imathquat.h

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/////////////////////////////////////////////////////////////////////////////// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas// Digital Ltd. LLC// // All rights reserved.// // Redistribution and use in source and binary forms, with or without// modification, are permitted provided that the following conditions are// met:// *       Redistributions of source code must retain the above copyright// notice, this list of conditions and the following disclaimer.// *       Redistributions in binary form must reproduce the above// copyright notice, this list of conditions and the following disclaimer// in the documentation and/or other materials provided with the// distribution.// *       Neither the name of Industrial Light & Magic nor the names of// its contributors may be used to endorse or promote products derived// from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE./////////////////////////////////////////////////////////////////////////////#ifndef INCLUDED_IMATHQUAT_H#define INCLUDED_IMATHQUAT_H//----------------------------------------------------------------------////	template class Quat<T>////	"Quaternions came from Hamilton ... and have been an unmixed//	evil to those who have touched them in any way. Vector is a//	useless survival ... and has never been of the slightest use//	to any creature."////	    - Lord Kelvin////	This class implements the quaternion numerical type -- you//      will probably want to use this class to represent orientations//	in R3 and to convert between various euler angle reps. You//	should probably use Imath::Euler<> for that.////----------------------------------------------------------------------#include "ImathExc.h"#include "ImathMatrix.h"#include <iostream>namespace Imath {#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER// Disable MS VC++ warnings about conversion from double to float#pragma warning(disable:4244)#endiftemplate <class T>class Quat;template<class T>Quat<T> slerp (const Quat<T> &q1,const Quat<T> &q2, T t);template<class T>Quat<T> squad (const Quat<T> &q1,const Quat<T> &q2, 	       const Quat<T> &qa,const Quat<T> &qb, T t);template<class T>void intermediate (const Quat<T> &q0, const Quat<T> &q1, 		   const Quat<T> &q2, const Quat<T> &q3,		   Quat<T> &qa, Quat<T> &qb);template <class T>class Quat{  public:    T			    r;	    // real part    Vec3<T>		    v;	    // imaginary vector    //-----------------------------------------------------    //	Constructors - default constructor is identity quat    //-----------------------------------------------------    Quat()			    : r(1), v(0,0,0) {}    template <class S>    Quat( const Quat<S>& q)	    : r(q.r), v(q.v) {}    Quat( T s, T i, T j, T k )	    : r(s), v(i,j,k) {}    Quat( T s, Vec3<T> d ) 	    : r(s), v(d) {}    static Quat<T> identity()	{ return Quat<T>(); }    //------------------------------------------------    //	Basic Algebra - Operators and Methods    //  The operator return values are *NOT* normalized    //    //  operator^ is 4D dot product    //  operator/ uses the inverse() quaternion    //	operator~ is conjugate -- if (S+V) is quat then    //		  the conjugate (S+V)* == (S-V)    //    //  some operators (*,/,*=,/=) treat the quat as    //	a 4D vector when one of the operands is scalar    //------------------------------------------------    const Quat<T>&	    operator=	(const Quat<T>&);    const Quat<T>&	    operator*=	(const Quat<T>&);    const Quat<T>&	    operator*=	(T);    const Quat<T>&	    operator/=	(const Quat<T>&);    const Quat<T>&	    operator/=	(T);    const Quat<T>&	    operator+=	(const Quat<T>&);    const Quat<T>&	    operator-=	(const Quat<T>&);    T&			    operator[]	(int index);	// as 4D vector    T			    operator[]	(int index) const;    template <class S> bool operator == (const Quat<S> &q) const;    template <class S> bool operator != (const Quat<S> &q) const;    Quat<T>&		    invert();		    // this -> 1 / this    Quat<T>		    inverse() const;    Quat<T>&		    normalize();	    // returns this    Quat<T>		    normalized() const;    T			    length() const;	    // in R4    //-----------------------    //	Rotation conversion    //-----------------------    Quat<T>&		    setAxisAngle(const Vec3<T>& axis, T radians);    Quat<T>&		    setRotation(const Vec3<T>& fromDirection,					const Vec3<T>& toDirection);    T		            