📄 wmlquaternion.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2004. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLQUATERNION_H
#define WMLQUATERNION_H
#include "WmlMatrix3.h"
namespace Wml
{
template <class Real>
class Quaternion
{
public:
// A quaternion is q = w + x*i + y*j + z*k where (w,x,y,z) is not
// necessarily a unit length vector in 4D.
// construction
Quaternion (); // uninitialized
Quaternion (Real fW, Real fX, Real fY, Real fZ);
Quaternion (const Quaternion& rkQ);
// quaternion for the input rotation matrix
Quaternion (const Matrix3<Real>& rkRot);
// quaternion for the rotation of the axis-angle pair
Quaternion (const Vector3<Real>& rkAxis, Real fAngle);
// quaternion for the rotation matrix with specified columns
Quaternion (const Vector3<Real> akRotColumn[3]);
// member access: 0 = w, 1 = x, 2 = y, 3 = z
operator const Real* () const;
operator Real* ();
Real operator[] (int i) const;
Real& operator[] (int i);
Real W () const;
Real& W ();
Real X () const;
Real& X ();
Real Y () const;
Real& Y ();
Real Z () const;
Real& Z ();
// assignment and comparison
Quaternion& operator= (const Quaternion& rkQ);
bool operator== (const Quaternion& rkQ) const;
bool operator!= (const Quaternion& rkQ) const;
bool operator< (const Quaternion& rkQ) const;
bool operator<= (const Quaternion& rkQ) const;
bool operator> (const Quaternion& rkQ) const;
bool operator>= (const Quaternion& rkQ) const;
// arithmetic operations
Quaternion operator+ (const Quaternion& rkQ) const;
Quaternion operator- (const Quaternion& rkQ) const;
Quaternion operator* (const Quaternion& rkQ) const;
Quaternion operator* (Real fScalar) const;
Quaternion operator/ (Real fScalar) const;
Quaternion operator- () const;
// arithmetic updates
Quaternion& operator+= (const Quaternion& rkQ);
Quaternion& operator-= (const Quaternion& rkQ);
Quaternion& operator*= (Real fScalar);
Quaternion& operator/= (Real fScalar);
// conversion between quaternions, matrices, and axis-angle
void FromRotationMatrix (const Matrix3<Real>& rkRot);
void ToRotationMatrix (Matrix3<Real>& rkRot) const;
void FromRotationMatrix (const Vector3<Real> akRotColumn[3]);
void ToRotationMatrix (Vector3<Real> akRotColumn[3]) const;
void FromAxisAngle (const Vector3<Real>& rkAxis,Real fAngle);
void ToAxisAngle (Vector3<Real>& rkAxis, Real& rfAngle) const;
// functions of a quaternion
Real Dot (const Quaternion& rkQ) const; // dot product
Quaternion Inverse () const; // apply to non-zero quaternion
Quaternion Conjugate () const;
Quaternion Exp () const; // apply to quaternion with w = 0
Quaternion Log () const; // apply to unit-length quaternion
Real Length () const;
Real Normalize ();
// rotation of a vector by a quaternion
Vector3<Real> operator* (const Vector3<Real>& rkVector) const;
// spherical linear interpolation
static Quaternion Slerp (Real fT, const Quaternion& rkP,
const Quaternion& rkQ);
static Quaternion SlerpExtraSpins (Real fT, const Quaternion& rkP,
const Quaternion& rkQ, int iExtraSpins);
// intermediate terms for spherical quadratic interpolation
static Quaternion GetIntermediate (const Quaternion& rkQ0,
const Quaternion& rkQ1, const Quaternion& rkQ2);
// spherical quadratic interpolation
static Quaternion Squad (Real fT, const Quaternion& rkQ0,
const Quaternion& rkA0, const Quaternion& rkA1,
const Quaternion& rkQ1);
// Compute a quaternion that rotates unit-length vector V1 to unit-length
// vector V2. The rotation is about the axis perpendicular to both V1 and
// V2, with angle of that between V1 and V2. If V1 and V2 are parallel,
// any axis of rotation will do, such as the permutation (z2,x2,y2), where
// V2 = (x2,y2,z2).
static Quaternion Align (const Vector3<Real>& rkV1,
const Vector3<Real>& rkV2);
// Decompose a quaternion into q = q_twist * q_no_twist, where q is 'this'
// quaternion. If V1 is the input axis and V2 is the rotation of V1 by
// q, q_no_twist represents the rotation about the axis perpendicular to
// V1 and V2 (see Quaternion::Align), and q_twist is a rotation about V1.
void DecomposeTwistTimesNoTwist (const Vector3<Real>& rkAxis,
Quaternion& rkTwist, Quaternion& rkNoTwist);
// Decompose a quaternion into q = q_no_twist * q_twist, where q is 'this'
// quaternion. If V1 is the input axis and V2 is the rotation of V1 by
// q, q_no_twist represents the rotation about the axis perpendicular to
// V1 and V2 (see Quaternion::Align), and q_twist is a rotation about V1.
void DecomposeNoTwistTimesTwist (const Vector3<Real>& rkAxis,
Quaternion& rkTwist, Quaternion& rkNoTwist);
// special values
WML_ITEM static const Quaternion IDENTITY; // the identity rotation
WML_ITEM static const Quaternion ZERO;
protected:
// support for comparisons
int CompareArrays (const Quaternion& rkQ) const;
// support for FromRotationMatrix
static int ms_iNext[3];
Real m_afTuple[4];
};
template <class Real>
Quaternion<Real> operator* (Real fScalar, const Quaternion<Real>& rkQ);
#include "WmlQuaternion.inl"
typedef Quaternion<float> Quaternionf;
typedef Quaternion<double> Quaterniond;
}
#endif
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