// This file is part of Eigen, a lightweight C++ template library // for linear algebra. // // Copyright (C) 2008 Gael Guennebaud // Copyright (C) 2009 Mathieu Gautier // // Eigen is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 3 of the License, or (at your option) any later version. // // Alternatively, 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. // // Eigen 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 Lesser General Public License or the // GNU General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License and a copy of the GNU General Public License along with // Eigen. If not, see . #ifndef EIGEN_QUATERNION_H #define EIGEN_QUATERNION_H /** \geometry_module \ingroup Geometry_Module * * \class Quaternion * * \brief The quaternion class used to represent 3D orientations and rotations * * \param _Scalar the scalar type, i.e., the type of the coefficients * * This class represents a quaternion \f$ w+xi+yj+zk \f$ that is a convenient representation of * orientations and rotations of objects in three dimensions. Compared to other representations * like Euler angles or 3x3 matrices, quatertions offer the following advantages: * \li \b compact storage (4 scalars) * \li \b efficient to compose (28 flops), * \li \b stable spherical interpolation * * The following two typedefs are provided for convenience: * \li \c Quaternionf for \c float * \li \c Quaterniond for \c double * * \sa class AngleAxis, class Transform */ template struct ei_quaternionbase_assign_impl; template class Quaternion; // [XXX] => remove when Quaternion becomes Quaternion template struct ei_traits > { typedef typename ei_traits::Scalar Scalar; enum { PacketAccess = ei_traits::PacketAccess }; }; template class QuaternionBase : public RotationBase { typedef RotationBase Base; public: using Base::operator*; typedef typename ei_traits >::Scalar Scalar; typedef typename NumTraits::Real RealScalar; // typedef typename Matrix Coefficients; /** the type of a 3D vector */ typedef Matrix Vector3; /** the equivalent rotation matrix type */ typedef Matrix Matrix3; /** the equivalent angle-axis type */ typedef AngleAxis AngleAxisType; /** \returns the \c x coefficient */ inline Scalar x() const { return this->derived().coeffs().coeff(0); } /** \returns the \c y coefficient */ inline Scalar y() const { return this->derived().coeffs().coeff(1); } /** \returns the \c z coefficient */ inline Scalar z() const { return this->derived().coeffs().coeff(2); } /** \returns the \c w coefficient */ inline Scalar w() const { return this->derived().coeffs().coeff(3); } /** \returns a reference to the \c x coefficient */ inline Scalar& x() { return this->derived().coeffs().coeffRef(0); } /** \returns a reference to the \c y coefficient */ inline Scalar& y() { return this->derived().coeffs().coeffRef(1); } /** \returns a reference to the \c z coefficient */ inline Scalar& z() { return this->derived().coeffs().coeffRef(2); } /** \returns a reference to the \c w coefficient */ inline Scalar& w() { return this->derived().coeffs().coeffRef(3); } /** \returns a read-only vector expression of the imaginary part (x,y,z) */ inline const VectorBlock::Coefficients,3> vec() const { return this->derived().coeffs().template start<3>(); } /** \returns a vector expression of the imaginary part (x,y,z) */ inline VectorBlock::Coefficients,3> vec() { return this->derived().coeffs().template start<3>(); } /** \returns a read-only vector expression of the coefficients (x,y,z,w) */ inline const typename ei_traits::Coefficients& coeffs() const { return