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Quaternion.h
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#pragma once
#include "Vector3.h"
//------------------------------------------------------------------------
// Quaternion Class and Quaternion functions
//------------------------------------------------------------------------
class Quaternion {
public:
float n; // number (scalar) part
Vector3 v; // vector part: v.x, v.y, v.z
Quaternion(void);
Quaternion(float e0, float e1, float e2, float e3);
float Magnitude(void);
Vector3 GetVector(void);
float GetScalar(void);
Quaternion operator+=(Quaternion q);
Quaternion operator-=(Quaternion q);
Quaternion operator*=(float s);
Quaternion operator/=(float s);
Quaternion operator~(void) const;
};
// Default Constructor
inline Quaternion::Quaternion(void)
{
n = 1;
v.x = 0;
v.y = 0;
v.z = 0;
}
// Constructor
inline Quaternion::Quaternion(float e0, float e1, float e2, float e3)
{
n = e0;
v.x = e1;
v.y = e2;
v.z = e3;
}
inline float Quaternion::Magnitude(void)
{
return (float)sqrt(n * n + v.x * v.x + v.y * v.y + v.z * v.z);
}
inline Vector3 Quaternion::GetVector(void)
{
return Vector3(v.x, v.y, v.z);
}
inline float Quaternion::GetScalar(void)
{
return n;
}
inline Quaternion Quaternion::operator+=(Quaternion q)
{
n += q.n;
v.x += q.v.x;
v.y += q.v.y;
v.z += q.v.z;
return *this;
}
inline Quaternion Quaternion::operator-=(Quaternion q)
{
n -= q.n;
v.x -= q.v.x;
v.y -= q.v.y;
v.z -= q.v.z;
return *this;
}
inline Quaternion Quaternion::operator*=(float s)
{
n *= s;
v.x *= s;
v.y *= s;
v.z *= s;
return *this;
}
inline Quaternion Quaternion::operator/=(float s)
{
n /= s;
v.x /= s;
v.y /= s;
v.z /= s;
return *this;
}
inline Quaternion Quaternion::operator~(void) const
{
return Quaternion(n,
-v.x,
-v.y,
-v.z);
}
inline Quaternion operator+(Quaternion q1, Quaternion q2)
{
return Quaternion(q1.n + q2.n,
q1.v.x + q2.v.x,
q1.v.y + q2.v.y,
q1.v.z + q2.v.z);
}
inline Quaternion operator-(Quaternion q1, Quaternion q2)
{
return Quaternion(q1.n - q2.n,
q1.v.x - q2.v.x,
q1.v.y - q2.v.y,
q1.v.z - q2.v.z);
}
inline Quaternion operator*(Quaternion q1, Quaternion q2)
{
return Quaternion(q1.n * q2.n - q1.v.x * q2.v.x
- q1.v.y * q2.v.y - q1.v.z * q2.v.z,
q1.n * q2.v.x + q1.v.x * q2.n
+ q1.v.y * q2.v.z - q1.v.z * q2.v.y,
q1.n * q2.v.y + q1.v.y * q2.n
+ q1.v.z * q2.v.x - q1.v.x * q2.v.z,
q1.n * q2.v.z + q1.v.z * q2.n
+ q1.v.x * q2.v.y - q1.v.y * q2.v.x);
}
inline Quaternion operator*(Quaternion q, float s)
{
return Quaternion(q.n * s, q.v.x * s, q.v.y * s, q.v.z * s);
}
inline Quaternion operator*(float s, Quaternion q)
{
return Quaternion(q.n * s, q.v.x * s, q.v.y * s, q.v.z * s);
}
inline Quaternion operator*(Quaternion q, Vector3 v)
{
