| 1 | /* | 
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| 2 | orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 | Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 | This program is free software; you can redistribute it and/or modify | 
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| 7 | it under the terms of the GNU General Public License as published by | 
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| 8 | the Free Software Foundation; either version 2, or (at your option) | 
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| 9 | any later version. | 
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| 10 |  | 
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| 11 | ### File Specific: | 
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| 12 | main-programmer: Christian Meyer | 
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| 13 | co-programmer: ... | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | /*! | 
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| 17 | * @file quaternion.h | 
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| 18 | * A basic 3D quaternion math framework | 
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| 19 | * | 
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| 20 | * Contains classes to handle vectors, lines, rotations and planes | 
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| 21 | */ | 
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| 22 |  | 
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| 23 | #ifndef __QUATERNION_H_ | 
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| 24 | #define __QUATERNION_H_ | 
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| 25 |  | 
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| 26 | #include <math.h> | 
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| 27 | #include "compiler.h" | 
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| 28 | //! PI the circle-constant | 
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| 29 | #define PI 3.14159265359f | 
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| 30 | #include "vector.h" | 
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| 31 |  | 
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| 32 | //! Quaternion | 
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| 33 | /** | 
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| 34 | Class to handle 3-dimensional rotation efficiently | 
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| 35 | */ | 
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| 36 | class Quaternion | 
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| 37 | { | 
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| 38 | public: | 
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| 39 | /** creates a Default quaternion (multiplicational identity Quaternion)*/ | 
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| 40 | inline Quaternion () { w = 1; v = Vector(0,0,0); } | 
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| 41 | /** creates a Quaternion looking into the direction v @param v: the direction @param f: the value */ | 
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| 42 | inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; } | 
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| 43 | Quaternion (float m[4][4]); | 
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| 44 | /** turns a rotation along an axis into a Quaternion @param angle: the amount of radians to rotate @param axis: the axis to rotate around */ | 
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| 45 | inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2.0); v = axis * sin(angle/2.0); } | 
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| 46 | Quaternion (const Vector& dir, const Vector& up); | 
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| 47 | Quaternion (float roll, float pitch, float yaw); | 
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| 48 |  | 
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| 49 | /** @param q: the Quaternion to compare with this one. @returns true if the Quaternions are the same, false otherwise */ | 
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| 50 | inline bool operator== (const Quaternion& q) const { return (unlikely(this->v==q.v&&this->w==q.w))?true:false; }; | 
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| 51 | /** @param f: a real value @return a Quaternion containing the quotient */ | 
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| 52 | inline Quaternion operator/ (const float& f) const { return (unlikely(f==0.0)) ? Quaternion() : Quaternion(this->v/f, this->w/f); }; | 
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| 53 | /** @param f: the value to divide by @returns the quaternion devided by f (this /= f) */ | 
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| 54 | inline const Quaternion& operator/= (const float& f) {*this = *this / f; return *this;} | 
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| 55 | /** @param f: a real value @return a Quaternion containing the product */ | 
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| 56 | inline Quaternion operator* (const float& f) const { return Quaternion(this->v*f, this->w*f); }; | 
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| 57 | /** @param f: the value to multiply by @returns the quaternion multiplied by f (this *= f) */ | 
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| 58 | inline const Quaternion& operator*= (const float& f) {*this = *this * f; return *this;} | 
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| 59 | /** @param q: another Quaternion to rotate this by @return a quaternion that represents the first one rotated by the second one (WARUNING: this operation is not commutative! e.g. (A*B) != (B*A)) */ | 
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| 60 | Quaternion operator* (const Quaternion& q) const { return Quaternion(Vector(this->w*q.v.x + this->v.x*q.w + this->v.y*q.v.z - this->v.z*q.v.y, | 
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| 61 | this->w*q.v.y + this->v.y*q.w + this->v.z*q.v.x - this->v.x*q.v.z, | 
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| 62 | this->w*q.v.z + this->v.z*q.w + this->v.x*q.v.y - this->v.y*q.v.x), | 
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| 63 | this->w*q.w - this->v.x*q.v.x - this->v.y*q.v.y - this->v.z*q.v.z); }; | 
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| 64 | /** @param q: the Quaternion to multiply by @returns the quaternion multiplied by q (this *= q) */ | 