this->derived().coeffs(); } /** \returns a vector expression of the coefficients (x,y,z,w) */ inline typename ei_traits::Coefficients& coeffs() { return this->derived().coeffs(); } template QuaternionBase& operator=(const QuaternionBase& other); QuaternionBase& operator=(const AngleAxisType& aa); template QuaternionBase& operator=(const MatrixBase& m); /** \returns a quaternion representing an identity rotation * \sa MatrixBase::Identity() */ inline static Quaternion Identity() { return Quaternion(1, 0, 0, 0); } /** \sa Quaternion2::Identity(), MatrixBase::setIdentity() */ inline QuaternionBase& setIdentity() { coeffs() << 0, 0, 0, 1; return *this; } /** \returns the squared norm of the quaternion's coefficients * \sa Quaternion2::norm(), MatrixBase::squaredNorm() */ inline Scalar squaredNorm() const { return coeffs().squaredNorm(); } /** \returns the norm of the quaternion's coefficients * \sa Quaternion2::squaredNorm(), MatrixBase::norm() */ inline Scalar norm() const { return coeffs().norm(); } /** Normalizes the quaternion \c *this * \sa normalized(), MatrixBase::normalize() */ inline void normalize() { coeffs().normalize(); } /** \returns a normalized version of \c *this * \sa normalize(), MatrixBase::normalized() */ inline Quaternion normalized() const { return Quaternion(coeffs().normalized()); } /** \returns the dot product of \c *this and \a other * Geometrically speaking, the dot product of two unit quaternions * corresponds to the cosine of half the angle between the two rotations. * \sa angularDistance() */ template inline Scalar dot(const QuaternionBase& other) const { return coeffs().dot(other.coeffs()); } template inline Scalar angularDistance(const QuaternionBase& other) const; Matrix3 toRotationMatrix(void) const; template QuaternionBase& setFromTwoVectors(const MatrixBase& a, const MatrixBase& b); template inline Quaternion operator* (const QuaternionBase& q) const; template inline QuaternionBase& operator*= (const QuaternionBase& q); Quaternion inverse(void) const; Quaternion conjugate(void) const; template Quaternion slerp(Scalar t, const QuaternionBase& other) const; /** \returns \c true if \c *this is approximately equal to \a other, within the precision * determined by \a prec. * * \sa MatrixBase::isApprox() */ bool isApprox(const QuaternionBase& other, RealScalar prec = precision()) const { return coeffs().isApprox(other.coeffs(), prec); } Vector3 _transformVector(Vector3 v) const; /** \returns \c *this with scalar type casted to \a NewScalarType * * Note that if \a NewScalarType is equal to the current scalar type of \c *this * then this function smartly returns a const reference to \c *this. */ template inline typename ei_cast_return_type >::type cast() const { return typename ei_cast_return_type >::type( coeffs().template cast()); } }; template struct ei_traits > { typedef _Scalar Scalar; typedef Matrix<_Scalar,4,1> Coefficients; enum{ PacketAccess = Aligned }; }; template class Quaternion : public QuaternionBase >{ typedef QuaternionBase > Base; public: using Base::operator=; typedef _Scalar Scalar; typedef typename ei_traits >::Coefficients Coefficients; typedef typename Base::AngleAxisType AngleAxisType; /** Default constructor leaving the quaternion uninitialized. */ inline Quaternion() {} /** Constructs and initializes the quaternion \f$ w+xi+yj+zk \f$ from * its four coefficients \a w, \a x, \a y and \a z. * * \warning Note the order of the arguments: the real \a w coefficient first, * while internally the coefficients are stored in the following order: * [\c x, \c y, \c z, \c w] */ inline