//----------------------------------------------------------------------------// // // // ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation // // and distributed under the MIT License (MIT). // // // // Copyright (c) Guillaume Blanc // // // // Permission is hereby granted, free of charge, to any person obtaining a // // copy of this software and associated documentation files (the "Software"), // // to deal in the Software without restriction, including without limitation // // the rights to use, copy, modify, merge, publish, distribute, sublicense, // // and/or sell copies of the Software, and to permit persons to whom the // // Software is furnished to do so, subject to the following conditions: // // // // The above copyright notice and this permission notice shall be included in // // all copies or substantial portions of the Software. // // // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // // DEALINGS IN THE SOFTWARE. // // // //----------------------------------------------------------------------------// #ifndef OZZ_OZZ_BASE_MATHS_QUATERNION_H_ #define OZZ_OZZ_BASE_MATHS_QUATERNION_H_ #include #include "ozz/base/maths/math_constant.h" #include "ozz/base/maths/math_ex.h" #include "ozz/base/maths/vec_float.h" #include "ozz/base/platform.h" namespace ozz { namespace math { struct Quaternion { float x, y, z, w; // Constructs an uninitialized quaternion. OZZ_INLINE Quaternion() {} // Constructs a quaternion from 4 floating point values. OZZ_INLINE Quaternion(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) {} // Returns a normalized quaternion initialized from an axis angle // representation. // Assumes the axis part (x, y, z) of _axis_angle is normalized. // _angle.x is the angle in radian. static OZZ_INLINE Quaternion FromAxisAngle(const Float3& _axis, float _angle); // Returns a normalized quaternion initialized from an axis and angle cosine // representation. // Assumes the axis part (x, y, z) of _axis_angle is normalized. // _angle.x is the angle cosine in radian, it must be within [-1,1] range. static OZZ_INLINE Quaternion FromAxisCosAngle(const Float3& _axis, float _cos); // Returns a normalized quaternion initialized from an Euler representation. // Euler angles are ordered Heading, Elevation and Bank, or Yaw, Pitch and // Roll. static OZZ_INLINE Quaternion FromEuler(float _yaw, float _pitch, float _roll); // Returns the quaternion that will rotate vector _from into vector _to, // around their plan perpendicular axis.The input vectors don't need to be // normalized, they can be null as well. static OZZ_INLINE Quaternion FromVectors(const Float3& _from, const Float3& _to); // Returns the quaternion that will rotate vector _from into vector _to, // around their plan perpendicular axis. The input vectors must be normalized. static OZZ_INLINE Quaternion FromUnitVectors(const Float3& _from, const Float3& _to); // Returns the identity quaternion. static OZZ_INLINE Quaternion identity() { return Quaternion(0.f, 0.f, 0.f, 1.f); } }; // Returns true if each element of a is equal to each element of _b. OZZ_INLINE bool operator==(const Quaternion& _a, const Quaternion& _b) { return _a.x == _b.x && _a.y == _b.y && _a.z == _b.z && _a.w == _b.w; } // Returns true if one element of a differs from one element of _b. OZZ_INLINE bool operator!