/*************************************************************************** * Copyright (c) 2006 Werner Mayer * * * * This file is part of the FreeCAD CAx development system. * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of the GNU Library General Public * * License as published by the Free Software Foundation; either * * version 2 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Library General Public License for more details. * * * * You should have received a copy of the GNU Library General Public * * License along with this library; see the file COPYING.LIB. If not, * * write to the Free Software Foundation, Inc., 59 Temple Place, * * Suite 330, Boston, MA 02111-1307, USA * * * ***************************************************************************/ #include "PreCompiled.h" #ifndef _PreComp_ # include # include #endif #include "Rotation.h" #include "Matrix.h" #include "Base/Exception.h" using namespace Base; Rotation::Rotation() { quat[0]=quat[1]=quat[2]=0.0;quat[3]=1.0; _axis.Set(0.0, 0.0, 1.0); _angle = 0.0; } /** Construct a rotation by rotation axis and angle */ Rotation::Rotation(const Vector3d& axis, const double fAngle) { // set to (0,0,1) as fallback in case the passed axis is the null vector _axis.Set(0.0, 0.0, 1.0); this->setValue(axis, fAngle); } Rotation::Rotation(const Matrix4D& matrix) { this->setValue(matrix); } /** Construct a rotation initialized with the given quaternion components: * q[0] = x, q[1] = y, q[2] = z and q[3] = w, * where the quaternion is specified by q=w+xi+yj+zk. */ Rotation::Rotation(const double q[4]) { this->setValue(q); } /** Construct a rotation initialized with the given quaternion components: * q0 = x, q1 = y, q2 = z and q3 = w, * where the quaternion is specified by q=w+xi+yj+zk. */ Rotation::Rotation(const double q0, const double q1, const double q2, const double q3) { this->setValue(q0, q1, q2, q3); } Rotation::Rotation(const Vector3d & rotateFrom, const Vector3d & rotateTo) { this->setValue(rotateFrom, rotateTo); } Rotation::Rotation(const Rotation& rot) { this->quat[0] = rot.quat[0]; this->quat[1] = rot.quat[1]; this->quat[2] = rot.quat[2]; this->quat[3] = rot.quat[3]; this->_axis[0] = rot._axis[0]; this->_axis[1] = rot._axis[1]; this->_axis[2] = rot._axis[2]; this->_angle = rot._angle; } void Rotation::operator = (const Rotation& rot) { this->quat[0] = rot.quat[0]; this->quat[1] = rot.quat[1]; this->quat[2] = rot.quat[2]; this->quat[3] = rot.quat[3]; this->_axis[0] = rot._axis[0]; this->_axis[1] = rot._axis[1]; this->_axis[2] = rot._axis[2]; this->_angle = rot._angle; } const double * Rotation::getValue(void) const { return &this->quat[0]; } void Rotation::getValue(double & q0, double & q1, double & q2, double & q3) const { q0 = this->quat[0]; q1 = this->quat[1]; q2 = this->quat[2]; q3 = this->quat[3]; } void Rotation::evaluateVector() { // Taken from // // Note: -1 < w < +1 (|w| == 1 not allowed, with w:=quat[3]) if ((this->quat[3] > -1.0) && (this->quat[3] < 1.0)) { double rfAngle = acos(this->quat[3]) * 2.0; double scale = sin(rfAngle / 2.0); // Get a normalized vector double l = this->_axis.Length(); if (l < Base::Vector3d::epsilon()) l = 1; this->_axis.x = this->quat[0] * l / scale; this->_axis.y = this->quat[1] * l / scale; this->_axis.z = this->quat[2] * l / scale; _angle = rfAngle; } else { _axis.Set(0.0, 0.0, 1.0); _angle = 0.0; } } void Rotation::setValue(const double q0, const