Quaternion(Scalar w, Scalar x, Scalar y, Scalar z) { coeffs() << x, y, z, w; } /** Constructs and initialize a quaternion from the array data * This constructor is also used to map an array */ inline Quaternion(const Scalar* data) : m_coeffs(data) {} /** Copy constructor */ // template inline Quaternion(const QuaternionBase& other) { m_coeffs = other.coeffs(); } [XXX] redundant with 703 /** Constructs and initializes a quaternion from the angle-axis \a aa */ explicit inline Quaternion(const AngleAxisType& aa) { *this = aa; } /** Constructs and initializes a quaternion from either: * - a rotation matrix expression, * - a 4D vector expression representing quaternion coefficients. */ template explicit inline Quaternion(const MatrixBase& other) { *this = other; } /** Copy constructor with scalar type conversion */ template inline explicit Quaternion(const QuaternionBase& other) { m_coeffs = other.coeffs().template cast(); } inline Coefficients& coeffs() { return m_coeffs;} inline const Coefficients& coeffs() const { return m_coeffs;} protected: Coefficients m_coeffs; }; /* ########### Map */ /** \class Map * \nonstableyet * * \brief Expression of a quaternion * * \param Scalar the type of the vector of diagonal coefficients * * \sa class Quaternion, class QuaternionBase */ template struct ei_traits, _PacketAccess> >: ei_traits > { typedef _Scalar Scalar; typedef Map > Coefficients; enum { PacketAccess = _PacketAccess }; }; template class Map, PacketAccess > : public QuaternionBase, PacketAccess> >, ei_no_assignment_operator { public: typedef _Scalar Scalar; typedef typename ei_traits, PacketAccess> >::Coefficients Coefficients; inline Map, PacketAccess >(const Scalar* coeffs) : m_coeffs(coeffs) {} inline Coefficients& coeffs() { return m_coeffs;} inline const Coefficients& coeffs() const { return m_coeffs;} protected: Coefficients m_coeffs; }; typedef Map > QuaternionMapd; typedef Map > QuaternionMapf; typedef Map, Aligned> QuaternionMapAlignedd; typedef Map, Aligned> QuaternionMapAlignedf; // Generic Quaternion * Quaternion product template struct ei_quat_product { inline static Quaternion run(const QuaternionBase& a, const QuaternionBase& b){ return Quaternion ( a.w() * b.w() - a.x() * b.x() - a.y() * b.y() - a.z() * b.z(), a.w() * b.x() + a.x() * b.w() + a.y() * b.z() - a.z() * b.y(), a.w() * b.y() + a.y() * b.w() + a.z() * b.x() - a.x() * b.z(), a.w() * b.z() + a.z() * b.w() + a.x() * b.y() - a.y() * b.x() ); } }; /** \returns the concatenation of two rotations as a quaternion-quaternion product */ template template inline Quaternion >::Scalar> QuaternionBase::operator* (const QuaternionBase& other) const { EIGEN_STATIC_ASSERT((ei_is_same_type::ret), YOU_MIXED_DIFFERENT_NUMERIC_TYPES__YOU_NEED_TO_USE_THE_CAST_METHOD_OF_MATRIXBASE_TO_CAST_NUMERIC_TYPES_EXPLICITLY) return ei_quat_product::Scalar, ei_traits::PacketAccess && ei_traits::PacketAccess>::run(*this, other); } /** \sa operator*(Quaternion) */ template template inline QuaternionBase& QuaternionBase::operator*= (const QuaternionBase& other) { return (*this = *this * other); } /** Rotation of a vector by a quaternion. * \remarks If the quaternion is used to rotate several points (>1) * then it is much more efficient to first convert it to a 3x3 Matrix. * Comparison of the operation cost for n transformations: * - Quaternion2: 30n * - Via a Matrix3: 24 + 15n */ template inline typename QuaternionBase::Vector3 QuaternionBase::_transformVector(Vector3 v) const { // Note that this algorithm comes from the optimization by hand // of the conversion to a Matrix