |
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[4477] | 113 | |
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[4998] | 114 | |
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[4477] | 115 | public: |
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| 116 | Vector v; //!< Imaginary Vector |
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| 117 | float w; //!< Real part of the number |
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[2190] | 118 | }; |
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| 119 | |
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[3971] | 120 | |
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[8724] | 121 | |
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[6616] | 122 | #endif /* __QUATERNION_H_ */ |
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[3971] | 123 | |
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