double q1, const double q2, const double q3) { this->quat[0] = q0; this->quat[1] = q1; this->quat[2] = q2; this->quat[3] = q3; this->normalize(); this->evaluateVector(); } void Rotation::getValue(Vector3d & axis, double & rfAngle) const { rfAngle = _angle; axis.x = _axis.x; axis.y = _axis.y; axis.z = _axis.z; axis.Normalize(); } void Rotation::getRawValue(Vector3d & axis, double & rfAngle) const { rfAngle = _angle; axis.x = _axis.x; axis.y = _axis.y; axis.z = _axis.z; } /** * Returns this rotation in form of a matrix. */ void Rotation::getValue(Matrix4D & matrix) const { // Taken from // const double x = this->quat[0]; const double y = this->quat[1]; const double z = this->quat[2]; const double w = this->quat[3]; matrix[0][0] = 1.0-2.0*(y*y+z*z); matrix[0][1] = 2.0*(x*y-z*w); matrix[0][2] = 2.0*(x*z+y*w); matrix[0][3] = 0.0; matrix[1][0] = 2.0*(x*y+z*w); matrix[1][1] = 1.0-2.0*(x*x+z*z); matrix[1][2] = 2.0*(y*z-x*w); matrix[1][3] = 0.0; matrix[2][0] = 2.0*(x*z-y*w); matrix[2][1] = 2.0*(y*z+x*w); matrix[2][2] = 1.0-2.0*(x*x+y*y); matrix[2][3] = 0.0; matrix[3][0] = 0.0; matrix[3][1] = 0.0; matrix[3][2] = 0.0; matrix[3][3] = 1.0; } void Rotation::setValue(const double q[4]) { this->quat[0] = q[0]; this->quat[1] = q[1]; this->quat[2] = q[2]; this->quat[3] = q[3]; this->normalize(); this->evaluateVector(); } void Rotation::setValue(const Matrix4D & m) { double trace = (m[0][0] + m[1][1] + m[2][2]); if (trace > 0.0) { double s = sqrt(1.0+trace); this->quat[3] = 0.5 * s; s = 0.5 / s; this->quat[0] = ((m[2][1] - m[1][2]) * s); this->quat[1] = ((m[0][2] - m[2][0]) * s); this->quat[2] = ((m[1][0] - m[0][1]) * s); } else { // Described in RotationIssues.pdf from // // Get the max. element of the trace unsigned short i = 0; if (m[1][1] > m[0][0]) i = 1; if (m[2][2] > m[i][i]) i = 2; unsigned short j = (i+1)%3; unsigned short k = (i+2)%3; double s = sqrt((m[i][i] - (m[j][j] + m[k][k])) + 1.0); this->quat[i] = s * 0.5; s = 0.5 / s; this->quat[3] = ((m[k][j] - m[j][k]) * s); this->quat[j] = ((m[j][i] + m[i][j]) * s); this->quat[k] = ((m[k][i] + m[i][k]) * s); } this->evaluateVector(); } void Rotation::setValue(const Vector3d & axis, const double fAngle) { // Taken from // // normalization of the angle to be in [0, 2pi[ _angle = fAngle; double theAngle = fAngle - floor(fAngle / (2.0 * D_PI))*(2.0 * D_PI); this->quat[3] = cos(theAngle/2.0); Vector3d norm = axis; norm.Normalize(); double l = norm.Length(); // Keep old axis in case the new axis is the null vector if (l > 0.5) { this->_axis = axis; } else { norm = _axis; norm.Normalize(); } double scale = sin(theAngle/2.0); this->quat[0] = norm.x * scale; this->quat[1] = norm.y * scale; this->quat[2] = norm.z * scale; } void Rotation::setValue(const Vector3d & rotateFrom, const Vector3d & rotateTo) { Vector3d u(rotateFrom); u.Normalize(); Vector3d v(rotateTo); v.Normalize(); // The vector from x to is the rotation axis because it's the normal of the plane defined by (0,u,v) const double dot = u * v; Vector3d w = u % v; const double wlen = w.Length(); if (wlen == 0.0) { // Parallel vectors // Check if they are pointing in the same direction. if (dot > 0.0) { this->setValue(0.0, 0.0, 0.0, 1.0); } else { // We can use any axis perpendicular to u (and v) Vector3d t = u % Vector3d(1.0, 0.0, 0.0); if (t.Length() < Base::Vector3d::epsilon()) t = u % Vector3d(0.0, 1.0, 0.0); this->setValue(t.x, t.y, t.z, 0.0); } } else { // Vectors