imathquat.h

来自「image converter source code」· C头文件 代码 · 共 737 行 · 第 1/2 页

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    // Given a set of quaternion keys: q0, q1, q2, q3,    // this routine does the interpolation between    // q1 and q2 by constructing two intermediate    // quaternions: qa and qb. The qa and qb are     // computed by the intermediate function to     // guarantee the continuity of tangents across    // adjacent cubic segments. The qa represents in-tangent    // for q1 and the qb represents the out-tangent for q2.    //     // The q1 q2 is the cubic segment being interpolated.     // The q0 is from the previous adjacent segment and q3 is     // from the next adjacent segment. The q0 and q3 are used    // in computing qa and qb.    //     Quat<T> qa = intermediate (q0, q1, q2);    Quat<T> qb = intermediate (q1, q2, q3);    Quat<T> result = squad(q1, qa, qb, q2, t);    return result;}template<class T>Quat<T> squad(const Quat<T> &q1, const Quat<T> &qa,	      const Quat<T> &qb, const Quat<T> &q2,	      T t){    // Spherical Quadrangle Interpolation -    // from Advanced Animation and Rendering    // Techniques by Watt and Watt, Page 366:    // It constructs a spherical cubic interpolation as     // a series of three spherical linear interpolations     // of a quadrangle of unit quaternions.     //           Quat<T> r1 = slerp(q1, q2, t);    Quat<T> r2 = slerp(qa, qb, t);    Quat<T> result = slerp(r1, r2, 2*t*(1-t));    return result;}template<class T>Quat<T> intermediate(const Quat<T> &q0, const Quat<T> &q1, const Quat<T> &q2){    // From advanced Animation and Rendering    // Techniques by Watt and Watt, Page 366:    // computing the inner quadrangle     // points (qa and qb) to guarantee tangent    // continuity.    //     Quat<T> q1inv = q1.inverse();    Quat<T> c1 = q1inv*q2;    Quat<T> c2 = q1inv*q0;    Quat<T> c3 = (T) (-0.25) * (c2.log() + c1.log());    Quat<T> qa = q1 * c3.exp();    qa.normalize();    return qa;}template <class T>inline Quat<T> Quat<T>::log() const{    //    // For unit quaternion, from Advanced Animation and     // Rendering Techniques by Watt and Watt, Page 366:    //    T theta = Math<T>::acos (std::min (r, (T) 1.0));    if (theta == 0)	return Quat<T> (0, v);        T sintheta = Math<T>::sin (theta);        T k;    if (abs (sintheta) < 1 && abs (theta) >= limits<T>::max() * abs (sintheta))	k = 1;    else	k = theta / sintheta;    return Quat<T> ((T) 0, v.x * k, v.y * k, v.z * k);}template <class T>inline Quat<T> Quat<T>::exp() const{    //    // For pure quaternion (zero scalar part):    // from Advanced Animation and Rendering    // Techniques by Watt and Watt, Page 366:    //    T theta = v.length();    T sintheta = Math<T>::sin (theta);        T k;    if (abs (theta) < 1 && abs (sintheta) >= limits<T>::max() * abs (theta))	k = 1;    else	k = sintheta / theta;    T costheta = Math<T>::cos (theta);    return Quat<T> (costheta, v.x * k, v.y * k, v.z * k);}template <class T>inline T Quat<T>::angle() const{    return 2.0*Math<T>::acos(r);}template <class T>inline Vec3<T> Quat<T>::axis() const{    return v.normalized();}template <class T>inline Quat<T>& Quat<T>::setAxisAngle(const Vec3<T>& axis, T radians){    r = Math<T>::cos(radians/2);    v = axis.normalized() * Math<T>::sin(radians/2);    return *this;}template <class T>Quat<T>&Quat<T>::setRotation(const Vec3<T>& from, const Vec3<T>& to){    //    // Create a quaternion that rotates vector from into vector to,    // such that the rotation is around an axis that is the cross    // product of from and to.    //    // This function calls function setRotationInternal(), which is    // numerically accurate only for rotation angles that are not much    // greater than pi/2.  In order to achieve good accuracy for angles    // greater than pi/2, we split large angles in half, and rotate in    // two steps.    //    //    // Normalize from and to, yielding f0 and t0.    //    Vec3<T> f0 = from.normalized();    Vec3<T> t0 = to.normalized();    if ((f0 ^ t0) >= 0)    {	//	// The rotation angle is less than or equal to pi/2.	//	setRotationInternal (f0, t0, *this);    }    else    {	//	// The angle is greater than pi/2.  After computing h0,	// which is halfway between f0 and t0, we rotate first	// from f0 to h0, then from h0 to t0.	