// This file is part of Eigen, a lightweight C++ template library // for linear algebra. Eigen itself is part of the KDE project. // // Copyright (C) 2008 Gael Guennebaud // // 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 template struct ei_traits > { typedef _Scalar Scalar; enum { RowsAtCompileTime = 4, ColsAtCompileTime = 1, MaxRowsAtCompileTime = 4, MaxColsAtCompileTime = 1, Flags = ei_corrected_matrix_flags<_Scalar, 4, 0>::ret, CoeffReadCost = NumTraits::ReadCost }; }; template class Quaternion : public MatrixBase > { public: public: EIGEN_GENERIC_PUBLIC_INTERFACE(Quaternion) private: EIGEN_ALIGN_128 Scalar m_data[4]; inline int _rows() const { return 4; } inline int _cols() const { return 1; } inline const Scalar& _coeff(int i, int) const { return m_data[i]; } inline Scalar& _coeffRef(int i, int) { return m_data[i]; } template inline PacketScalar _packetCoeff(int row, int) const { ei_internal_assert(Flags & VectorizableBit); if (LoadMode==Eigen::Aligned) return ei_pload(&m_data[row]); else return ei_ploadu(&m_data[row]); } template inline void _writePacketCoeff(int row, int , const PacketScalar& x) { ei_internal_assert(Flags & VectorizableBit); if (StoreMode==Eigen::Aligned) ei_pstore(&m_data[row], x); else ei_pstoreu(&m_data[row], x); } inline int _stride(void) const { return _rows(); } public: typedef Matrix Vector3; typedef Matrix Matrix3; // FIXME what is the prefered order: w x,y,z or x,y,z,w ? inline Quaternion(Scalar w = 1.0, Scalar x = 0.0, Scalar y = 0.0, Scalar z = 0.0) { m_data[0] = x; m_data[1] = y; m_data[2] = z; m_data[3] = w; } /** Constructor copying the value of the expression \a other */ template inline Quaternion(const Eigen::MatrixBase& other) { *this = other; } /** Copy constructor */ inline Quaternion(const Quaternion& other) { *this = other; } /** Copies the value of the expression \a other into \c *this. */ template inline Quaternion& operator=(const MatrixBase& other) { return Base::operator=(other.derived()); } /** This is a special case of the templated operator=. Its purpose is to * prevent a default operator= from hiding the templated operator=. */ inline Quaternion& operator=(const Quaternion& other) { return operator=(other); } Matrix3 toRotationMatrix(void) const; template void fromRotationMatrix(const MatrixBase& m); template Quaternion& fromAngleAxis (const Scalar& angle, const MatrixBase& axis); template Quaternion& fromTwoVectors(const MatrixBase& a, const MatrixBase& b); inline Quaternion operator* (const Quaternion& q) const; inline Quaternion& operator*= (const Quaternion& q); Quaternion inverse(void) const; Quaternion unitInverse(void) const; /** Rotation of a vector by a quaternion. \remarks If the quaternion is used to rotate several points (>3) then it is much more efficient to first convert it to a 3x3 Matrix. Comparison of the operation cost for n transformations: * Quaternion: 30n * Via Matrix3: 24 + 15n \todo write a small benchmark. */ template Vector3 operator* (const MatrixBase& vec) const; private: // TODO discard here unreliable members. }; template inline Quaternion Quaternion::operator* (const Quaternion& other) const { return Quaternion ( this->w() * other.w() - this->x() * other.x() - this->y() * other.y() - this->z() * other.z(), this->w() * other.x() + this->x() * other.w() + this->y() * other.z() - this->z() * other.y(), this->w() * other.y() + this->y() * other.w() + this->z() * other.x() - this->x() * other.z(), this->w() * other.z() + this->z() * other.w() + this->x() * other.y() - this->y() * other.x() ); } template