are not parallel // Note: A quaternion is not well-defined by specifying a point and its transformed point. // Every quaternion with a rotation axis having the same angle to the vectors of both points is okay. double angle = acos(dot); this->setValue(w, angle); } } void Rotation::normalize() { double len = sqrt(this->quat[0]*this->quat[0]+ this->quat[1]*this->quat[1]+ this->quat[2]*this->quat[2]+ this->quat[3]*this->quat[3]); if (len > 0.0) { this->quat[0] /= len; this->quat[1] /= len; this->quat[2] /= len; this->quat[3] /= len; } } Rotation & Rotation::invert(void) { this->quat[0] = -this->quat[0]; this->quat[1] = -this->quat[1]; this->quat[2] = -this->quat[2]; this->_axis.x = -this->_axis.x; this->_axis.y = -this->_axis.y; this->_axis.z = -this->_axis.z; return *this; } Rotation Rotation::inverse(void) const { Rotation rot; rot.quat[0] = -this->quat[0]; rot.quat[1] = -this->quat[1]; rot.quat[2] = -this->quat[2]; rot.quat[3] = this->quat[3]; rot._axis[0] = -this->_axis[0]; rot._axis[1] = -this->_axis[1]; rot._axis[2] = -this->_axis[2]; return rot; } Rotation & Rotation::operator*=(const Rotation & q) { // Taken from double x0, y0, z0, w0; this->getValue(x0, y0, z0, w0); double x1, y1, z1, w1; q.getValue(x1, y1, z1, w1); this->setValue(w0*x1 + x0*w1 + y0*z1 - z0*y1, w0*y1 - x0*z1 + y0*w1 + z0*x1, w0*z1 + x0*y1 - y0*x1 + z0*w1, w0*w1 - x0*x1 - y0*y1 - z0*z1); return *this; } Rotation Rotation::operator*(const Rotation & q) const { Rotation quat(*this); quat *= q; return quat; } bool Rotation::operator==(const Rotation & q) const { if ((this->quat[0] == q.quat[0] && this->quat[1] == q.quat[1] && this->quat[2] == q.quat[2] && this->quat[3] == q.quat[3]) || (this->quat[0] == -q.quat[0] && this->quat[1] == -q.quat[1] && this->quat[2] == -q.quat[2] && this->quat[3] == -q.quat[3])) return true; return false; } bool Rotation::operator!=(const Rotation & q) const { return !(*this == q); } bool Rotation::isSame(const Rotation& q) const { if ((this->quat[0] == q.quat[0] && this->quat[1] == q.quat[1] && this->quat[2] == q.quat[2] && this->quat[3] == q.quat[3]) || (this->quat[0] == -q.quat[0] && this->quat[1] == -q.quat[1] && this->quat[2] == -q.quat[2] && this->quat[3] == -q.quat[3])) return true; return false; } bool Rotation::isSame(const Rotation& q, double tol) const { // This follows the implementation of Coin3d where the norm // (x1-y1)**2 + ... + (x4-y4)**2 is computed. // This term can be simplified to // 2 - 2*(x1*y1 + ... + x4*y4) so that for the equality we have to check // 1 - tol/2 <= x1*y1 + ... + x4*y4 // Because a quaternion (x1,x2,x3,x4) is equal to (-x1,-x2,-x3,-x4) we use the // absolute value of the scalar product double dot = q.quat[0]*quat[0]+q.quat[1]*quat[1]+q.quat[2]*quat[2]+q.quat[3]*quat[3]; return fabs(dot) >= 1.0 - tol/2; } Vector3d Rotation::multVec(const Vector3d & src) const { Vector3d dst; multVec(src,dst); return dst; } void Rotation::multVec(const Vector3d & src, Vector3d & dst) const { double x = this->quat[0]; double y = this->quat[1]; double z = this->quat[2]; double w = this->quat[3]; double x2 = x * x; double y2 = y * y; double z2 = z * z; double w2 = w * w; double dx = (x2+w2-y2-z2)*src.x + 2.0*(x*y-z*w)*src.y + 2.0*(x*z+y*w)*src.z; double dy = 2.0*(x*y+z*w)*src.x + (w2-x2+y2-z2)*src.y + 2.0*(y*z-x*w)*src.z; double dz = 2.0*(x*z-y*w)*src.x + 2.0*(x*w+y*z)*src.y + (w2-x2-y2+z2)*src.z; dst.x = dx; dst.y = dy; dst.z = dz; } void Rotation::scaleAngle(const double scaleFactor) { Vector3d axis; double fAngle; this->getValue(axis, fAngle); this->setValue(axis, fAngle * scaleFactor); } Rotation Rotation::slerp(const Rotation & q0, const Rotation & q1, double t) { // Taken from // q = [q0*sin((1-t)*theta)+q1*sin(t*theta)]/sin(theta), 0<=t<=1 if (t<0.0) t=0.0; else if (t>1.0) t=1.0; //return q0; double scale0 = 1.0 - t; double scale1 = t; double dot = q0.quat[0]*q1.quat[0]+q0.quat[1]*q1.quat[1]+q0.quat[2]*q1.quat[2]+q0.quat[3]*q1.quat[3]; bool neg=false; if (dot < 0.0) { dot = -dot; neg = true; } if ((1.0 - dot) > Base::Vector3d::epsilon()) { double angle = acos(dot); double sinangle = sin(angle); // If possible calculate spherical interpolation, otherwise use linear interpolation if (sinangle > Base::Vector3d::epsilon()) { scale0 = double(sin((1.0 - t) * angle)) / sinangle; scale1 = double(sin(t * angle)) / sinangle; } } if (neg) scale1 = -scale1; double x = scale0 * q0.quat[0] + scale1 * q1.quat[0]; double y = scale0 * q0.quat[1] + scale1 * q1.quat[1]; double z = scale0 * q0.quat[2] + scale1 * q1.quat[2]; double w = scale0 * q0.quat[3] + scale1 * q1.quat[3]; return Rotation(x, y, z, w); } Rotation Rotation::identity(void) { return Rotation(0.0, 0.0, 0.0, 1.0); } Rotation Rotation::makeRotationByAxes(Vector3d xdir, Vector3d ydir, Vector3d zdir, const char* priorityOrder) { const double tol = 1e-7; //equal to OCC Precision::Confusion enum dirIndex { X, Y, Z }; //convert priorityOrder string into a sequence of ints. if (strlen(priorityOrder)!=3) THROWM(ValueError, "makeRotationByAxes: length of priorityOrder is not 3"); int order[3]; for (int i = 0; i < 3; ++i){ order[i] = priorityOrder[i] - 'X'; if (order[i] < 0 || order[i] > 2) THROWM(ValueError, "makeRotationByAxes: characters in priorityOrder must be uppercase X, Y, or Z. Some other character encountered.") } //ensure every axis is listed in priority list if( order[0] == order[1] || order[1] == order[2] || order[2] == order[0]) THROWM(ValueError,"makeRotationByAxes: not all axes are listed in priorityOrder"); //group up dirs into an array, to access them by indexes stored in @order. std::vector dirs = {&xdir, &ydir, &zdir}; auto dropPriority = [&order](int index){ char tmp; if (index == 0){ tmp = order[0]; order[0] = order[1]; order[1] = order[2]; order[2] = tmp; } else if (index == 1) { tmp = order[1]; order[1] = order[2]; order[2] = tmp; } //else if index == 2 do nothing }; //pick up the strict direction Vector3d mainDir; for (int i = 0; i < 3; ++i){ mainDir = *(dirs[order[0]]); if (mainDir.Length() > tol) break; else dropPriority(0); if (i == 2) THROWM(ValueError, "makeRotationByAxes: all directions supplied are zero"); } mainDir.Normalize(); //pick up the 2nd priority direction, "hint" direction. Vector3d hintDir; for (int i = 0; i < 2; ++i){ hintDir = *(dirs[order[1]]); if ((hintDir.Cross(mainDir)).Length() > tol) break; else dropPriority(1); if (i == 1) hintDir = Vector3d(); //no vector can be used as hint direction. Zero it out, to indicate that a guess is needed. } if (hintDir.Length() == 0.0){ switch (order[0]){ case X: { //xdir is main //align zdir to OZ order[1] = Z; order[2] = Y; hintDir = Vector3d(0,0,1); if ((hintDir.Cross(mainDir)).Length() <= tol){ //aligning to OZ is impossible, align to ydir to OY. Why so? I don't know, just feels right =) hintDir = Vector3d(0,1,0); order[1] = Y; order[2] = Z; } } break; case