Base: ScLERP placement interpolation
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166
src/Base/DualQuaternion.cpp
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166
src/Base/DualQuaternion.cpp
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/***************************************************************************
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* Copyright (c) 2019 Viktor Titov (DeepSOIC) <vv.titov@gmail.com> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#include "DualQuaternion.h"
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#include "cassert"
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Base::DualQuat Base::operator+(Base::DualQuat a, Base::DualQuat b)
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{
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return DualQuat(
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a.x + b.x,
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a.y + b.y,
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a.z + b.z,
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a.w + b.w
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);
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}
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Base::DualQuat Base::operator-(Base::DualQuat a, Base::DualQuat b)
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{
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return DualQuat(
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a.x - b.x,
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a.y - b.y,
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a.z - b.z,
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a.w - b.w
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);
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}
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Base::DualQuat Base::operator*(Base::DualQuat a, Base::DualQuat b)
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{
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return DualQuat(
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a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
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a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z,
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a.w * b.z + a.z * b.w + a.x * b.y - a.y * b.x,
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a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
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);
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}
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Base::DualQuat Base::operator*(Base::DualQuat a, double b)
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{
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return DualQuat(
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a.x * b,
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a.y * b,
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a.z * b,
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a.w * b
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);
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}
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Base::DualQuat Base::operator*(double a, Base::DualQuat b)
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{
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return DualQuat(
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b.x * a,
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b.y * a,
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b.z * a,
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b.w * a
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);
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}
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Base::DualQuat Base::operator*(Base::DualQuat a, Base::DualNumber b)
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{
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return DualQuat(
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a.x * b,
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a.y * b,
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a.z * b,
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a.w * b
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);
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}
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Base::DualQuat Base::operator*(Base::DualNumber a, Base::DualQuat b)
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{
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return DualQuat(
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b.x * a,
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b.y * a,
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b.z * a,
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b.w * a
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);
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}
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Base::DualQuat::DualQuat(Base::DualQuat re, Base::DualQuat du)
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: x(re.x.re, du.x.re),
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y(re.y.re, du.y.re),
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z(re.z.re, du.z.re),
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w(re.w.re, du.w.re)
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{
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assert(re.dual().length() < 1e-12);
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assert(du.dual().length() < 1e-12);
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}
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double Base::DualQuat::dot(Base::DualQuat a, Base::DualQuat b)
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{
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return a.x.re * b.x.re +
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a.y.re * b.y.re +
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a.z.re * b.z.re +
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a.w.re * b.w.re ;
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}
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Base::DualQuat Base::DualQuat::pow(double t, bool shorten) const
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{
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/* implemented after "Dual-Quaternions: From Classical Mechanics to
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* Computer Graphics and Beyond" by Ben Kenwright www.xbdev.net
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* bkenwright@xbdev.net
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* http://www.xbdev.net/misc_demos/demos/dual_quaternions_beyond/paper.pdf
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*
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* There are some differences:
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*
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* * Special handling of no-rotation situation (because normalization
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* multiplier becomes infinite in this situation, breaking the algorithm).
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*
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* * Dual quaternions are implemented as a collection of dual numbers,
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* rather than a collection of two quaternions like it is done in suggested
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* inplementation in the paper.
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*
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* * acos replaced with atan2 for improved angle accuracy for small angles
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*
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* */
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double le = this->vec().length();
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if (le < 1e-12) {
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//special case of no rotation. Interpolate position
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return DualQuat(this->real(), this->dual()*t);
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}
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double normmult = 1.0/le;
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DualQuat self = *this;
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if (shorten){
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if (dot(self, identity()) < -1e-12){ //using negative tolerance instead of zero, for stability in situations the choice is ambiguous (180-degree rotations)
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self = -self;
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}
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}
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//to screw coordinates
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double theta = self.theta();
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double pitch = -2.0 * self.w.du * normmult;
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DualQuat l = self.real().vec() * normmult; //abusing DualQuat to store vectors. Very handy in this case.
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DualQuat m = (self.dual().vec() - pitch/2*cos(theta/2)*l)*normmult;
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//interpolate
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theta *= t;
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pitch *= t;
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//back to quaternion
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return DualQuat(
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l * sin(theta/2) + DualQuat(0,0,0,cos(theta/2)),
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m * sin(theta/2) + pitch / 2 * cos(theta/2) * l + DualQuat(0,0,0,-pitch/2*sin(theta/2))
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);
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}
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