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create/src/Mod/Mesh/App/WildMagic4/Wm4Quaternion.h
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// SPDX-License-Identifier: BSL-1.0
// Geometric Tools, LLC
// Copyright (c) 1998-2010
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 4.10.0 (2009/11/18)
#ifndef WM4QUATERNION_H
#define WM4QUATERNION_H
#include "Wm4FoundationLIB.h"
#include "Wm4Matrix3.h"
namespace Wm4
{
template <class Real>
class Quaternion
{
public:
// A quaternion is q = w + x*i + y*j + z*k where (w,x,y,z) is not
// necessarily a unit length vector in 4D.
// construction
Quaternion (); // uninitialized
Quaternion (Real fW, Real fX, Real fY, Real fZ);
Quaternion (const Quaternion& rkQ);
// quaternion for the input rotation matrix
Quaternion (const Matrix3<Real>& rkRot);
// quaternion for the rotation of the axis-angle pair
Quaternion (const Vector3<Real>& rkAxis, Real fAngle);
// quaternion for the rotation matrix with specified columns
Quaternion (const Vector3<Real> akRotColumn[3]);
// member access: 0 = w, 1 = x, 2 = y, 3 = z
inline operator const Real* () const;
inline operator Real* ();
inline Real operator[] (int i) const;
inline Real& operator[] (int i);
inline Real W () const;
inline Real& W ();
inline Real X () const;
inline Real& X ();
inline Real Y () const;
inline Real& Y ();
inline Real Z () const;
inline Real& Z ();
// assignment
inline Quaternion& operator= (const Quaternion& rkQ);
// comparison
bool operator== (const Quaternion& rkQ) const;
bool operator!= (const Quaternion& rkQ) const;
bool operator< (const Quaternion& rkQ) const;
bool operator<= (const Quaternion& rkQ) const;
bool operator> (const Quaternion& rkQ) const;
bool operator>= (const Quaternion& rkQ) const;
// arithmetic operations
inline Quaternion operator+ (const Quaternion& rkQ) const;
inline Quaternion operator- (const Quaternion& rkQ) const;
inline Quaternion operator* (const Quaternion& rkQ) const;
inline Quaternion operator* (Real fScalar) const;
inline Quaternion operator/ (Real fScalar) const;
inline Quaternion operator- () const;
// arithmetic updates
inline Quaternion& operator+= (const Quaternion& rkQ);
inline Quaternion& operator-= (const Quaternion& rkQ);
inline Quaternion& operator*= (Real fScalar);
inline Quaternion& operator/= (Real fScalar);
// conversion between quaternions, matrices, and axis-angle
Quaternion& FromRotationMatrix (const Matrix3<Real>& rkRot);
void ToRotationMatrix (Matrix3<Real>& rkRot) const;
Quaternion& FromRotationMatrix (const Vector3<Real> akRotColumn[3]);
void ToRotationMatrix (Vector3<Real> akRotColumn[3]) const;
Quaternion& FromAxisAngle (const Vector3<Real>& rkAxis, Real fAngle);
void ToAxisAngle (Vector3<Real>& rkAxis, Real& rfAngle) const;
// functions of a quaternion
inline Real Length () const; // length of 4-tuple
inline Real SquaredLength () const; // squared length of 4-tuple
inline Real Dot (const Quaternion& rkQ) const; // dot product of 4-tuples
inline Real Normalize (); // make the 4-tuple unit length
Quaternion Inverse () const; // apply to non-zero quaternion
Quaternion Conjugate () const;
Quaternion Exp () const; // apply to quaternion with w = 0
Quaternion Log () const; // apply to unit-length quaternion
// rotation of a vector by a quaternion
Vector3<Real> Rotate (const Vector3<Real>& rkVector) const;
// spherical linear interpolation
Quaternion& Slerp (Real fT, const Quaternion& rkP, const Quaternion& rkQ);
Quaternion& SlerpExtraSpins (Real fT, const Quaternion& rkP,
const Quaternion& rkQ, int iExtraSpins);
// intermediate terms for spherical quadratic interpolation
Quaternion& Intermediate (const Quaternion& rkQ0,
const Quaternion& rkQ1, const Quaternion& rkQ2);
// spherical quadratic interpolation
Quaternion& Squad (Real fT, const Quaternion& rkQ0,
const Quaternion& rkA0, const Quaternion& rkA1,
const Quaternion& rkQ1);
// Compute a quaternion that rotates unit-length vector V1 to unit-length
// vector V2. The rotation is about the axis perpendicular to both V1 and
// V2, with angle of that between V1 and V2. If V1 and V2 are parallel,
// any axis of rotation will do, such as the permutation (z2,x2,y2), where
// V2 = (x2,y2,z2).