inline Quaternion& Quaternion::operator*= (const Quaternion& other) { return (*this = *this * other); } template template inline typename Quaternion::Vector3 Quaternion::operator* (const MatrixBase& 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). On the other hand it // requires two Vector3 as temporaries. Vector3 uv; uv = 2 * this->template start<3>().cross(v); return v + this->w() * uv + this->template start<3>().cross(uv); } template typename Quaternion::Matrix3 Quaternion::toRotationMatrix(void) const { Matrix3 res; Scalar tx = 2*this->x(); Scalar ty = 2*this->y(); Scalar tz = 2*this->z(); Scalar twx = tx*this->w(); Scalar twy = ty*this->w(); Scalar twz = tz*this->w(); Scalar txx = tx*this->x(); Scalar txy = ty*this->x(); Scalar txz = tz*this->x(); Scalar tyy = ty*this->y(); Scalar tyz = tz*this->y(); Scalar tzz = tz*this->z(); res(0,0) = 1-(tyy+tzz); res(0,1) = txy-twz; res(0,2) = txz+twy; res(1,0) = txy+twz; res(1,1) = 1-(txx+tzz); res(1,2) = tyz-twx; res(2,0) = txz-twy; res(2,1) = tyz+twx; res(2,2) = 1-(txx+tyy); return res; } template template void Quaternion::fromRotationMatrix(const MatrixBase& m) { assert(Derived::RowsAtCompileTime==3 && Derived::ColsAtCompileTime==3); // This algorithm comes from "Quaternion Calculus and Fast Animation", // Ken Shoemake, 1987 SIGGRAPH course notes Scalar t = m.trace(); if (t > 0) { t = ei_sqrt(t + 1.0); this->w() = 0.5*t; t = 0.5/t; this->x() = (m.coeff(2,1) - m.coeff(1,2)) * t; this->y() = (m.coeff(0,2) - m.coeff(2,0)) * t; this->z() = (m.coeff(1,0) - m.coeff(0,1)) * t; } else { int i = 0; if (m(1,1) > m(0,0)) i = 1; if (m(2,2) > m(i,i)) i = 2; int j = (i+1)%3; int k = (j+1)%3; t = ei_sqrt(m.coeff(i,i)-m.coeff(j,j)-m.coeff(k,k) + 1.0); this->coeffRef(i) = 0.5 * t; t = 0.5/t; this->w() = (m.coeff(k,j)-m.coeff(j,k))*t; this->coeffRef(j) = (m.coeff(j,i)+m.coeff(i,j))*t; this->coeffRef(k) = (m.coeff(k,i)+m.coeff(i,k))*t; } } template template inline Quaternion& Quaternion ::fromAngleAxis(const Scalar& angle, const MatrixBase& axis) { Scalar ha = 0.5*angle; this->w() = ei_cos(ha); this->template start<3>() = ei_sin(ha) * axis; return *this; } /** Makes a quaternion representing the rotation between two vectors \a a and \a b. * \returns a reference to the actual quaternion * Note that the two input vectors are \b not assumed to be normalized. */ template template inline Quaternion& Quaternion::fromTwoVectors(const MatrixBase& a, const MatrixBase& b) { Vector3 v0 = a.normalized(); Vector3 v1 = b.normalized(); Vector3 axis = v0.cross(v1); Scalar c = v0.dot(v1); // if dot == 1, vectors are the same if (ei_isApprox(c,Scalar(1))) { // set to identity this->w() = 1; this->template start<3>().setZero(); } Scalar s = ei_sqrt((1+c)*2); Scalar invs = 1./s; this->template start<3>() = axis * invs; this->w() = s * 0.5; return *this; } template inline Quaternion Quaternion::inverse() const { Scalar n2 = this->norm2(); if (n2 > 0) return (*this) / norm; else { // return an invalid result to flag the error return this->zero(); } } template inline Quaternion Quaternion::unitInverse() const { return Quaternion(this->w(),-this->x(),-this->y(),-this->z()); } #endif // EIGEN_QUATERNION_H