Files
create/src/Base/Placement.cpp
2023-11-13 12:01:26 -05:00

212 lines
5.9 KiB
C++

/***************************************************************************
* Copyright (c) 2006 Jürgen Riegel <juergen.riegel@web.de> *
* *
* 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"
#include "Placement.h"
#include "Matrix.h"
#include "Rotation.h"
#include "DualQuaternion.h"
using namespace Base;
Placement::Placement() = default;
Placement::Placement(const Base::Matrix4D& matrix)
{
fromMatrix(matrix);
}
Placement::Placement(const Vector3d& Pos, const Rotation& Rot)
: _pos(Pos)
, _rot(Rot)
{}
Placement::Placement(const Vector3d& Pos, const Rotation& Rot, const Vector3d& Cnt)
: _rot(Rot)
{
Vector3d RotC = Cnt;
Rot.multVec(RotC, RotC);
this->_pos = Pos + Cnt - RotC;
}
Placement Placement::fromDualQuaternion(DualQuat qq)
{
Rotation rot(qq.x.re, qq.y.re, qq.z.re, qq.w.re);
DualQuat mvq = 2 * qq.dual() * qq.real().conj();
return {Vector3d(mvq.x.re, mvq.y.re, mvq.z.re), rot};
}
Base::Matrix4D Placement::toMatrix() const
{
Base::Matrix4D matrix;
_rot.getValue(matrix);
matrix[0][3] = this->_pos.x;
matrix[1][3] = this->_pos.y;
matrix[2][3] = this->_pos.z;
return matrix;
}
void Placement::fromMatrix(const Base::Matrix4D& matrix)
{
_rot.setValue(matrix);
this->_pos.x = matrix[0][3];
this->_pos.y = matrix[1][3];
this->_pos.z = matrix[2][3];
}
DualQuat Placement::toDualQuaternion() const
{
DualQuat posqq(_pos.x, _pos.y, _pos.z, 0.0);
DualQuat rotqq;
_rot.getValue(rotqq.x.re, rotqq.y.re, rotqq.z.re, rotqq.w.re);
DualQuat ret(rotqq, 0.5 * posqq * rotqq);
return ret;
}
bool Placement::isIdentity() const
{
Base::Vector3d nullvec(0, 0, 0);
bool none = (this->_pos == nullvec) && (this->_rot.isIdentity());
return none;
}
bool Placement::isIdentity(double tol) const
{
return isSame(Placement(), tol);
}
bool Placement::isSame(const Placement& p) const
{
return this->_rot.isSame(p._rot) && this->_pos.IsEqual(p._pos, 0);
}
bool Placement::isSame(const Placement& p, double tol) const
{
return this->_rot.isSame(p._rot, tol) && this->_pos.IsEqual(p._pos, tol);
}
void Placement::invert()
{
this->_rot = this->_rot.inverse();
this->_rot.multVec(this->_pos, this->_pos);
this->_pos = -this->_pos;
}
Placement Placement::inverse() const
{
Placement p(*this);
p.invert();
return p;
}
void Placement::move(const Vector3d& MovVec)
{
_pos += MovVec;
}
bool Placement::operator==(const Placement& that) const
{
return (this->_pos == that._pos) && (this->_rot == that._rot);
}
bool Placement::operator!=(const Placement& that) const
{
return !(*this == that);
}
/*!
Let this placement be right-multiplied by \a p. Returns reference to
self.
\sa multRight()
*/
Placement& Placement::operator*=(const Placement& p)
{
return multRight(p);
}
Placement Placement::operator*(const Placement& p) const
{
Placement plm(*this);
plm *= p;
return plm;
}
Placement Placement::pow(double t, bool shorten) const
{
return Placement::fromDualQuaternion(this->toDualQuaternion().pow(t, shorten));
}
/*!
Let this placement be right-multiplied by \a p. Returns reference to
self.
\sa multLeft()
*/
Placement& Placement::multRight(const Base::Placement& p)
{
Base::Vector3d tmp(p._pos);
this->_rot.multVec(tmp, tmp);
this->_pos += tmp;
this->_rot.multRight(p._rot);
return *this;
}
/*!
Let this placement be left-multiplied by \a p. Returns reference to
self.
\sa multRight()
*/
Placement& Placement::multLeft(const Base::Placement& p)
{
p.multVec(this->_pos, this->_pos);
this->_rot.multLeft(p._rot);
return *this;
}
void Placement::multVec(const Vector3d& src, Vector3d& dst) const
{
this->_rot.multVec(src, dst);
dst += this->_pos;
}
void Placement::multVec(const Vector3f& src, Vector3f& dst) const
{
this->_rot.multVec(src, dst);
dst += Base::toVector<float>(this->_pos);
}
Placement Placement::slerp(const Placement& p0, const Placement& p1, double t)
{
Rotation rot = Rotation::slerp(p0.getRotation(), p1.getRotation(), t);
Vector3d pos = p0.getPosition() * (1.0 - t) + p1.getPosition() * t;
return {pos, rot};
}
Placement Placement::sclerp(const Placement& p0, const Placement& p1, double t, bool shorten)
{
Placement trf = p0.inverse() * p1;
return p0 * trf.pow(t, shorten);
}