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libsst/Lib/Include/CML/mathlib/quaternion_rotation.h
2026-04-03 00:22:39 -05:00

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef quaternion_rotation_h
#define quaternion_rotation_h
#include <cml/mathlib/checking.h>
/* Functions related to quaternion rotations.
*
* Note: A number of these functions simply wrap calls to the corresponding
* matrix functions. Some of them (the 'aim-at' and 'align' functions in
* particular) might be considered a bit superfluous, since the resulting
* quaternion will most likely be converted to a matrix at some point anyway.
* However, they're included here for completeness, and for convenience in
* cases where a quaternion is being used as the primary rotation
* representation.
*/
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// Rotation about world axes
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion representing a rotation about the given world axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_axis(quaternion<E,A,O,C>& q, size_t axis, E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckIndex3(axis);
q.identity();
const size_t W = order_type::W;
const size_t I = order_type::X + axis;
angle *= value_type(.5);
q[I] = std::sin(angle);
q[W] = std::cos(angle);
}
/** Build a quaternion representing a rotation about the world x axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_x(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotation_world_axis(q,0,angle);
}
/** Build a quaternion representing a rotation about the world y axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_y(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotation_world_axis(q,1,angle);
}
/** Build a quaternion representing a rotation about the world z axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_z(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotation_world_axis(q,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from an axis-angle pair
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion from an axis-angle pair */
template < class E, class A, class O, class C, class VecT > void
quaternion_rotation_axis_angle(
quaternion<E,A,O,C>& q, const VecT& axis, E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckVec3(axis);
enum {
W = order_type::W,
X = order_type::X,
Y = order_type::Y,
Z = order_type::Z
};
angle *= value_type(.5);
/* @todo: If and when we have a set() function that takes a vector and a
* scalar, this can be written as:
*
* q.set(std::cos(angle), axis * std::sin(angle));
*
* In which case the enum will also not be necessary.
*/
q[W] = std::cos(angle);
value_type s = std::sin(angle);
q[X] = axis[0] * s;
q[Y] = axis[1] * s;
q[Z] = axis[2] * s;
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from a matrix
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion from a rotation matrix */
template < class E, class A, class O, class C, class MatT > void
quaternion_rotation_matrix(quaternion<E,A,O,C>& q, const MatT& m)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckMatLinear3D(m);
enum {
W = order_type::W,
X = order_type::X,
Y = order_type::Y,
Z = order_type::Z
};
value_type tr = trace_3x3(m);
if (tr >= value_type(0)) {
q[W] = std::sqrt(tr + value_type(1)) * value_type(.5);
value_type s = value_type(.25) / q[W];
q[X] = (m.basis_element(1,2) - m.basis_element(2,1)) * s;
q[Y] = (m.basis_element(2,0) - m.basis_element(0,2)) * s;
q[Z] = (m.basis_element(0,1) - m.basis_element(1,0)) * s;
} else {
size_t largest_diagonal_element =
index_of_max(
m.basis_element(0,0),
m.basis_element(1,1),
m.basis_element(2,2)
);
size_t i, j, k;
cyclic_permutation(largest_diagonal_element, i, j, k);
const size_t I = X + i;
const size_t J = X + j;
const size_t K = X + k;
q[I] =
std::sqrt(
m.basis_element(i,i) -
m.basis_element(j,j) -
m.basis_element(k,k) +
value_type(1)
) * value_type(.5);
value_type s = value_type(.25) / q[I];
q[J] = (m.basis_element(i,j) + m.basis_element(j,i)) * s;
q[K] = (m.basis_element(i,k) + m.basis_element(k,i)) * s;
q[W] = (m.basis_element(j,k) - m.basis_element(k,j)) * s;
}
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from Euler angles
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion from an Euler-angle triple */
template < class E, class A, class O, class C > void
quaternion_rotation_euler(
quaternion<E,A,O,C>& q, E angle_0, E angle_1, E angle_2,
EulerOrder order)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
size_t i, j, k;
bool odd, repeat;
detail::unpack_euler_order(order, i, j, k, odd, repeat);
const size_t W = order_type::W;
const size_t I = order_type::X + i;
const size_t J = order_type::X + j;
const size_t K = order_type::X + k;
if (odd) {
angle_1 = -angle_1;
}
angle_0 *= value_type(.5);
angle_1 *= value_type(.5);
angle_2 *= value_type(.5);
value_type s0 = std::sin(angle_0);
value_type c0 = std::cos(angle_0);
value_type s1 = std::sin(angle_1);
value_type c1 = std::cos(angle_1);
value_type s2 = std::sin(angle_2);
value_type c2 = std::cos(angle_2);
value_type s0s2 = s0 * s2;
value_type s0c2 = s0 * c2;
value_type c0s2 = c0 * s2;
value_type c0c2 = c0 * c2;
if (repeat) {
q[I] = c1 * (c0s2 + s0c2);
q[J] = s1 * (c0c2 + s0s2);
