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quaternion.cpp
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214 lines (198 loc) · 5.19 KB
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/**
* Quaternion.cpp v1.0.0 16/08/2025
*
* Copyright (c) 2025, Robert Eisele (raw.org)
* Licensed under the MIT license.
**/
#include "quaternion.h"
// ---------- methods ----------
Quaternion &Quaternion::operator=(const Quaternion &q)
{
w = q.w;
x = q.x;
y = q.y;
z = q.z;
return *this;
}
/**
* Adds two quaternions Q1 and Q2
*/
Quaternion &Quaternion::operator+=(const Quaternion &q)
{
w += q.w;
x += q.x;
y += q.y;
z += q.z;
return *this;
}
/**
* Subtracts a quaternions Q2 from Q1
*/
Quaternion &Quaternion::operator-=(const Quaternion &q)
{
w -= q.w;
x -= q.x;
y -= q.y;
z -= q.z;
return *this;
}
/**
* Scales a quaternion by a scalar
*/
Quaternion &Quaternion::operator*=(float scale)
{
w *= scale;
x *= scale;
y *= scale;
z *= scale;
return *this;
}
/**
* Calculates the Hamilton product of two quaternions
*/
Quaternion &Quaternion::operator*=(const Quaternion &q)
{
const float w1 = w, x1 = x, y1 = y, z1 = z;
const float w2 = q.w, x2 = q.x, y2 = q.y, z2 = q.z;
w = w1 * w2 - x1 * x2 - y1 * y2 - z1 * z2;
x = w1 * x2 + x1 * w2 + y1 * z2 - z1 * y2;
y = w1 * y2 + y1 * w2 + z1 * x2 - x1 * z2;
z = w1 * z2 + z1 * w2 + x1 * y2 - y1 * x2;
return *this;
}
/**
* Calculates the length/modulus/magnitude or the norm of a quaternion
*/
float Quaternion::norm() const
{
return sqrtf(w * w + x * x + y * y + z * z);
}
/**
* Normalizes the quaternion to have |Q| = 1 as long as the norm is not zero
*/
Quaternion &Quaternion::normalize()
{
const float n2 = normSq();
const float inv = 1.0f / sqrtf(n2);
w *= inv;
x *= inv;
y *= inv;
z *= inv;
return *this;
}
/**
* Rotates a vector according to the current quaternion, assumes |q|=1
*
* @link https://raw.org/proof/vector-rotation-using-quaternions/
*/
void Quaternion::rotateVector(float &vx, float &vy, float &vz) const
{
// t = 2 cross(q.xyz, v)
const float tx = 2.f * (y * vz - z * vy);
const float ty = 2.f * (z * vx - x * vz);
const float tz = 2.f * (x * vy - y * vx);
// v + w t + cross(q.xyz, t)
vx = vx + w * tx + y * tz - z * ty;
vy = vy + w * ty + z * tx - x * tz;
vz = vz + w * tz + x * ty - y * tx;
}
const Quaternion Quaternion::fromEuler(float x, float y, float z)
{
x *= 0.5f;
y *= 0.5f;
z *= 0.5f;
const float cX = cosf(x), sX = sinf(x);
const float cY = cosf(y), sY = sinf(y);
const float cZ = cosf(z), sZ = sinf(z);
#if QUATERNION_EULER_ORDER == QUATERNION_EULER_ZXY
return Quaternion(
cX * cY * cZ - sX * sY * sZ,
sY * cX * cZ - sX * sZ * cY,
sX * sY * cZ + sZ * cX * cY,
sX * cY * cZ + sY * sZ * cX);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_XYZ
return Quaternion(
cX * cY * cZ - sX * sY * sZ,
sX * cY * cZ + sY * sZ * cX,
sY * cX * cZ - sX * sZ * cY,
sX * sY * cZ + sZ * cX * cY);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_YXZ
return Quaternion(
sX * sY * sZ + cX * cY * cZ,
sX * sZ * cY + sY * cX * cZ,
sX * cY * cZ - sY * sZ * cX,
sZ * cX * cY - sX * sY * cZ);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_ZYX
return Quaternion(
sX * sY * sZ + cX * cY * cZ,
sZ * cX * cY - sX * sY * cZ,
sX * sZ * cY + sY * cX * cZ,
sX * cY * cZ - sY * sZ * cX);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_YZX
return Quaternion(
cX * cY * cZ - sX * sY * sZ,
sX * sY * cZ + sZ * cX * cY,
sX * cY * cZ + sY * sZ * cX,
sY * cX * cZ - sX * sZ * cY);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_XZY
return Quaternion(
sX * sY * sZ + cX * cY * cZ,
sX * cY * cZ - sY * sZ * cX,
sZ * cX * cY - sX * sY * cZ,
sX * sZ * cY + sY * cX * cZ);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_ZYZ
return Quaternion(
cX * cY * cZ - sX * sZ * cY,
sY * sZ * cX - sX * sY * cZ,
sX * sY * sZ + sY * cX * cZ,
sX * cY * cZ + sZ * cX * cY);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_ZXZ
return Quaternion(
cX * cY * cZ - sX * sZ * cY,
sX * sY * sZ + sY * cX * cZ,
sX * sY * cZ - sY * sZ * cX,
sX * cY * cZ + sZ * cX * cY);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_YXY
return Quaternion(
cX * cY * cZ - sX * sZ * cY,
sX * sY * sZ + sY * cX * cZ,
sX * cY * cZ + sZ * cX * cY,
sY * sZ * cX - sX * sY * cZ);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_YZY
return Quaternion(
cX * cY * cZ - sX * sZ * cY,
sX * sY * cZ - sY * sZ * cX,
sX * cY * cZ + sZ * cX * cY,
sX * sY * sZ + sY * cX * cZ);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_XYX
return Quaternion(
cX * cY * cZ - sX * sZ * cY,
sX * cY * cZ + sZ * cX * cY,
sX * sY * sZ + sY * cX * cZ,
sX * sY * cZ - sY * sZ * cX);
#elif QUATERNION_EULER_ORDER == QUATERNION_EULER_XZX
return Quaternion(
cX * cY * cZ - sX * sZ * cY,
sX * cY * cZ + sZ * cX * cY,
sY * sZ * cX - sX * sY * cZ,
sX * sY * sZ + sY * cX * cZ);
#else
#error "Unsupported QUATERNION_EULER_ORDER"
#endif
}
/**
* Creates quaternion by a rotation given as axis-angle orientation
*/
const Quaternion Quaternion::fromAxisAngle(float x, float y, float z, float angle)
{
const float half = angle * 0.5f;
const float s = sinf(half), c = cosf(half);
// Normalize axis safely (zero vector -> identity rotation)
const float n2 = x * x + y * y + z * z;
if (n2 <= 0.f)
{
return Quaternion(c, 0.f, 0.f, 0.f);
}
const float invLen = 1.0f / sqrtf(n2);
return Quaternion(c, x * invLen * s, y * invLen * s, z * invLen * s);
}