Quaternion& Align (const Vector3<Real>& rkV1, const Vector3<Real>& rkV2);
// Decompose a quaternion into q = q_twist * q_swing, where q is 'this'
// quaternion. If V1 is the input axis and V2 is the rotation of V1 by
// q, q_swing represents the rotation about the axis perpendicular to
// V1 and V2 (see Quaternion::Align), and q_twist is a rotation about V1.
void DecomposeTwistTimesSwing (const Vector3<Real>& rkV1,
Quaternion& rkTwist, Quaternion& rkSwing);
// Decompose a quaternion into q = q_swing * q_twist, where q is 'this'
// quaternion. If V1 is the input axis and V2 is the rotation of V1 by
// q, q_swing represents the rotation about the axis perpendicular to
// V1 and V2 (see Quaternion::Align), and q_twist is a rotation about V1.
void DecomposeSwingTimesTwist (const Vector3<Real>& rkV1,
Quaternion& rkSwing, Quaternion& rkTwist);
// *** Find closest quaternions with unconstrained angles.
// Closest quaternion of the form (cx + sx*i).
Quaternion GetClosestX () const;
// Closest quaternion of the form (cy + sy*j).
Quaternion GetClosestY () const;
// Closest quaternion of the form (cz + sz*k).
Quaternion GetClosestZ () const;
// Closest quaternion of the form (cx + sx*i)*(cy + sy*j).
Quaternion GetClosestXY () const;
// Closest quaternion of the form (cy + sy*j)*(cx + sx*i).
Quaternion GetClosestYX () const;
// Closest quaternion of the form (cz + sz*k)*(cx + sx*i).
Quaternion GetClosestZX () const;
// Closest quaternion of the form (cx + sx*i)*(cz + sz*k).
Quaternion GetClosestXZ () const;
// Closest quaternion of the form (cy + sy*j)*(cz + sz*k).
Quaternion GetClosestYZ () const;
// Closest quaternion of the form (cz + sz*k)*(cy + sy*j).
Quaternion GetClosestZY () const;
// Factor to (cx + sx*i)*(cy + sy*j)*(cz + sz*k).
void FactorXYZ (Real& rfCx, Real& rfSx, Real& rfCy, Real& rfSy,
Real& rfCz, Real& rfSz);
// Factor to (cx + sx*i)*(cz + sz*k)*(cy + sy*j).
void FactorXZY (Real& rfCx, Real& rfSx, Real& rfCz, Real& rfSz,
Real& rfCy, Real& rfSy);
// Factor to (cy + sy*j)*(cz + sz*k)*(cx + sx*i).
void FactorYZX (Real& rfCy, Real& rfSy, Real& rfCz, Real& rfSz,
Real& rfCx, Real& rfSx);
// Factor to (cy + sy*j)*(cx + sx*i)*(cz + sz*k).
void FactorYXZ (Real& rfCy, Real& rfSy, Real& rfCx, Real& rfSx,
Real& rfCz, Real& rfSz);
// Factor to (cz + sz*k)*(cx + sx*i)*(cy + sy*j).
void FactorZXY (Real& rfCz, Real& rfSz, Real& rfCx, Real& rfSx,
Real& rfCy, Real& rfSy);
// Factor to (cz + sz*k)*(cy + sy*j)*(cx + sx*i).
void FactorZYX (Real& rfCz, Real& rfSz, Real& rfCy, Real& rfSy,
Real& rfCx, Real& rfSx);
// *** Find closest quaternions with constrained angles.
class Constraints
{
public:
Constraints ()
{
// Members are uninitialized.
}
Constraints (Real fMinAngle, Real fMaxAngle)
{
SetAngles(fMinAngle,fMaxAngle);
}
void SetAngles (Real fMinAngle, Real fMaxAngle)
{
m_fMinAngle = fMinAngle;
m_fMaxAngle = fMaxAngle;
m_fCosMinAngle = Math<Real>::Cos(m_fMinAngle);
m_fSinMinAngle = Math<Real>::Sin(m_fMinAngle);
m_fCosMaxAngle = Math<Real>::Cos(m_fMaxAngle);
m_fSinMaxAngle = Math<Real>::Sin(m_fMaxAngle);
m_fDiffCosMaxMin = m_fCosMaxAngle - m_fCosMinAngle;
m_fDiffSinMaxMin = m_fSinMaxAngle - m_fSinMinAngle;
Real fAvrAngle = ((Real)0.5)*(m_fMinAngle + m_fMaxAngle);
m_fCosAvrAngle = Math<Real>::Cos(fAvrAngle);
m_fSinAvrAngle = Math<Real>::Sin(fAvrAngle);
}
bool IsValid (Real fX, Real fY) const
{
// (x,y) must be unit-length.