q[K] = s1 * (c0s2 - s0c2);
q[W] = c1 * (c0c2 - s0s2);
} else {
q[I] = c1 * s0c2 - s1 * c0s2;
q[J] = c1 * s0s2 + s1 * c0c2;
q[K] = c1 * c0s2 - s1 * s0c2;
q[W] = c1 * c0c2 + s1 * s0s2;
}
if (odd) {
q[J] = -q[J];
}
}
//////////////////////////////////////////////////////////////////////////////
// Rotation to align with a vector, multiple vectors, or the view plane
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E,class A,class O,class C,class VecT_1,class VecT_2 > void
quaternion_rotation_align(
quaternion<E,A,O,C>& q,
const VecT_1& align,
const VecT_2& reference,
bool normalize = true,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align(m,align,reference,normalize,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class VecT > void
quaternion_rotation_align(quaternion<E,A,O,C>& q, const VecT& align,
bool normalize = true, AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align(m,align,normalize,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E,class A,class O,class C,class VecT_1,class VecT_2 > void
quaternion_rotation_align_axial(quaternion<E,A,O,C>& q, const VecT_1& align,
const VecT_2& axis, bool normalize = true,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_axial(m,align,axis,normalize,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class MatT > void
quaternion_rotation_align_viewplane(
quaternion<E,A,O,C>& q,
const MatT& view_matrix,
Handedness handedness,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_viewplane(m,view_matrix,handedness,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class MatT > void
quaternion_rotation_align_viewplane_LH(
quaternion<E,A,O,C>& q,
const MatT& view_matrix,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_viewplane_LH(m,view_matrix,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class MatT > void
quaternion_rotation_align_viewplane_RH(
quaternion<E,A,O,C>& q,
const MatT& view_matrix,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_viewplane_RH(m,view_matrix,order);
quaternion_rotation_matrix(q,m);
}
//////////////////////////////////////////////////////////////////////////////
// Rotation to aim at a target
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C,
class VecT_1, class VecT_2, class VecT_3 > void
quaternion_rotation_aim_at(
quaternion<E,A,O,C>& q,
const VecT_1& pos,
const VecT_2& target,
const VecT_3& reference,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_aim_at(m,pos,target,reference,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C,
class VecT_1, class VecT_2 > void
quaternion_rotation_aim_at(
quaternion<E,A,O,C>& q,
const VecT_1& pos,
const VecT_2& target,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_aim_at(m,pos,target,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C,
class VecT_1, class VecT_2, class VecT_3 > void
quaternion_rotation_aim_at_axial(
quaternion<E,A,O,C>& q,
const VecT_1& pos,
const VecT_2& target,
const VecT_3& axis,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_aim_at_axial(m,pos,target,axis,order);
quaternion_rotation_matrix(q,m);
}
//////////////////////////////////////////////////////////////////////////////
// Relative rotation about world axes
//////////////////////////////////////////////////////////////////////////////
/* Rotate a quaternion about the given world axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_axis(quaternion<E,A,O,C>& q,size_t axis,E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
const size_t W = order_type::W;
const size_t I = order_type::X + i;
const size_t J = order_type::X + j;
const size_t K = order_type::X + k;
angle *= value_type(.5);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
quaternion_type result;
result[I] = c * q[I] + s * q[W];
result[J] = c * q[J] - s * q[K];
result[K] = c * q[K] + s * q[J];
result[W] = c * q[W] - s * q[I];
q = result;
}
/* Rotate a quaternion about the world x axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_x(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_world_axis(q,0,angle);
}
/* Rotate a quaternion about the world y axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_y(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_world_axis(q,1,angle);
}
/* Rotate a quaternion about the world z axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_z(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_world_axis(q,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// Relative rotation about local axes
//////////////////////////////////////////////////////////////////////////////
/* Rotate a quaternion about the given local axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_axis(quaternion<E,A,O,C>& q,size_t axis,E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
const size_t W = order_type::W;
const size_t I = order_type::X + i;
const size_t J = order_type::X + j;
const size_t K = order_type::X + k;
angle *= value_type(.5);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
quaternion_type result;
result[I] = c * q[I] + s * q[W];
result[J] = c * q[J] + s * q[K];
result[K] = c * q[K] - s * q[J];
result[W] = c * q[W] - s * q[I];
q = result;
}
/* Rotate a quaternion about its local x axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_x(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_local_axis(q,0,angle);