angle() const;    Vec3<T> 		    axis() const;    Matrix33<T>		    toMatrix33() const;    Matrix44<T>		    toMatrix44() const;    Quat<T>                 log() const;    Quat<T>                 exp() const;  private:    void                    setRotationInternal (const Vec3<T>& f0,						 const Vec3<T>& t0,						 Quat<T> &q);};//--------------------// Convenient typedefs//--------------------typedef Quat<float>	Quatf;typedef Quat<double>	Quatd;//---------------// Implementation//---------------template<class T>inline const Quat<T>& Quat<T>::operator= (const Quat<T>& q){    r = q.r;    v = q.v;    return *this;}template<class T>inline const Quat<T>& Quat<T>::operator*= (const Quat<T>& q){    T rtmp = r * q.r - (v ^ q.v);    v = r * q.v + v * q.r + v % q.v;    r = rtmp;    return *this;}template<class T>inline const Quat<T>& Quat<T>::operator*= (T t){    r *= t;    v *= t;    return *this;}template<class T>inline const Quat<T>& Quat<T>::operator/= (const Quat<T>& q){    *this = *this * q.inverse();    return *this;}template<class T>inline const Quat<T>& Quat<T>::operator/= (T t){    r /= t;    v /= t;    return *this;}template<class T>inline const Quat<T>& Quat<T>::operator+= (const Quat<T>& q){    r += q.r;    v += q.v;    return *this;}template<class T>inline const Quat<T>& Quat<T>::operator-= (const Quat<T>& q){    r -= q.r;    v -= q.v;    return *this;}template<class T>inline T& Quat<T>::operator[] (int index){    return index ? v[index-1] : r;}template<class T>inline T Quat<T>::operator[] (int index) const{    return index ? v[index-1] : r;}template <class T>template <class S>inline boolQuat<T>::operator == (const Quat<S> &q) const{    return r == q.r && v == q.v;}template <class T>template <class S>inline boolQuat<T>::operator != (const Quat<S> &q) const{    return r != q.r || v != q.v;}template<class T>inline T operator^ (const Quat<T>& q1,const Quat<T>& q2){    return q1.r * q2.r + (q1.v ^ q2.v);}template <class T>inline T Quat<T>::length() const{    return Math<T>::sqrt( r * r + (v ^ v) );}template <class T>inline Quat<T>& Quat<T>::normalize(){    if ( T l = length() ) { r /= l; v /= l; }    else { r = 1; v = Vec3<T>(0); }    return *this;}template <class T>inline Quat<T> Quat<T>::normalized() const{    if ( T l = length() ) return Quat( r / l, v / l );    return Quat();}template<class T>inline Quat<T> Quat<T>::inverse() const{    // 1    Q*    // - = ----   where Q* is conjugate (operator~)    // Q   Q* Q   and (Q* Q) == Q ^ Q (4D dot)    T qdot = *this ^ *this;    return Quat( r / qdot, -v / qdot );}template<class T>inline Quat<T>& Quat<T>::invert(){    T qdot = (*this) ^ (*this);    r /= qdot;    v = -v / qdot;    return *this;}template<class T>Tangle4D (const Quat<T> &q1, const Quat<T> &q2){    //    // Compute the angle between two quaternions,    // interpreting the quaternions as 4D vectors.    //    Quat<T> d = q1 - q2;    T lengthD = Math<T>::sqrt (d ^ d);    Quat<T> s = q1 + q2;    T lengthS = Math<T>::sqrt (s ^ s);    return 2 * Math<T>::atan2 (lengthD, lengthS);}template<class T>Quat<T>slerp(const Quat<T> &q1,const Quat<T> &q2, T t){    //    // Spherical linear interpolation.    // Assumes q1 and q2 are normalized and that q1 != -q2.    //    // This method does *not* interpolate along the shortest    // arc between q1 and q2.  If you desire interpolation    // along the shortest arc, and q1^q2 is negative, then    // consider flipping the second quaternion explicitly.    //    // The implementation of squad() depends on a slerp()    // that interpolates as is, without the automatic    // flipping.    //    // Don Hatch explains the method we use here on his    // web page, The Right Way to Calculate Stuff, at    // http://www.plunk.org/~hatch/rightway.php    //    T a = angle4D (q1, q2);    T s = 1 - t;    Quat<T> q = sinx_over_x (s * a) / sinx_over_x (a) * s * q1 +	        sinx_over_x (t * a) / sinx_over_x (a) * t * q2;    return q.normalized();}template<class T>Quat<T> spline(const Quat<T> &q0, const Quat<T> &q1,	       const Quat<T> &q2, const Quat<T> &q3,	       T t){    // Spherical Cubic Spline Interpolation -    // from Advanced Animation and Rendering    // Techniques by Watt and Watt, Page 366:    // A spherical curve is constructed using three    // spherical linear interpolations of a quadrangle    // of unit quaternions: q1, qa, qb, q2.

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