return Quaternion(-(q.v.x * v.x + q.v.y * v.y + q.v.z * v.z),
q.n * v.x + q.v.y * v.z - q.v.z * v.y,
q.n * v.y + q.v.z * v.x - q.v.x * v.z,
q.n * v.z + q.v.x * v.y - q.v.y * v.x);
}
inline Quaternion operator*(Vector3 v, Quaternion q)
{
return Quaternion(-(q.v.x * v.x + q.v.y * v.y + q.v.z * v.z),
q.n * v.x + q.v.z * v.y - q.v.y * v.z,
q.n * v.y + q.v.x * v.z - q.v.z * v.x,
q.n * v.z + q.v.y * v.x - q.v.x * v.y);
}
inline Quaternion operator/(Quaternion q, float s)
{
return Quaternion(q.n / s, q.v.x / s, q.v.y / s, q.v.z / s);
}
inline float QGetAngle(Quaternion q)
{
return (float)(2 * acos(q.n));
}
inline Vector3 QGetAxis(Quaternion q)
{
Vector3 v;
float m;
v = q.GetVector();
m = v.Magnitude();
if (m <= tol)
return Vector3();
else
return v / m;
}
inline Quaternion QRotate(Quaternion q1, Quaternion q2)
{
return q1 * q2 * (~q1);
}
inline Vector3 QVRotate(Quaternion q, Vector3 v)
{
Quaternion t;
t = q * v * (~q);
return t.GetVector();
}
inline float DegreesToRadians(float deg)
{
return deg * M_PI / 180.0f;
}
inline float RadiansToDegrees(float rad)
{
return rad * 180.0f / M_PI;
}
inline Quaternion MakeQFromEulerAngles(float x, float y, float z)
{
Quaternion q;
double roll = DegreesToRadians(x);
double pitch = DegreesToRadians(y);
double yaw = DegreesToRadians(z);
double cyaw, cpitch, croll, syaw, spitch, sroll;
double cyawcpitch, syawspitch, cyawspitch, syawcpitch;
cyaw = cos(0.5f * yaw);
cpitch = cos(0.5f * pitch);
croll = cos(0.5f * roll);
syaw = sin(0.5f * yaw);
spitch = sin(0.5f * pitch);
sroll = sin(0.5f * roll);
cyawcpitch = cyaw * cpitch;
syawspitch = syaw * spitch;
cyawspitch = cyaw * spitch;
syawcpitch = syaw * cpitch;
q.n = (float)(cyawcpitch * croll + syawspitch * sroll);
q.v.x = (float)(cyawcpitch * sroll - syawspitch * croll);
q.v.y = (float)(cyawspitch * croll + syawcpitch * sroll);
q.v.z = (float)(syawcpitch * croll - cyawspitch * sroll);
return q;
}
inline Vector3 MakeEulerAnglesFromQ(Quaternion q)
{
double r11, r21, r31, r32, r33, r12, r13;
double q00, q11, q22, q33;
double tmp;
Vector3 u;
q00 = q.n * q.n;
q11 = q.v.x * q.v.x;
q22 = q.v.y * q.v.y;
q33 = q.v.z * q.v.z;
r11 = q00 + q11 - q22 - q33;
r21 = 2 * (q.v.x * q.v.y + q.n * q.v.z);
r31 = 2 * (q.v.x * q.v.z - q.n * q.v.y);
r32 = 2 * (q.v.y * q.v.z + q.n * q.v.x);
r33 = q00 - q11 - q22 + q33;
tmp = fabs(r31);
if (tmp > 0.999999)
{
r12 = 2 * (q.v.x * q.v.y - q.n * q.v.z);
r13 = 2 * (q.v.x * q.v.z + q.n * q.v.y);
u.x = RadiansToDegrees(0.0f); //roll
u.y = RadiansToDegrees((float)(-(M_PI / 2) * r31 / tmp)); // pitch
u.z = RadiansToDegrees((float)atan2(-r12, -r31 * r13)); // yaw
return u;
}
u.x = RadiansToDegrees((float)atan2(r32, r33)); // roll
u.y = RadiansToDegrees((float)asin(-r31)); // pitch
u.z = RadiansToDegrees((float)atan2(r21, r11)); // yaw
return u;
}