// Test whether (x,y) satisfies the constraints.
Real fXm = fX - m_fCosMinAngle;
Real fYm = fY - m_fSinMinAngle;
if (fXm*m_fDiffSinMaxMin >= fYm*m_fDiffCosMaxMin)
{
return true;
}
// Test whether (-x,-y) satisfies the constraints.
Real fXp = fX + m_fCosMinAngle;
Real fYp = fY + m_fSinMinAngle;
if (fXp*m_fDiffSinMaxMin <= fYp*m_fDiffCosMaxMin)
{
return true;
}
return false;
}
Real m_fMinAngle; // in [-PI/2,PI/2]
Real m_fMaxAngle; // in [m_fMinAngle/2,PI/2]
Real m_fCosMinAngle; // = cos(m_fMinAngle)
Real m_fSinMinAngle; // = sin(m_fMinAngle)
Real m_fCosMaxAngle; // = cos(m_fMaxAngle)
Real m_fSinMaxAngle; // = sin(m_fMaxAngle)
Real m_fDiffCosMaxMin; // = cos(m_fMaxAngle) - cos(m_fMinAngle)
Real m_fDiffSinMaxMin; // = sin(m_fMaxAngle) - sin(m_fMinAngle)
Real m_fCosAvrAngle; // = cos((m_fMinAngle + m_fMaxAngle)/2)
Real m_fSinAvrAngle; // = sin((m_fMinAngle + mM_faxAngle)/2)
};
// Closest constrained quaternion of the form (cx + sx*i).
Quaternion GetClosestX (const Constraints& rkXCon) const;
// Closest constrained quaternion of the form (cy + sy*j).
Quaternion GetClosestY (const Constraints& rkYCon) const;
// Closest constrained quaternion of the form (cz + sz*k).
Quaternion GetClosestZ (const Constraints& rkZCon) const;
// Closest constrained quaternion of the form (cx + sx*i)*(cy + sy*j).
Quaternion GetClosestXY (const Constraints& rkXCon,
const Constraints& rkYCon) const;
// Closest constrained quaternion of the form (cy + sy*j)*(cx + sx*i).
Quaternion GetClosestYX (const Constraints& rkYCon,
const Constraints& rkXCon) const;
// Closest constrained quaternion of the form (cz + sz*k)*(cx + sx*i).
Quaternion GetClosestZX (const Constraints& rkZCon,
const Constraints& rkXCon) const;
// Closest constrained quaternion of the form (cx + sx*i)*(cz + sz*k).
Quaternion GetClosestXZ (const Constraints& rkXCon,
const Constraints& rkZCon) const;
// Closest constrained quaternion of the form (cz + sz*k)*(cy + sy*j).
Quaternion GetClosestZY (const Constraints& rkZCon,
const Constraints& rkYCon) const;
// Closest constrained quaternion of the form (cy + sy*j)*(cz + sz*k).
Quaternion GetClosestYZ (const Constraints& rkYCon,
const Constraints& rkZCon) const;
// special values
WM4_FOUNDATION_ITEM static const Quaternion IDENTITY;
WM4_FOUNDATION_ITEM static const Quaternion ZERO;
private:
// support for comparisons
int CompareArrays (const Quaternion& rkQ) const;
// Closest unconstrained quaternion of the form:
// (cx + sx*i) when iAxis = 1,
// (cy + sy*j) when iAxis = 2,
// (cz + sz*k) when iAxis = 3
Quaternion GetClosest (int iAxis) const;
// Closest constrained quaternion of the form:
// (cx + sx*i) when iAxis = 1,
// (cy + sy*j) when iAxis = 2,
// (cz + sz*k) when iAxis = 3
Quaternion GetClosest (int iAxis, const Constraints& rkCon) const;
// support for FromRotationMatrix
WM4_FOUNDATION_ITEM static int ms_iNext[3];
// support for closest quaternions
WM4_FOUNDATION_ITEM static Real ms_fTolerance;
WM4_FOUNDATION_ITEM static Real ms_fRootTwo;
WM4_FOUNDATION_ITEM static Real ms_fRootHalf;
Real m_afTuple[4];
};
template <class Real>
inline Quaternion<Real> operator* (Real fScalar, const Quaternion<Real>& rkQ);
#include "Wm4Quaternion.inl"
typedef Quaternion<float> Quaternionf;
typedef Quaternion<double> Quaterniond;
}
#endif