// Created on: 2010-05-11 // Created by: Kirill GAVRILOV // Copyright (c) 2010-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _gp_Quaternion_HeaderFile #define _gp_Quaternion_HeaderFile #include #include #include //! Represents operation of rotation in 3d space as quaternion //! and implements operations with rotations basing on //! quaternion mathematics. //! //! In addition, provides methods for conversion to and from other //! representations of rotation (3*3 matrix, vector and //! angle, Euler angles) class gp_Quaternion { public: DEFINE_STANDARD_ALLOC //! Creates an identity quaternion gp_Quaternion() : x (0.0), y (0.0), z (0.0), w (1.0) {} //! Creates quaternion directly from component values gp_Quaternion (const Standard_Real theX, const Standard_Real theY, const Standard_Real theZ, const Standard_Real theW) : x (theX), y (theY), z (theZ), w (theW) {} //! Creates quaternion representing shortest-arc rotation //! operator producing vector theVecTo from vector theVecFrom. gp_Quaternion (const gp_Vec& theVecFrom, const gp_Vec& theVecTo) { SetRotation (theVecFrom, theVecTo); } //! Creates quaternion representing shortest-arc rotation //! operator producing vector theVecTo from vector theVecFrom. //! Additional vector theHelpCrossVec defines preferred direction for //! rotation and is used when theVecTo and theVecFrom are directed //! oppositely. gp_Quaternion(const gp_Vec& theVecFrom, const gp_Vec& theVecTo, const gp_Vec& theHelpCrossVec) { SetRotation (theVecFrom, theVecTo, theHelpCrossVec); } //! Creates quaternion representing rotation on angle //! theAngle around vector theAxis gp_Quaternion(const gp_Vec& theAxis, const Standard_Real theAngle) { SetVectorAndAngle (theAxis, theAngle); } //! Creates quaternion from rotation matrix 3*3 //! (which should be orthonormal skew-symmetric matrix) gp_Quaternion(const gp_Mat& theMat) { SetMatrix (theMat); } //! Simple equal test without precision Standard_EXPORT Standard_Boolean IsEqual (const gp_Quaternion& theOther) const; //! Sets quaternion to shortest-arc rotation producing //! vector theVecTo from vector theVecFrom. //! If vectors theVecFrom and theVecTo are opposite then rotation //! axis is computed as theVecFrom ^ (1,0,0) or theVecFrom ^ (0,0,1). Standard_EXPORT void SetRotation (const gp_Vec& theVecFrom, const gp_Vec& theVecTo); //! Sets quaternion to shortest-arc rotation producing //! vector theVecTo from vector theVecFrom. //! If vectors theVecFrom and theVecTo are opposite then rotation //! axis is computed as theVecFrom ^ theHelpCrossVec. Standard_EXPORT void SetRotation (const gp_Vec& theVecFrom, const gp_Vec& theVecTo, const gp_Vec& theHelpCrossVec); //! Create a unit quaternion from Axis+Angle representation Standard_EXPORT void SetVectorAndAngle (const gp_Vec& theAxis, const Standard_Real theAngle); //! Convert a quaternion to Axis+Angle representation, //! preserve the axis direction and angle from -PI to +PI Standard_EXPORT void GetVectorAndAngle (gp_Vec& theAxis, Standard_Real& theAngle) const; //! Create a unit quaternion by rotation matrix //! matrix must contain only rotation (not scale or shear) //! //! For numerical stability we find first the greatest component of quaternion //! and than search others from this one Standard_EXPORT void SetMatrix (const gp_Mat& theMat); //! Returns rotation operation as 3*3 matrix Standard_EXPORT gp_Mat GetMatrix() const; //! Create a unit quaternion representing rotation defined //! by generalized Euler angles Standard_EXPORT void SetEulerAngles (const gp_EulerSequence theOrder, const Standard_Real theAlpha, const Standard_Real theBeta, const Standard_Real theGamma); //! Returns Euler angles describing current rotation Standard_EXPORT void GetEulerAngles (const gp_EulerSequence theOrder, Standard_Real& theAlpha, Standard_Real& theBeta, Standard_Real& theGamma) const; void Set (const Standard_Real theX, const Standard_Real theY, const Standard_Real theZ, const Standard_Real theW); void Set (const gp_Quaternion& theQuaternion); Standard_Real X() const { return x; } Standard_Real Y() const { return y; } Standard_Real Z() const { return z; } Standard_Real W() const { return w; } //! Make identity quaternion (zero-rotation) void SetIdent() { x = y = z = 0.0; w = 1.0; } //! Reverse direction of rotation (conjugate quaternion) void Reverse() { x = -x; y = -y; z = -z; } //! Return rotation with reversed direction (conjugated quaternion) Standard_NODISCARD gp_Quaternion Reversed() const { return gp_Quaternion (-x, -y, -z, w); } //! Inverts quaternion (both rotation direction and norm) void Invert() { Standard_Real anIn = 1.0 / SquareNorm(); Set (-x * anIn, -y * anIn, -z * anIn, w * anIn); } //! Return inversed quaternion q^-1 Standard_NODISCARD gp_Quaternion Inverted() const { Standard_Real anIn = 1.0 / SquareNorm(); return gp_Quaternion (-x * anIn, -y * anIn, -z * anIn, w * anIn); } //! Returns square norm of quaternion Standard_Real SquareNorm() const { return x * x + y * y + z * z + w * w; } //! Returns norm of quaternion Standard_Real Norm() const { return Sqrt (SquareNorm()); } //! Scale all components by quaternion by theScale; note that //! rotation is not changed by this operation (except 0-scaling) void Scale (const Standard_Real theScale); void operator *= (const Standard_Real theScale) { Scale (theScale); } //! Returns scaled quaternion Standard_NODISCARD gp_Quaternion Scaled (const Standard_Real theScale) const { return gp_Quaternion (x * theScale, y * theScale, z * theScale, w * theScale); } Standard_NODISCARD gp_Quaternion operator * (const Standard_Real theScale) const { return Scaled (theScale); } //! Stabilize quaternion length within 1 - 1/4. //! This operation is a lot faster than normalization //! and preserve length goes to 0 or infinity Standard_EXPORT void StabilizeLength(); //! Scale quaternion that its norm goes to 1. //! The appearing of 0 magnitude or near is a error, //! so we can be sure that can divide by magnitude Standard_EXPORT void Normalize(); //! Returns quaternion scaled so that its norm goes to 1. Standard_NODISCARD gp_Quaternion Normalized() const { gp_Quaternion aNormilizedQ (*this); aNormilizedQ.Normalize(); return aNormilizedQ; } //! Returns quaternion with all components negated. //! Note that this operation does not affect neither //! rotation operator defined by quaternion nor its norm. Standard_NODISCARD gp_Quaternion Negated() const { return gp_Quaternion (-x, -y, -z, -w); } Standard_NODISCARD gp_Quaternion operator -() const { return Negated(); } //! Makes sum of quaternion components; result is "rotations mix" Standard_NODISCARD gp_Quaternion Added (const gp_Quaternion& theOther) const { return gp_Quaternion (x + theOther.x, y + theOther.y, z + theOther.z, w + theOther.w); } Standard_NODISCARD gp_Quaternion operator + (const gp_Quaternion& theOther) const { return Added (theOther); } //! Makes difference of quaternion components; result is "rotations mix" Standard_NODISCARD gp_Quaternion Subtracted (const gp_Quaternion& theOther) const { return gp_Quaternion (x - theOther.x, y - theOther.y, z - theOther.z, w - theOther.w); } Standard_NODISCARD gp_Quaternion operator - (const gp_Quaternion& theOther) const { return Subtracted (theOther); } //! Multiply function - work the same as Matrices multiplying. //! @code //! qq' = (cross(v,v') + wv' + w'v, ww' - dot(v,v')) //! @endcode //! Result is rotation combination: q' than q (here q=this, q'=theQ). //! Notices that: //! @code //! qq' != q'q; //! qq^-1 = q; //! @endcode Standard_NODISCARD gp_Quaternion Multiplied (const gp_Quaternion& theOther) const; Standard_NODISCARD gp_Quaternion operator * (const gp_Quaternion& theOther) const { return Multiplied (theOther); } //! Adds components of other quaternion; result is "rotations mix" void Add (const gp_Quaternion& theOther); void operator += (const gp_Quaternion& theOther) { Add (theOther); } //! Subtracts components of other quaternion; result is "rotations mix" void Subtract (const gp_Quaternion& theOther); void operator -= (const gp_Quaternion& theOther) { Subtract (theOther); } //! Adds rotation by multiplication void Multiply (const gp_Quaternion& theOther) { (*this) = Multiplied (theOther); // have no optimization here } void operator *= (const gp_Quaternion& theOther) { Multiply (theOther); } //! Computes inner product / scalar product / Dot Standard_Real Dot (const gp_Quaternion& theOther) const { return x * theOther.x + y * theOther.y + z * theOther.z + w * theOther.w; } //! Return rotation angle from -PI to PI Standard_EXPORT Standard_Real GetRotationAngle() const; //! Rotates vector by quaternion as rotation operator Standard_EXPORT gp_Vec Multiply (const gp_Vec& theVec) const; gp_Vec operator * (const gp_Vec& theVec) const { return Multiply (theVec); } private: Standard_Real x; Standard_Real y; Standard_Real z; Standard_Real w; }; //======================================================================= //function : Set //purpose : //======================================================================= inline void gp_Quaternion::Set (Standard_Real theX, Standard_Real theY, Standard_Real theZ, Standard_Real theW) { this->x = theX; this->y = theY; this->z = theZ; this->w = theW; } //======================================================================= //function : Set //purpose : //======================================================================= inline void gp_Quaternion::Set (const gp_Quaternion& theQuaternion) { x = theQuaternion.x; y = theQuaternion.y; z = theQuaternion.z; w = theQuaternion.w; } //======================================================================= //function : Scale //purpose : //======================================================================= inline void gp_Quaternion::Scale (const Standard_Real theScale) { x *= theScale; y *= theScale; z *= theScale; w *= theScale; } //======================================================================= //function : Multiplied //purpose : //======================================================================= inline gp_Quaternion gp_Quaternion::Multiplied (const gp_Quaternion& theQ) const { return gp_Quaternion (w * theQ.x + x * theQ.w + y * theQ.z - z * theQ.y, w * theQ.y + y * theQ.w + z * theQ.x - x * theQ.z, w * theQ.z + z * theQ.w + x * theQ.y - y * theQ.x, w * theQ.w - x * theQ.x - y * theQ.y - z * theQ.z); // 16 multiplications 12 addidtions 0 variables } //======================================================================= //function : Add //purpose : //======================================================================= inline void gp_Quaternion::Add (const gp_Quaternion& theQ) { x += theQ.x; y += theQ.y; z += theQ.z; w += theQ.w; } //======================================================================= //function : Subtract //purpose : //======================================================================= inline void gp_Quaternion::Subtract (const gp_Quaternion& theQ) { x -= theQ.x; y -= theQ.y; z -= theQ.z; w -= theQ.w; } #endif // _gp_Quaternion_HeaderFile