Y: { //ydir is main //align zdir to OZ order[1] = Z; order[2] = X; hintDir = mainDir.z > -tol ? Vector3d(0,0,1) : Vector3d(0,0,-1); if ((hintDir.Cross(mainDir)).Length() <= tol){ //aligning zdir to OZ is impossible, align xdir to OX then. hintDir = Vector3d(1,0,0); order[1] = X; order[2] = Z; } } break; case Z: { //zdir is main //align ydir to OZ order[1] = Y; order[2] = X; hintDir = Vector3d(0,0,1); if ((hintDir.Cross(mainDir)).Length() <= tol){ //aligning ydir to OZ is impossible, align xdir to OX then. hintDir = Vector3d(1,0,0); order[1] = X; order[2] = Y; } } break; }//switch ordet[0] } //ensure every axis is listed in priority list assert(order[0] != order[1]); assert(order[1] != order[2]); assert(order[2] != order[0]); hintDir.Normalize(); //make hintDir perpendicular to mainDir. For that, we cross-product the two to obtain the third axis direction, and then recover back the hint axis by doing another cross product. Vector3d lastDir = mainDir.Cross(hintDir); lastDir.Normalize(); hintDir = lastDir.Cross(mainDir); hintDir.Normalize(); //redundant? Vector3d finaldirs[3]; finaldirs[order[0]] = mainDir; finaldirs[order[1]] = hintDir; finaldirs[order[2]] = lastDir; //fix handedness if (finaldirs[X].Cross(finaldirs[Y]) * finaldirs[Z] < 0.0) //handedness is wrong. Switch the direction of the least important axis finaldirs[order[2]] = finaldirs[order[2]] * (-1.0); //build the rotation, by constructing a matrix first. Matrix4D m; m.setToUnity(); for (int i = 0; i < 3; ++i){ //matrix indexing: [row][col] m[0][i] = finaldirs[i].x; m[1][i] = finaldirs[i].y; m[2][i] = finaldirs[i].z; } return Rotation(m); } void Rotation::setYawPitchRoll(double y, double p, double r) { // The Euler angles (yaw,pitch,roll) are in XY'Z''-notation // convert to radians y = (y/180.0)*D_PI; p = (p/180.0)*D_PI; r = (r/180.0)*D_PI; double c1 = cos(y/2.0); double s1 = sin(y/2.0); double c2 = cos(p/2.0); double s2 = sin(p/2.0); double c3 = cos(r/2.0); double s3 = sin(r/2.0); // quat[0] = c1*c2*s3 - s1*s2*c3; // quat[1] = c1*s2*c3 + s1*c2*s3; // quat[2] = s1*c2*c3 - c1*s2*s3; // quat[3] = c1*c2*c3 + s1*s2*s3; this->setValue ( c1*c2*s3 - s1*s2*c3, c1*s2*c3 + s1*c2*s3, s1*c2*c3 - c1*s2*s3, c1*c2*c3 + s1*s2*s3 ); } void Rotation::getYawPitchRoll(double& y, double& p, double& r) const { double q00 = quat[0]*quat[0]; double q11 = quat[1]*quat[1]; double q22 = quat[2]*quat[2]; double q33 = quat[3]*quat[3]; double q01 = quat[0]*quat[1]; double q02 = quat[0]*quat[2]; double q03 = quat[0]*quat[3]; double q12 = quat[1]*quat[2]; double q13 = quat[1]*quat[3]; double q23 = quat[2]*quat[3]; double qd2 = 2.0*(q13-q02); // handle gimbal lock if (fabs(qd2-1.0) < DBL_EPSILON) { // north pole y = 0.0; p = D_PI/2.0; r = 2.0 * atan2(quat[0],quat[3]); } else if (fabs(qd2+1.0) < DBL_EPSILON) { // south pole y = 0.0; p = -D_PI/2.0; r = -2.0 * atan2(quat[0],quat[3]); } else { y = atan2(2.0*(q01+q23),(q00+q33)-(q11+q22)); p = qd2 > 1.0 ? D_PI/2.0 : (qd2 < -1.0 ? -D_PI/2.0 : asin (qd2)); r = atan2(2.0*(q12+q03),(q22+q33)-(q00+q11)); } // convert to degree y = (y/D_PI)*180; p = (p/D_PI)*180; r = (r/D_PI)*180; } bool Rotation::isIdentity() const { return ((this->quat[0] == 0.0 && this->quat[1] == 0.0 && this->quat[2] == 0.0) && (this->quat[3] == 1.0 || this->quat[3] == -1.0)); } bool Rotation::isNull() const { return (this->quat[0] == 0.0 && this->quat[1] == 0.0 && this->quat[2] == 0.0 && this->quat[3] == 0.0); }