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| 65 | inline const Quaternion& operator*= (const Quaternion& q) {*this = *this * q; return *this; }; | 
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| 66 | /** @param q the Quaternion by which to devide @returns the division from this by q (this / q) */ | 
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| 67 | inline Quaternion operator/ (const Quaternion& q) const { return *this * q.inverse(); }; | 
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| 68 | /** @param q the Quaternion by which to devide @returns the division from this by q (this /= q) */ | 
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| 69 | inline const Quaternion& operator/= (const Quaternion& q) { *this = *this * q.inverse(); return *this; }; | 
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| 70 | /** @param q the Quaternion to add to this @returns the quaternion added with q (this + q) */ | 
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| 71 | inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); }; | 
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| 72 | /** @param q the Quaternion to add to this @returns the quaternion added with q (this += q) */ | 
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| 73 | inline const Quaternion& operator+= (const Quaternion& q) { this->v += q.v; this->w += q.w; return *this; }; | 
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| 74 | /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this - q) */ | 
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| 75 | inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); } | 
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| 76 | /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this -= q) */ | 
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| 77 | inline const Quaternion& operator-= (const Quaternion& q) { this->v -= q.v; this->w -= q.w; return *this; }; | 
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| 78 | /** copy constructor @param q: the Quaternion to set this to. @returns the Quaternion q (or this) */ | 
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| 79 | inline Quaternion operator= (const Quaternion& q) {this->v = q.v; this->w = q.w; return *this;} | 
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| 80 | /** conjugates this Quaternion @returns the conjugate */ | 
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| 81 | inline Quaternion conjugate () const { return Quaternion(Vector(-v.x, -v.y, -v.z), this->w); }; | 
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| 82 | /** @returns the norm of The Quaternion */ | 
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| 83 | inline float norm () const { return sqrt(w*w + v.x*v.x + v.y*v.y + v.z*v.z); }; | 
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| 84 | /** @returns the inverted Quaterntion of this */ | 
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| 85 | inline Quaternion inverse () const { return conjugate() / (w*w + v.x*v.x + v.y*v.y + v.z*v.z); }; | 
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| 86 | /** @returns the dot Product of a Quaternion */ | 
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| 87 | inline float dot (const Quaternion& q) const { return v.x*q.v.x + v.y*q.v.y + v.z*q.v.z + w*q.w; }; | 
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| 88 | /** @retuns the Distance between two Quaternions */ | 
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| 89 | inline float distance(const Quaternion& q) const { return 2*acos(fabsf(this->dot(q))); }; | 
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| 90 | /** @param v: the Vector  @return a new Vector representing v rotated by the Quaternion */ | 
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| 91 | inline Vector apply (const Vector& v) const { return (*this * Quaternion(v, 0) * conjugate()).v; }; | 
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| 92 | void matrix (float m[4][4]) const; | 
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| 93 | /** @returns the normalized Quaternion (|this|) */ | 
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| 94 | inline Quaternion getNormalized() const { float n = this->norm(); return Quaternion(this->v/n, this->w/n); }; | 
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| 95 | /** normalizes the current Quaternion */ | 
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| 96 | inline void normalize() { float n = this->norm(); this->v /= n; this->w/=n; }; | 
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| 97 |  | 
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| 98 | /** @returns the rotational axis of this Quaternion */ | 
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| 99 | inline Vector getSpacialAxis() const { return this->v / sin(acos(w));/*sqrt(v.x*v.x + v.y*v.y + v.z+v.z);*/ }; | 
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| 100 | /** @returns the rotational angle of this Quaternion around getSpacialAxis()  !! IN DEGREE !! */ | 
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| 101 | inline float getSpacialAxisAngle() const { return 360.0 / M_PI * acos( this->w ); }; | 
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| 102 |  | 
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| 103 |  | 
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| 104 | inline void slerpTo(const Quaternion& toQuat, float t); | 
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| 105 | static Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t); | 
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| 106 |  | 
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| 107 | void debug() const; | 
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| 108 | void debug2() const; | 
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| 109 |  | 
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| 110 |  | 
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| 111 | public: | 
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| 112 | Vector    v;        //!< Imaginary Vector | 
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| 113 | float     w;        //!< Real part of the number | 
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| 114 | }; | 
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| 115 |  | 
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| 116 |  | 
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| 117 | #endif /* __QUATERNION_H_ */ | 
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| 118 |  | 
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