//	Vec3<T> h0 = (f0 + t0).normalized();	if ((h0 ^ h0) != 0)	{	    setRotationInternal (f0, h0, *this);	    Quat<T> q;	    setRotationInternal (h0, t0, q);	    *this *= q;	}	else	{	    //	    // f0 and t0 point in exactly opposite directions.	    // Pick an arbitrary axis that is orthogonal to f0,	    // and rotate by pi.	    //	    r = T (0);	    Vec3<T> f02 = f0 * f0;	    if (f02.x <= f02.y && f02.x <= f02.z)		v = (f0 % Vec3<T> (1, 0, 0)).normalized();	    else if (f02.y <= f02.z)		v = (f0 % Vec3<T> (0, 1, 0)).normalized();	    else		v = (f0 % Vec3<T> (0, 0, 1)).normalized();	}    }    return *this;}template <class T>voidQuat<T>::setRotationInternal (const Vec3<T>& f0, const Vec3<T>& t0, Quat<T> &q){    //    // The following is equivalent to setAxisAngle(n,2*phi),    // where the rotation axis, is orthogonal to the f0 and    // t0 vectors, and 2*phi is the angle between f0 and t0.    //    // This function is called by setRotation(), above; it assumes    // that f0 and t0 are normalized and that the angle between    // them is not much greater than pi/2.  This function becomes    // numerically inaccurate if f0 and t0 point into nearly    // opposite directions.    //    //    // Find a normalized vector, h0, that is half way between f0 and t0.    // The angle between f0 and h0 is phi.    //    Vec3<T> h0 = (f0 + t0).normalized();    //    // Store the rotation axis and rotation angle.    //    q.r = f0 ^ h0;	//  f0 ^ h0 == cos (phi)    q.v = f0 % h0;	// (f0 % h0).length() == sin (phi)}template<class T>Matrix33<T> Quat<T>::toMatrix33() const{    return Matrix33<T>(1. - 2.0 * (v.y * v.y + v.z * v.z),			    2.0 * (v.x * v.y + v.z * r),			    2.0 * (v.z * v.x - v.y * r),			    2.0 * (v.x * v.y - v.z * r),		       1. - 2.0 * (v.z * v.z + v.x * v.x),			    2.0 * (v.y * v.z + v.x * r),			    2.0 * (v.z * v.x + v.y * r),			    2.0 * (v.y * v.z - v.x * r),		       1. - 2.0 * (v.y * v.y + v.x * v.x));}template<class T>Matrix44<T> Quat<T>::toMatrix44() const{    return Matrix44<T>(1. - 2.0 * (v.y * v.y + v.z * v.z),			    2.0 * (v.x * v.y + v.z * r),			    2.0 * (v.z * v.x - v.y * r),			    0.,			    2.0 * (v.x * v.y - v.z * r),		       1. - 2.0 * (v.z * v.z + v.x * v.x),			    2.0 * (v.y * v.z + v.x * r),			    0.,			    2.0 * (v.z * v.x + v.y * r),			    2.0 * (v.y * v.z - v.x * r),		       1. - 2.0 * (v.y * v.y + v.x * v.x),			    0.,			    0.,			    0.,			    0.,			    1.0 );}template<class T>inline Matrix33<T> operator* (const Matrix33<T> &M, const Quat<T> &q){    return M * q.toMatrix33();}template<class T>inline Matrix33<T> operator* (const Quat<T> &q, const Matrix33<T> &M){    return q.toMatrix33() * M;}template<class T>std::ostream& operator<< (std::ostream &o, const Quat<T> &q){    return o << "(" << q.r	     << " " << q.v.x	     << " " << q.v.y	     << " " << q.v.z	     << ")";}template<class T>inline Quat<T> operator* (const Quat<T>& q1, const Quat<T>& q2){    // (S1+V1) (S2+V2) = S1 S2 - V1.V2 + S1 V2 + V1 S2 + V1 x V2    return Quat<T>( q1.r * q2.r - (q1.v ^ q2.v),		    q1.r * q2.v + q1.v * q2.r + q1.v % q2.v );}template<class T>inline Quat<T> operator/ (const Quat<T>& q1, const Quat<T>& q2){    return q1 * q2.inverse();}template<class T>inline Quat<T> operator/ (const Quat<T>& q,T t){    return Quat<T>(q.r/t,q.v/t);}template<class T>inline Quat<T> operator* (const Quat<T>& q,T t){    return Quat<T>(q.r*t,q.v*t);}template<class T>inline Quat<T> operator* (T t, const Quat<T>& q){    return Quat<T>(q.r*t,q.v*t);}template<class T>inline Quat<T> operator+ (const Quat<T>& q1, const Quat<T>& q2){    return Quat<T>( q1.r + q2.r, q1.v + q2.v );}template<class T>inline Quat<T> operator- (const Quat<T>& q1, const Quat<T>& q2){    return Quat<T>( q1.r - q2.r, q1.v - q2.v );}template<class T>inline Quat<T> operator~ (const Quat<T>& q){    return Quat<T>( q.r, -q.v );	// conjugate: (S+V)* = S-V}template<class T>inline Quat<T> operator- (const Quat<T>& q){    return Quat<T>( -q.r, -q.v );}template<class T>inline Vec3<T> operator* (const Vec3<T>& v, const Quat<T>& q){    Vec3<T> a = q.v % v;    Vec3<T> b = q.v % a;    return v + T (2) * (q.r * a + b);}#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER#pragma warning(default:4244)#endif} // namespace Imath#endif

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