/**************************************************************************** Copyright (C) 2002-2006 Gilles Debunne (Gilles.Debunne@imag.fr) This file is part of the QGLViewer library. Version 2.2.4-1, released on December 12, 2006. http://artis.imag.fr/Members/Gilles.Debunne/QGLViewer libQGLViewer is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. libQGLViewer 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 General Public License for more details. You should have received a copy of the GNU General Public License along with libQGLViewer; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA *****************************************************************************/ #include "domUtils.h" #include "quaternion.h" #include // RAND_MAX // All the methods are declared inline in Quaternion.h using namespace qglviewer; using namespace std; /*! Constructs a Quaternion that will rotate from the \p from direction to the \p to direction. Note that this rotation is not uniquely defined. The selected axis is usually orthogonal to \p from and \p to. However, this method is robust and can handle small or almost identical vectors. */ Quaternion::Quaternion(const Vec& from, const Vec& to) { const float epsilon = 1E-10f; const float fromSqNorm = from.squaredNorm(); const float toSqNorm = to.squaredNorm(); // Identity Quaternion when one vector is null if ((fromSqNorm < epsilon) || (toSqNorm < epsilon)) { q[0]=q[1]=q[2]=0.0; q[3]=1.0; } else { Vec axis = cross(from, to); const float axisSqNorm = axis.squaredNorm(); // Aligned vectors, pick any axis, not aligned with from or to if (axisSqNorm < epsilon) axis = from.orthogonalVec(); double angle = asin(sqrt(axisSqNorm / (fromSqNorm * toSqNorm))); if (from*to < 0.0) angle = M_PI-angle; setAxisAngle(axis, angle); } } /*! Returns the image of \p v by the Quaternion inverse() rotation. rotate() performs an inverse transformation. Same as inverse().rotate(v). */ Vec Quaternion::inverseRotate(const Vec& v) const { return inverse().rotate(v); } /*! Returns the image of \p v by the Quaternion rotation. See also inverseRotate() and operator*(const Quaternion&, const Vec&). */ Vec Quaternion::rotate(const Vec& v) const { const double q00 = 2.0l * q[0] * q[0]; const double q11 = 2.0l * q[1] * q[1]; const double q22 = 2.0l * q[2] * q[2]; const double q01 = 2.0l * q[0] * q[1]; const double q02 = 2.0l * q[0] * q[2]; const double q03 = 2.0l * q[0] * q[3]; const double q12 = 2.0l * q[1] * q[2]; const double q13 = 2.0l * q[1] * q[3]; const double q23 = 2.0l * q[2] * q[3]; return Vec((1.0 - q11 - q22)*v[0] + ( q01 - q23)*v[1] + ( q02 + q13)*v[2], ( q01 + q23)*v[0] + (1.0 - q22 - q00)*v[1] + ( q12 - q03)*v[2], ( q02 - q13)*v[0] + ( q12 + q03)*v[1] + (1.0 - q11 - q00)*v[2] ); } /*! Set the Quaternion from a (supposedly correct) 3x3 rotation matrix. The matrix is expressed in European format: its three \e columns are the images by the rotation of the three vectors of an orthogonal basis. Note that OpenGL uses a symmetric representation for its matrices. setFromRotatedBasis() sets a Quaternion from the three axis of a rotated frame. It actually fills the three columns of a matrix with these rotated basis vectors and calls this method. */ void Quaternion::setFromRotationMatrix(const double m[3][3]) { // Compute one plus the trace of the matrix const double onePlusTrace = 1.0 + m[0][0] + m[1][1] + m[2][2]; if (onePlusTrace > 1E-5) { // Direct computation const double s = sqrt(onePlusTrace) * 2.0; q[0] = (m[2][1] - m[1][2]) / s; q[1] = (m[0][2] - m[2][0]) / s; q[2] = (m[1][0] - m[0][1]) / s; q[3] = 0.25 * s; } else { // Computation depends on major diagonal term if ((m[0][0] > m[1][1])&(m[0][0] > m[2][2])) { const double s = sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]) * 2.0; q[0] = 0.25 * s; q[1] = (m[0][1] + m[1][0]) / s; q[2] = (m[0][2] + m[2][0]) / s; q[3] = (m[1][2] - m[2][1]) / s; } else if (m[1][1] > m[2][2]) { const double s = sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]) * 2.0; q[0] = (m[0][1] + m[1][0]) / s; q[1] = 0.25 * s; q[2] = (m[1][2] + m[2][1]) / s; q[3] = (m[0][2] - m[2][0]) / s; } else { const double s = sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]) * 2.0; q[0] = (m[0][2] + m[2][0]) / s; q[1] = (m[1][2] + m[2][1]) / s; q[2] = 