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Quaternion.hh
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#ifndef QUATERNION_HH
#define QUATERNION_HH
#include <assert.h>
#include "ZenMatrix.hh"
template<class F> class Quaternion;
template<class F> std::ostream& operator<<(std::ostream& out, const Quaternion<F>& q);
template<class F>
class Quaternion
{
public:
Quaternion() {
mReal = 0;
for (int i = 0; i < 3; i++) {
mImaginary[i] = 0;
}
}
Quaternion(F real, F i, F j, F k) {
mReal = real;
mImaginary[0] = i;
mImaginary[1] = j;
mImaginary[2] = k;
}
Quaternion(ZenMatrix<F, 3, 1> axis, F angle) {
assert(abs(Length(axis) - 1) < 0.0001);
mReal = cos(angle / 2);
F sinangle = sin(angle / 2);
mImaginary[0] = axis(0, 0) * sinangle;
mImaginary[1] = axis(1, 0) * sinangle;
mImaginary[2] = axis(2, 0) * sinangle;
assert(abs(Norm() - 1 < 0.0001));
}
// Represent a vector as a quaternion.
Quaternion(ZenMatrix<F, 3, 1> vector) {
mReal = 0;
mImaginary[0] = vector(0, 0);
mImaginary[1] = vector(1, 0);
mImaginary[2] = vector(2, 0);
}
Quaternion(F real) {
mReal = real;
for (int i = 0; i < 3; i++) {
mImaginary[i] = 0;
}
}
const static Quaternion<F> i;
const static Quaternion<F> j;
const static Quaternion<F> k;
bool operator==(const Quaternion<F>& other)
const
{
for (int i = 0; i < 3; i++) {
if (mImaginary[i] != other.mImaginary[i]) {
return false;
}
}
return mReal == other.mReal;
}
bool operator!=(const Quaternion<F>& other)
const
{
for (int i = 0; i < 3; i++) {
if (mImaginary[i] != other.mImaginary[i]) {
return true;
}
}
return mReal != other.mReal;
}
bool operator<(F scalar)
const
{
return Norm() < scalar;
}
bool operator<(const Quaternion<F> other)
const
{
return Norm() < other.Norm();
}
bool operator>(F scalar)
const
{
return Norm() > scalar;
}
bool operator>(const Quaternion<F> other)
const
{
return Norm() > other.Norm();
}
bool operator>=(const Quaternion<F> other)
const
{
return operator==(other) || operator>(other);
}
bool operator<=(const Quaternion<F> other)
const
{
return operator==(other) || operator<(other);
}
Quaternion<F> operator+(const Quaternion<F>& other)
const
{
Quaternion<F> retval;
retval.mReal = mReal + other.mReal;
for (int i = 0; i < 3; i++) {
retval.mImaginary[i] = mImaginary[i] + other.mImaginary[i];
}
return retval;
}
Quaternion<F> operator-(const Quaternion<F>& other)
const
{
Quaternion<F> retval;
retval.mReal = mReal - other.mReal;
for (int i = 0; i < 3; i++) {
retval.mImaginary[i] = mImaginary[i] - other.mImaginary[i];
}
return retval;
}
Quaternion<F> operator-()
const
{
Quaternion<F> retval;
retval.mReal = -mReal;
for (int i = 0; i < 3; i++) {
retval.mImaginary[i] = -mImaginary[i];
}
return retval;
}
Quaternion<F> operator*(const Quaternion<F>& other)
const
{
Quaternion<F> retval;
retval.mReal = mReal * other.mReal;
for (int i = 0; i < 3; i++) {
retval.mReal -= mImaginary[i] * other.mImaginary[i];
retval.mImaginary[i]
= mReal * other.mImaginary[i]
+ mImaginary[i] * other.mReal
+ mImaginary[(i + 1) % 3] * other.mImaginary[(i + 2) % 3]
- mImaginary[(i + 2) % 3] * other.mImaginary[(i + 1) % 3];