}
/* Rotate a quaternion about its local y axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_y(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_local_axis(q,1,angle);
}
/* Rotate a quaternion about its local z axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_z(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_local_axis(q,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from vector to vector
//////////////////////////////////////////////////////////////////////////////
/* http://www.martinb.com/maths/algebra/vectors/angleBetween/index.htm. */
/** Build a quaternion to rotate from one vector to another */
template < class E,class A,class O,class C,class VecT_1,class VecT_2 > void
quaternion_rotation_vec_to_vec(
quaternion<E,A,O,C>& q,
const VecT_1& v1,
const VecT_2& v2,
bool unit_length_vectors = false)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef vector< value_type, fixed<3> > vector_type;
/* Checking handled by cross() */
/* @todo: If at some point quaternion<> has a set() function that takes a
* vector and a scalar, this can then be written as:
*
* if (...) {
* q.set(value_type(1)+dot(v1,v2), cross(v1,v2));
* } else {
* q.set(std::sqrt(...)+dot(v1,v2), cross(v1,v2));
* }
*/
vector_type c = cross(v1,v2);
if (unit_length_vectors) {
q = quaternion_type(value_type(1) + dot(v1,v2), c.data());
} else {
q = quaternion_type(
std::sqrt(v1.length_squared() * v2.length_squared()) + dot(v1,v2),
c/*.data()*/
);
}
q.normalize();
}
//////////////////////////////////////////////////////////////////////////////
// Scale the angle of a rotation matrix
//////////////////////////////////////////////////////////////////////////////
template < typename E, class A, class O, class C > void
quaternion_scale_angle(quaternion<E,A,O,C>& q, E t,
E tolerance = epsilon<E>::placeholder())
{
typedef vector< E,fixed<3> > vector_type;
typedef typename vector_type::value_type value_type;
vector_type axis;
value_type angle;
quaternion_to_axis_angle(q, axis, angle, tolerance);
quaternion_rotation_axis_angle(q, axis, angle * t);
}
//////////////////////////////////////////////////////////////////////////////
// Support functions for uniform handling of pos- and neg-cross quaternions
//////////////////////////////////////////////////////////////////////////////
namespace detail {
/** Concatenate two quaternions in the order q1->q2 */
template < class QuatT_1, class QuatT_2 >
typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
quaternion_rotation_difference(
const QuatT_1& q1, const QuatT_2& q2, positive_cross)
{
return q2 * conjugate(q1);
}
/** Concatenate two quaternions in the order q1->q2 */
template < class QuatT_1, class QuatT_2 >
typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
quaternion_rotation_difference(
const QuatT_1& q1, const QuatT_2& q2, negative_cross)
{
return conjugate(q1) * q2;
}
} // namespace detail
//////////////////////////////////////////////////////////////////////////////
// Quaternions rotation difference
//////////////////////////////////////////////////////////////////////////////
/** Return the rotational 'difference' between two quaternions */
template < class QuatT_1, class QuatT_2 >
typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
quaternion_rotation_difference(const QuatT_1& q1, const QuatT_2& q2) {
return detail::quaternion_rotation_difference(
q1, q2, typename QuatT_1::cross_type());
}
//////////////////////////////////////////////////////////////////////////////
// Conversions
//////////////////////////////////////////////////////////////////////////////
/** Convert a quaternion to an axis-angle pair */
template < class QuatT, typename E, class A > void
quaternion_to_axis_angle(
const QuatT& q,
vector<E,A>& axis,
E& angle,
E tolerance = epsilon<E>::placeholder())
{
typedef QuatT quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckQuat(q);
axis = q.imaginary();
value_type l = length(axis);
if (l > tolerance) {
axis /= l;
angle = value_type(2) * std::atan2(l,q.real());
} else {
axis.zero();
angle = value_type(0);
}
}
/** Convert a quaternion to an Euler-angle triple
*
* Note: I've implemented direct quaternion-to-Euler conversion, but as far as
* I can tell it more or less reduces to converting the quaternion to a matrix
* as you go. The direct method is a little more efficient in that it doesn't
* require a temporary and only the necessary matrix elements need be
* computed. However, the implementation is complex and there's considerable
* opportunity for error, so from a development and debugging standpoint I
* think it's better to just perform the conversion via matrix_to_euler(),
* which is already known to be correct.
*/
template < class QuatT, typename Real > void
quaternion_to_euler(
const QuatT& q,
Real& angle_0,
Real& angle_1,
Real& angle_2,
EulerOrder order,
Real tolerance = epsilon<Real>::placeholder())
{
typedef QuatT quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef matrix< value_type,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_quaternion(m, q);
matrix_to_euler(m, angle_0, angle_1, angle_2, order, tolerance);
}
} // namespace cml
#endif