=(const Quaternion& _a, const Quaternion& _b) { return _a.x != _b.x || _a.y != _b.y || _a.z != _b.z || _a.w != _b.w; } // Returns the conjugate of _q. This is the same as the inverse if _q is // normalized. Otherwise the magnitude of the inverse is 1.f/|_q|. OZZ_INLINE Quaternion Conjugate(const Quaternion& _q) { return Quaternion(-_q.x, -_q.y, -_q.z, _q.w); } // Returns the addition of _a and _b. OZZ_INLINE Quaternion operator+(const Quaternion& _a, const Quaternion& _b) { return Quaternion(_a.x + _b.x, _a.y + _b.y, _a.z + _b.z, _a.w + _b.w); } // Returns the multiplication of _q and a scalar _f. OZZ_INLINE Quaternion operator*(const Quaternion& _q, float _f) { return Quaternion(_q.x * _f, _q.y * _f, _q.z * _f, _q.w * _f); } // Returns the multiplication of _a and _b. If both _a and _b are normalized, // then the result is normalized. OZZ_INLINE Quaternion operator*(const Quaternion& _a, const Quaternion& _b) { return Quaternion(_a.w * _b.x + _a.x * _b.w + _a.y * _b.z - _a.z * _b.y, _a.w * _b.y + _a.y * _b.w + _a.z * _b.x - _a.x * _b.z, _a.w * _b.z + _a.z * _b.w + _a.x * _b.y - _a.y * _b.x, _a.w * _b.w - _a.x * _b.x - _a.y * _b.y - _a.z * _b.z); } // Returns the negate of _q. This represent the same rotation as q. OZZ_INLINE Quaternion operator-(const Quaternion& _q) { return Quaternion(-_q.x, -_q.y, -_q.z, -_q.w); } // Returns true if the angle between _a and _b is less than _tolerance. OZZ_INLINE bool Compare(const math::Quaternion& _a, const math::Quaternion& _b, float _cos_half_tolerance) { // Computes w component of a-1 * b. const float cos_half_angle = _a.x * _b.x + _a.y * _b.y + _a.z * _b.z + _a.w * _b.w; return std::abs(cos_half_angle) >= _cos_half_tolerance; } // Returns true if _q is a normalized quaternion. OZZ_INLINE bool IsNormalized(const Quaternion& _q) { const float sq_len = _q.x * _q.x + _q.y * _q.y + _q.z * _q.z + _q.w * _q.w; return std::abs(sq_len - 1.f) < kNormalizationToleranceSq; } // Returns the normalized quaternion _q. OZZ_INLINE Quaternion Normalize(const Quaternion& _q) { const float sq_len = _q.x * _q.x + _q.y * _q.y + _q.z * _q.z + _q.w * _q.w; assert(sq_len != 0.f && "_q is not normalizable"); const float inv_len = 1.f / std::sqrt(sq_len); return Quaternion(_q.x * inv_len, _q.y * inv_len, _q.z * inv_len, _q.w * inv_len); } // Returns the normalized quaternion _q if the norm of _q is not 0. // Otherwise returns _safer. OZZ_INLINE Quaternion NormalizeSafe(const Quaternion& _q, const Quaternion& _safer) { assert(IsNormalized(_safer) && "_safer is not normalized"); const float sq_len = _q.x * _q.x + _q.y * _q.y + _q.z * _q.z + _q.w * _q.w; if (sq_len == 0) { return _safer; } const float inv_len = 1.f / std::sqrt(sq_len); return Quaternion(_q.x * inv_len, _q.y * inv_len, _q.z * inv_len, _q.w * inv_len); } OZZ_INLINE Quaternion Quaternion::FromAxisAngle(const Float3& _axis, float _angle) { assert(IsNormalized(_axis) && "axis is not normalized."); const float half_angle = _angle * .5f; const float half_sin = std::sin(half_angle); const float half_cos = std::cos(half_angle); return Quaternion(_axis.x * half_sin, _axis.y * half_sin, _axis.z * half_sin, half_cos); } OZZ_INLINE Quaternion Quaternion::FromAxisCosAngle(const Float3& _axis, float _cos) { assert(IsNormalized(_axis) && "axis is not normalized."); assert(_cos >= -1.f && _cos <= 1.f && "cos is not in [-1,1] range."); const float half_cos2 = (1.f + _cos) * 0.5f; const float half_sin = std::sqrt(1.f - half_cos2); return Quaternion(_axis.x * half_sin, _axis.y * half_sin, _axis.z * half_sin, std::sqrt(half_cos2)); } // Returns to an axis angle representation of quaternion _q. // Assumes quaternion _q is normalized. OZZ_INLINE Float4 ToAxisAngle(const Quaternion& _q) { assert(IsNormalized(_q)); const float clamped_w = Clamp(-1.f, _q.w, 1.f); const float angle = 2.f * std::acos(clamped_w); const float s = std::sqrt(1.f - clamped_w * clamped_w); // Assuming quaternion normalized then s always positive. if (s < .001f) { // Tests to avoid divide by zero. // If s close to zero then direction of axis is not important. return Float4(1.f, 0.f, 0.f, angle); } else { // Normalize axis const float inv_s = 1.f / s; return Float4(_q.x * inv_s, _q.y * inv_s, _q.z * inv_s, angle); } } OZZ_INLINE Quaternion Quaternion::FromEuler(float _yaw, float _pitch, float _roll) { const float half_yaw = _yaw * .5f; const float c1 = std::cos(half_yaw); const float s1 = std::sin(half_yaw); const float half_pitch = _pitch * .5f; const float c2 = std::cos(half_pitch); const float s2 = std::sin(half_pitch); const float half_roll = _roll * .5f; const float c3 = std::cos(half_roll); const float s3 = std::sin(half_roll); const float c1c2 = c1 * c2; const float s1s2 = s1 * s2; return Quaternion(c1c2 * s3 + s1s2 * c3, s1 * c2 * c3 + c1 * s2 * s3, c1 * s2 * c3 - s1 * c2 * s3, c1c2 * c3 - s1s2 * s3); } // Returns to an Euler representation of quaternion _q. // Quaternion _q does not require to be normalized. OZZ_INLINE Float3 ToEuler(const Quaternion& _q) { const float sqw = _q.w * _q.w; const float sqx = _q.x * _q.x; const float sqy = _q.y * _q.y; const float sqz = _q.z * _q.z; // If normalized is one, otherwise is correction factor. const float unit = sqx + sqy + sqz + sqw; const float test = _q.x * _q.y + _q.z * _q.w; Float3 euler; if (test > .499f * unit) { // Singularity at north pole euler.x = 2.f * std::atan2(_q.x, _q.w); euler.y = ozz::math::kPi_2; euler.z = 0; } else if (test < -.499f * unit) { // Singularity at south pole euler.x = -2 * std::atan2(_q.x, _q.w); euler.y = -kPi_2; euler.z = 0; } else { euler.x = std::atan2(2.f * _q.y * _q.w - 2.f * _q.x * _q.z, sqx - sqy - sqz + sqw); euler.y = std::asin(2.f * test / unit); euler.z = std::atan2(2.f * _q.x * _q.w - 2.f * _q.y * _q.z, -sqx + sqy - sqz + sqw); } return euler; } OZZ_INLINE Quaternion Quaternion::FromVectors(const Float3& _from, const Float3& _to) { // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final const float norm_from_norm_to = std::sqrt(LengthSqr(_from) * LengthSqr(_to)); if (norm_from_norm_to < 1.e-5f) { return Quaternion::identity(); } const float real_part = norm_from_norm_to + Dot(_from, _to); Quaternion quat; if (real_part < 1.e-6f * norm_from_norm_to) { // If _from and _to are exactly opposite, rotate 180 degrees around an // arbitrary orthogonal axis. Axis normalization can happen later, when we // normalize the quaternion. quat = std::abs(_from.x) > std::abs(_from.z) ? Quaternion(-_from.y, _from.x, 0.f, 0.f) : Quaternion(0.f, -_from.z, _from.y, 0.f); } else { const Float3 cross = Cross(_from, _to); quat = Quaternion(cross.x, cross.y, cross.z, real_part); } return Normalize(quat); } OZZ_INLINE Quaternion Quaternion::FromUnitVectors(const Float3& _from, const Float3& _to) { assert(IsNormalized(_from) && IsNormalized(_to) && "Input vectors must be normalized."); // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final const float real_part = 1.f + Dot(_from, _to); if (real_part < 1.e-6f) { // If _from and _to are exactly opposite, rotate 180 degrees around an // arbitrary orthogonal axis. // Normalisation isn't needed, as from is already. return std::abs(_from.x) > std::abs(_from.z) ? Quaternion(-_from.y, _from.x, 0.f, 0.f) : Quaternion(0.f, -_from.z, _from.y, 0.f); } else { const Float3 cross = Cross(_from, _to); return Normalize(Quaternion(cross.x, cross.y, cross.z, real_part)); } } // Returns the dot product of _a and _b. OZZ_INLINE float Dot(const Quaternion& _a, const Quaternion& _b) { return _a.x * _b.x + _a.y * _b.y + _a.z * _b.z + _a.w * _b.w; } // Returns the linear interpolation of quaternion _a and _b with coefficient // _f. OZZ_INLINE Quaternion Lerp(const Quaternion& _a, const Quaternion& _b, float _f) { return Quaternion((_b.x - _a.x) * _f + _a.x, (_b.y - _a.y) * _f + _a.y, (_b.z - _a.z) * _f + _a.z, (_b.w - _a.w) * _f + _a.w); } // Returns the linear interpolation of quaternion _a and _b with coefficient // _f. _a and _n must be from the same hemisphere (aka dot(_a, _b) >= 0). OZZ_INLINE Quaternion NLerp(const Quaternion& _a, const Quaternion& _b, float _f) { const Float4 lerp((_b.x - _a.x) * _f + _a.x, (_b.y - _a.y) * _f + _a.y, (_b.z - _a.z) * _f + _a.z, (_b.w - _a.w) * _f + _a.w); const float sq_len = lerp.x * lerp.x + lerp.y * lerp.y + lerp.z * lerp.z + lerp.w * lerp.w; const float inv_len = 1.f / std::sqrt(sq_len); return Quaternion(lerp.x * inv_len, lerp.y * inv_len, lerp.z * inv_len, lerp.w * inv_len); } // Returns the spherical interpolation of quaternion _a and _b with // coefficient _f. OZZ_INLINE Quaternion SLerp(const Quaternion& _a, const Quaternion& _b, float _f) { assert(IsNormalized(_a)); assert(IsNormalized(_b)); // Calculate angle between them. float cos_half_theta = _a.x * _b.x + _a.y * _b.y + _a.z * _b.z + _a.w * _b.w; // If _a=_b or _a=-_b then theta = 0 and we can return _a. if (std::abs(cos_half_theta) >= .999f) { return _a; } // Calculate temporary values. const float half_theta = std::acos(cos_half_theta); const float sin_half_theta = std::sqrt(1.f - cos_half_theta * cos_half_theta); // If theta = pi then result is not fully defined, we could rotate around // any axis normal to _a or _b. if (sin_half_theta < .001f) { return Quaternion((_a.x + _b.x) * .5f, (_a.y + _b.y) * .5f, (_a.z + _b.z) * .5f, (_a.w + _b.w) * .5f); } const float ratio_a = std::sin((1.f - _f) * half_theta) / sin_half_theta; const float ratio_b = std::sin(_f * half_theta) / sin_half_theta; // Calculate Quaternion. return Quaternion( ratio_a * _a.x + ratio_b * _b.x, ratio_a * _a.y + ratio_b * _b.y, ratio_a * _a.z + ratio_b * _b.z, ratio_a * _a.w + ratio_b * _b.w); } // Computes the transformation of a Quaternion and a vector _v. // This is equivalent to carrying out the quaternion multiplications: // _q.conjugate() * (*this) * _q OZZ_INLINE Float3 TransformVector(const Quaternion& _q, const Float3& _v) { // http://www.neil.dantam.name/note/dantam-quaternion.pdf // _v + 2.f * cross(_q.xyz, cross(_q.xyz, _v) + _q.w * _v); const Float3 a(_q.y * _v.z - _q.z * _v.y + _v.x * _q.w, _q.z * _v.x - _q.x * _v.z + _v.y * _q.w, _q.x * _v.y - _q.y * _v.x + _v.z * _q.w); const Float3 b(_q.y * a.z - _q.z * a.y, _q.z * a.x - _q.x * a.z, _q.x * a.y - _q.y * a.x); return Float3(_v.x + b.x + b.x, _v.y + b.y + b.y, _v.z + b.z + b.z); } } // namespace math } // namespace ozz #endif // OZZ_OZZ_BASE_MATHS_QUATERNION_H_