}
return retval;
}
Quaternion<F> operator*(F scalar)
const
{
Quaternion<F> retval;
retval.mReal = mReal * scalar;
retval.mImaginary[0] = mImaginary[0] * scalar;
retval.mImaginary[1] = mImaginary[1] * scalar;
retval.mImaginary[2] = mImaginary[2] * scalar;
return retval;
}
/* Be very careful. This only works if you multiply on the right. */
Quaternion<F> operator/(const Quaternion<F>& other)
const
{
F norm = other.Norm();
return operator*(other.Conj()) / norm / norm;
}
Quaternion<F> operator/(F scalar)
const
{
Quaternion<F> retval;
retval.mReal = mReal / scalar;
retval.mImaginary[0] = mImaginary[0] / scalar;
retval.mImaginary[1] = mImaginary[1] / scalar;
retval.mImaginary[2] = mImaginary[2] / scalar;
return retval;
}
Quaternion<F> operator+(F scalar)
const
{
Quaternion<F> retval;
retval.mReal = mReal + scalar;
return retval;
}
Quaternion<F> operator-(F scalar)
const
{
Quaternion<F> retval;
retval.mReal = mReal - scalar;
return retval;
}
F Norm()
const
{
F retval = mReal * mReal;
for (int i = 0; i < 3; i++) {
retval += mImaginary[i] * mImaginary[i];
}
return sqrt(retval);
}
Quaternion<F> Normalize()
const
{
return *this / Norm();
}
ZenMatrix<F, 3, 3> GetRotationMatrix()
const
{
ZenMatrix<F, 3, 3> retval;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (i == j) {
retval(i, i) = -1 + 2 * mImaginary[i] * mImaginary[i] + 2 * mReal * mReal;
} else {
// (i + j) * 2 % 3 != i or j.
int k = (i + j) * 2 % 3;
// (j - i + 4) % 3 - 1 == 1 if i + 1 % 3 == j and -1 if j + 1 % 3 == i
// It's + 4 instead of + 1 since -1 % 3 == -1, not 2.
retval(i, j) = 2 * (mImaginary[i] * mImaginary[j] - ((j - i + 4) % 3 - 1) * mReal * mImaginary[k]);
}
}
}
return retval;
}
ZenMatrix<F, 3, 1> Rotate(const ZenMatrix<F, 3, 1>& vector)
const
{
Quaternion<F> result = *this * vector / *this;
ZenMatrix<F, 3, 1> retval;
retval(0, 0) = result.mImaginary[0];
retval(1, 0) = result.mImaginary[1];
retval(2, 0) = result.mImaginary[2];
return retval;
}
Quaternion<F> Conj()
const
{
Quaternion<F> retval;
retval.mReal = mReal;
retval.mImaginary[0] = -mImaginary[0];
retval.mImaginary[1] = -mImaginary[1];
retval.mImaginary[2] = -mImaginary[2];
return retval;
}
private:
friend std::ostream& operator<< <>(std::ostream& out, const Quaternion<F>& q);
F mReal;
F mImaginary[3];
};
template<class F>
Quaternion<F> operator*(F scalar, const Quaternion<F>& value)
{
return value * scalar;
}
template<class F>
Quaternion<F> operator-(F scalar, const Quaternion<F>& value)
{
return -value + scalar;
}
template<class F>
Quaternion<F> operator+(F scalar, const Quaternion<F>& value)
{
return value + scalar;
}
template<class F>
std::ostream& operator<<(std::ostream& out, const Quaternion<F>& q)
{
out << "(" << q.mReal << ", <" << q.mImaginary[0] << ", " << q.mImaginary[1] << ", " << q.mImaginary[2] << ">)";
return out;
}
template<class F>
const Quaternion<F> Quaternion<F>::i = Quaternion<F>(0, 1, 0, 0);
template<class F>
const Quaternion<F> Quaternion<F>::j = Quaternion<F>(0, 0, 1, 0);
template<class F>
const Quaternion<F> Quaternion<F>::k = Quaternion<F>(0, 0, 0, 1);
#endif