0.25 * s; q[3] = (m[0][1] - m[1][0]) / s; } } normalize(); } #ifndef DOXYGEN void Quaternion::setFromRotationMatrix(const float m[3][3]) { qWarning("setFromRotationMatrix now waits for a double[3][3] parameter"); double mat[3][3]; for (int i=0; i<3; ++i) for (int j=0; j<3; ++j) mat[i][j] = double(m[i][j]); setFromRotationMatrix(mat); } void Quaternion::setFromRotatedBase(const Vec& X, const Vec& Y, const Vec& Z) { qWarning("setFromRotatedBase is deprecated, use setFromRotatedBasis instead"); setFromRotatedBasis(X,Y,Z); } #endif /*! Sets the Quaternion from the three rotated vectors of an orthogonal basis. The three vectors do not have to be normalized but must be orthogonal and direct (X^Y=k*Z, with k>0). \code Quaternion q; q.setFromRotatedBasis(X, Y, Z); // Now q.rotate(Vec(1,0,0)) == X and q.inverseRotate(X) == Vec(1,0,0) // Same goes for Y and Z with Vec(0,1,0) and Vec(0,0,1). \endcode See also setFromRotationMatrix() and Quaternion(const Vec&, const Vec&). */ void Quaternion::setFromRotatedBasis(const Vec& X, const Vec& Y, const Vec& Z) { double m[3][3]; double normX = X.norm(); double normY = Y.norm(); double normZ = Z.norm(); for (int i=0; i<3; ++i) { m[i][0] = X[i] / normX; m[i][1] = Y[i] / normY; m[i][2] = Z[i] / normZ; } setFromRotationMatrix(m); } /*! Returns the axis vector and the angle (in radians) of the rotation represented by the Quaternion. See the axis() and angle() documentations. */ void Quaternion::getAxisAngle(Vec& axis, float& angle) const { angle = 2.0*acos(q[3]); axis = Vec(q[0], q[1], q[2]); const float sinus = axis.norm(); if (sinus > 1E-8) axis /= sinus; if (angle > M_PI) { angle = 2.0*M_PI - angle; axis = -axis; } } /*! Returns the normalized axis direction of the rotation represented by the Quaternion. It is null for an identity Quaternion. See also angle() and getAxisAngle(). */ Vec Quaternion::axis() const { Vec res = Vec(q[0], q[1], q[2]); const float sinus = res.norm(); if (sinus > 1E-8) res /= sinus; return (acos(q[3]) <= M_PI/2.0) ? res : -res; } /*! Returns the angle (in radians) of the rotation represented by the Quaternion. This value is always in the range [0-pi]. Larger rotational angles are obtained by inverting the axis() direction. See also axis() and getAxisAngle(). */ float Quaternion::angle() const { const float angle = 2.0 * acos(q[3]); return (angle <= M_PI) ? angle : 2.0*M_PI - angle; } /*! Returns an XML \c QDomElement that represents the Quaternion. \p name is the name of the QDomElement tag. \p doc is the \c QDomDocument factory used to create QDomElement. When output to a file, the resulting QDomElement will look like: \code \endcode Use initFromDOMElement() to restore the Quaternion state from the resulting \c QDomElement. See also the Quaternion(const QDomElement&) constructor. See the Vec::domElement() documentation for a complete QDomDocument creation and saving example. See also Frame::domElement(), Camera::domElement(), KeyFrameInterpolator::domElement()... */ QDomElement Quaternion::domElement(const QString& name, QDomDocument& document) const { QDomElement de = document.createElement(name); de.setAttribute("q0", QString::number(q[0])); de.setAttribute("q1", QString::number(q[1])); de.setAttribute("q2", QString::number(q[2])); de.setAttribute("q3", QString::number(q[3])); return de; } /*! Restores the Quaternion state from a \c QDomElement created by domElement(). The \c QDomElement should contain the \c q0, \c q1 , \c q2 and \c q3 attributes. If one of these attributes is missing or is not a number, a warning is displayed and these fields are respectively set to 0.0, 0.0, 0.0 and 1.0 (identity Quaternion). See also the Quaternion(const QDomElement&) constructor. */ void Quaternion::initFromDOMElement(const QDomElement& element) { Quaternion q(element); *this = q; } /*! Constructs a Quaternion from a \c QDomElement representing an XML code of the form \c . If one of these attributes is missing or is not a number, a warning is displayed and the associated value is respectively set to 0, 0, 0 and 1 (identity Quaternion). See also domElement() and initFromDOMElement(). */ Quaternion::Quaternion(const QDomElement& element) { QStringList attribute; attribute << "q0" << "q1" << "q2" << "q3"; #if QT_VERSION >= 0x040000 for (int i=0; i