followed by a Matrix/Vector product. // It appears to be much faster than the common algorithm found // in the litterature (30 versus 39 flops). It also requires two // Vector3 as temporaries. Vector3 uv = Scalar(2) * this->vec().cross(v); return v + this->w() * uv + this->vec().cross(uv); } template template inline QuaternionBase& QuaternionBase::operator=(const QuaternionBase& other) { coeffs() = other.coeffs(); return *this; } /** Set \c *this from an angle-axis \a aa and returns a reference to \c *this */ template inline QuaternionBase& QuaternionBase::operator=(const AngleAxisType& aa) { Scalar ha = Scalar(0.5)*aa.angle(); // Scalar(0.5) to suppress precision loss warnings this->w() = ei_cos(ha); this->vec() = ei_sin(ha) * aa.axis(); return *this; } /** Set \c *this from the expression \a xpr: * - if \a xpr is a 4x1 vector, then \a xpr is assumed to be a quaternion * - if \a xpr is a 3x3 matrix, then \a xpr is assumed to be rotation matrix * and \a xpr is converted to a quaternion */ template template inline QuaternionBase& QuaternionBase::operator=(const MatrixBase& xpr) { EIGEN_STATIC_ASSERT((ei_is_same_type::ret), YOU_MIXED_DIFFERENT_NUMERIC_TYPES__YOU_NEED_TO_USE_THE_CAST_METHOD_OF_MATRIXBASE_TO_CAST_NUMERIC_TYPES_EXPLICITLY) ei_quaternionbase_assign_impl::run(*this, xpr.derived()); return *this; } /** Convert the quaternion to a 3x3 rotation matrix. The quaternion is required to * be normalized, otherwise the result is undefined. */ template inline typename QuaternionBase::Matrix3 QuaternionBase::toRotationMatrix(void) const { // NOTE if inlined, then gcc 4.2 and 4.4 get rid of the temporary (not gcc 4.3 !!) // if not inlined then the cost of the return by value is huge ~ +35%, // however, not inlining this function is an order of magnitude slower, so // it has to be inlined, and so the return by value is not an issue Matrix3 res; const Scalar tx = 2*this->x(); const Scalar ty = 2*this->y(); const Scalar tz = 2*this->z(); const Scalar twx = tx*this->w(); const Scalar twy = ty*this->w(); const Scalar twz = tz*this->w(); const Scalar txx = tx*this->x(); const Scalar txy = ty*this->x(); const Scalar txz = tz*this->x(); const Scalar tyy = ty*this->y(); const Scalar tyz = tz*this->y(); const Scalar tzz = tz*this->z(); res.coeffRef(0,0) = 1-(tyy+tzz); res.coeffRef(0,1) = txy-twz; res.coeffRef(0,2) = txz+twy; res.coeffRef(1,0) = txy+twz; res.coeffRef(1,1) = 1-(txx+tzz); res.coeffRef(1,2) = tyz-twx; res.coeffRef(2,0) = txz-twy; res.coeffRef(2,1) = tyz+twx; res.coeffRef(2,2) = 1-(txx+tyy); return res; } /** Sets \c *this to be a quaternion representing a rotation between * the two arbitrary vectors \a a and \a b. In other words, the built * rotation represent a rotation sending the line of direction \a a * to the line of direction \a b, both lines passing through the origin. * * \returns a reference to \c *this. * * Note that the two input vectors do \b not have to be normalized, and * do not need to have the same norm. */ template template inline QuaternionBase& QuaternionBase::setFromTwoVectors(const MatrixBase& a, const MatrixBase& b) { Vector3 v0 = a.normalized(); Vector3 v1 = b.normalized(); Scalar c = v1.dot(v0); // if dot == -1, vectors are nearly opposites // => accuraletly compute the rotation axis by computing the // intersection of the two planes. This is done by solving: // x^T v0 = 0 // x^T v1 = 0 // under the constraint: // ||x|| = 1 // which yields a singular value problem if (c < Scalar(-1)+precision()) { c = std::max(c,-1); Matrix m; m << v0.transpose(), v1.transpose(); SVD > svd(m); Vector3 axis = svd.matrixV().col(2); Scalar w2 = (Scalar(1)+c)*Scalar(0.5); this->w() = ei_sqrt(w2); this->vec() = axis * ei_sqrt(Scalar(1) - w2); return *this; } Vector3 axis = v0.cross(v1); Scalar s = ei_sqrt((Scalar(1)+c)*Scalar(2)); Scalar invs = Scalar(1)/s; this->vec() = axis * invs; this->w() = s * Scalar(0.5); return *this; } /** \returns the multiplicative inverse of \c *this * Note that in most cases, i.e., if you simply want the opposite rotation, * and/or the quaternion is normalized, then it is enough to use the conjugate. * * \sa Quaternion2::conjugate() */ template inline Quaternion >::Scalar> QuaternionBase::inverse() const { // FIXME should this function be called multiplicativeInverse and conjugate() be called inverse() or opposite() ?? Scalar n2 = this->squaredNorm(); if (n2 > 0) return Quaternion(conjugate().coeffs() / n2); else { // return an invalid result to flag the error return Quaternion(ei_traits::Coefficients::Zero()); } } /** \returns the conjugate of the \c *this which is equal to the multiplicative inverse * if the quaternion is normalized. * The conjugate of a quaternion represents the opposite rotation. * * \sa Quaternion2::inverse() */ template inline Quaternion >::Scalar> QuaternionBase::conjugate() const { return Quaternion(this->w(),-this->x(),-this->y(),-this->z()); } /** \returns the angle (in radian) between two rotations * \sa dot() */ template template inline typename ei_traits >::Scalar QuaternionBase::angularDistance(const QuaternionBase& other) const { double d = ei_abs(this->dot(other)); if (d>=1.0) return 0; return Scalar(2) * std::acos(d); } /** \returns the spherical linear interpolation between the two quaternions * \c *this and \a other at the parameter \a t */ template template Quaternion >::Scalar> QuaternionBase::slerp(Scalar t, const QuaternionBase& other) const { static const Scalar one = Scalar(1) - precision(); Scalar d = this->dot(other); Scalar absD = ei_abs(d); if (absD>=one) return Quaternion(*this); // theta is the angle between the 2 quaternions Scalar theta = std::acos(absD); Scalar sinTheta = ei_sin(theta); Scalar scale0 = ei_sin( ( Scalar(1) - t ) * theta) / sinTheta; Scalar scale1 = ei_sin( ( t * theta) ) / sinTheta; if (d<0) scale1 = -scale1; return Quaternion(scale0 * coeffs() + scale1 * other.coeffs()); } // set from a rotation matrix template struct ei_quaternionbase_assign_impl { typedef typename Other::Scalar Scalar; template inline static void run(QuaternionBase& q, const Other& mat) { // This algorithm comes from "Quaternion Calculus and Fast Animation", // Ken Shoemake, 1987 SIGGRAPH course notes Scalar t = mat.trace(); if (t > 0) { t = ei_sqrt(t + Scalar(1.0)); q.w() = Scalar(0.5)*t; t = Scalar(0.5)/t; q.x() = (mat.coeff(2,1) - mat.coeff(1,2)) * t; q.y() = (mat.coeff(0,2) - mat.coeff(2,0)) * t; q.z() = (mat.coeff(1,0) - mat.coeff(0,1)) * t; } else { int i = 0; if (mat.coeff(1,1) > mat.coeff(0,0)) i = 1; if (mat.coeff(2,2) > mat.coeff(i,i)) i = 2; int j = (i+1)%3; int k = (j+1)%3; t = ei_sqrt(mat.coeff(i,i)-mat.coeff(j,j)-mat.coeff(k,k) + Scalar(1.0)); q.coeffs().coeffRef(i) = Scalar(0.5) * t; t = Scalar(0.5)/t; q.w() = (mat.coeff(k,j)-mat.coeff(j,k))*t; q.coeffs().coeffRef(j) = (mat.coeff(j,i)+mat.coeff(i,j))*t; q.coeffs().coeffRef(k) = (mat.coeff(k,i)+mat.coeff(i,k))*t; } } }; // set from a vector of coefficients assumed to be a quaternion template struct ei_quaternionbase_assign_impl { typedef typename Other::Scalar Scalar; template inline static void run(QuaternionBase& q, const Other& vec) { q.coeffs() = vec; } }; #endif // EIGEN_QUATERNION_H