Updated SimpleMath
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728a0116db
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8f4c3830c3
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@ -7,26 +7,4 @@
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#include "SimpleMathQR.h"
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#include "SimpleMathQR.h"
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#include "SimpleMathCommaInitializer.h"
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#include "SimpleMathCommaInitializer.h"
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namespace SimpleMath {
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typedef SimpleMath::Fixed::Matrix<int, 3, 1> Vector3i;
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typedef SimpleMath::Fixed::Matrix<double, 3, 1> Vector3d;
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typedef SimpleMath::Fixed::Matrix<double, 3, 3> Matrix33d;
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typedef SimpleMath::Fixed::Matrix<double, 4, 1> Vector4d;
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typedef SimpleMath::Fixed::Matrix<float, 3, 1> Vector3f;
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typedef SimpleMath::Fixed::Matrix<float, 4, 1> Vector4f;
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typedef SimpleMath::Fixed::Matrix<float, 3, 3> Matrix33f;
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typedef SimpleMath::Fixed::Matrix<float, 4, 4> Matrix44f;
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typedef SimpleMath::Dynamic::Matrix<double> VectorNd;
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typedef SimpleMath::Dynamic::Matrix<double> MatrixNd;
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typedef SimpleMath::Dynamic::Matrix<float> VectorNf;
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typedef SimpleMath::Dynamic::Matrix<float> MatrixNNf;
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}
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#endif /* _SIMPLEMATH_H */
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#endif /* _SIMPLEMATH_H */
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@ -6,6 +6,12 @@
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namespace SimpleMath {
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namespace SimpleMath {
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typedef SimpleMath::Fixed::Matrix<float, 3, 1> Vector3f;
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typedef SimpleMath::Fixed::Matrix<float, 3, 3> Matrix33f;
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typedef SimpleMath::Fixed::Matrix<float, 4, 1> Vector4f;
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typedef SimpleMath::Fixed::Matrix<float, 4, 4> Matrix44f;
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namespace GL {
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namespace GL {
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inline Matrix33f RotateMat33 (float rot_deg, float x, float y, float z) {
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inline Matrix33f RotateMat33 (float rot_deg, float x, float y, float z) {
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@ -87,18 +93,18 @@ class Quaternion : public Vector4f {
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/** This function is equivalent to multiplicate their corresponding rotation matrices */
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/** This function is equivalent to multiplicate their corresponding rotation matrices */
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Quaternion operator* (const Quaternion &q) const {
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Quaternion operator* (const Quaternion &q) const {
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return Quaternion (
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return Quaternion (
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q[3] * (*this)[0] + q[0] * (*this)[3] + q[1] * (*this)[2] - q[2] * (*this)[1],
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(*this)[3] * q[0] + (*this)[0] * q[3] + (*this)[1] * q[2] - (*this)[2] * q[1],
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q[3] * (*this)[1] + q[1] * (*this)[3] + q[2] * (*this)[0] - q[0] * (*this)[2],
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(*this)[3] * q[1] + (*this)[1] * q[3] + (*this)[2] * q[0] - (*this)[0] * q[2],
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q[3] * (*this)[2] + q[2] * (*this)[3] + q[0] * (*this)[1] - q[1] * (*this)[0],
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(*this)[3] * q[2] + (*this)[2] * q[3] + (*this)[0] * q[1] - (*this)[1] * q[0],
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q[3] * (*this)[3] - q[0] * (*this)[0] - q[1] * (*this)[1] - q[2] * (*this)[2]
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(*this)[3] * q[3] - (*this)[0] * q[0] - (*this)[1] * q[1] - (*this)[2] * q[2]
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);
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);
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}
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}
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Quaternion& operator*=(const Quaternion &q) {
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Quaternion& operator*=(const Quaternion &q) {
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set (
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set (
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q[3] * (*this)[0] + q[0] * (*this)[3] + q[1] * (*this)[2] - q[2] * (*this)[1],
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(*this)[3] * q[0] + (*this)[0] * q[3] + (*this)[1] * q[2] - (*this)[2] * q[1],
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q[3] * (*this)[1] + q[1] * (*this)[3] + q[2] * (*this)[0] - q[0] * (*this)[2],
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(*this)[3] * q[1] + (*this)[1] * q[3] + (*this)[2] * q[0] - (*this)[0] * q[2],
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q[3] * (*this)[2] + q[2] * (*this)[3] + q[0] * (*this)[1] - q[1] * (*this)[0],
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(*this)[3] * q[2] + (*this)[2] * q[3] + (*this)[0] * q[1] - (*this)[1] * q[0],
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q[3] * (*this)[3] - q[0] * (*this)[0] - q[1] * (*this)[1] - q[2] * (*this)[2]
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(*this)[3] * q[3] - (*this)[0] * q[0] - (*this)[1] * q[1] - (*this)[2] * q[2]
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);
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);
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return *this;
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return *this;
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}
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}
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@ -185,10 +191,33 @@ class Quaternion : public Vector4f {
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w);
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w);
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}
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}
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static Quaternion fromEulerZYX (const Vector3f &zyx_euler) {
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static Quaternion fromAxisAngle (const Vector3f &axis, double angle_rad) {
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return Quaternion::fromGLRotate (zyx_euler[0] * 180.f / M_PI, 0.f, 0.f, 1.f)
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double d = axis.norm();
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* Quaternion::fromGLRotate (zyx_euler[1] * 180.f / M_PI, 0.f, 1.f, 0.f)
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double s2 = std::sin (angle_rad * 0.5) / d;
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* Quaternion::fromGLRotate (zyx_euler[2] * 180.f / M_PI, 1.f, 0.f, 0.f);
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return Quaternion (
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axis[0] * s2,
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axis[1] * s2,
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axis[2] * s2,
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std::cos(angle_rad * 0.5)
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);
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}
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static Quaternion fromEulerZYX (const Vector3f &zyx_angles) {
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return Quaternion::fromAxisAngle (Vector3f (0., 0., 1.), zyx_angles[0])
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* Quaternion::fromAxisAngle (Vector3f (0., 1., 0.), zyx_angles[1])
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* Quaternion::fromAxisAngle (Vector3f (1., 0., 0.), zyx_angles[2]);
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}
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static Quaternion fromEulerYXZ (const Vector3f &yxz_angles) {
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return Quaternion::fromAxisAngle (Vector3f (0., 1., 0.), yxz_angles[0])
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* Quaternion::fromAxisAngle (Vector3f (1., 0., 0.), yxz_angles[1])
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* Quaternion::fromAxisAngle (Vector3f (0., 0., 1.), yxz_angles[2]);
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}
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static Quaternion fromEulerXYZ (const Vector3f &xyz_angles) {
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return Quaternion::fromAxisAngle (Vector3f (0., 0., 01.), xyz_angles[2])
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* Quaternion::fromAxisAngle (Vector3f (0., 1., 0.), xyz_angles[1])
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* Quaternion::fromAxisAngle (Vector3f (1., 0., 0.), xyz_angles[0]);
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}
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}
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Vector3f toEulerZYX () const {
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Vector3f toEulerZYX () const {
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@ -204,13 +233,6 @@ class Quaternion : public Vector4f {
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);
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);
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}
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}
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static Quaternion fromEulerYXZ (const Vector3f &yxz_euler) {
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return Quaternion::fromGLRotate (yxz_euler[0] * 180.f / M_PI, 0.f, 1.f, 0.f)
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* Quaternion::fromGLRotate (yxz_euler[1] * 180.f / M_PI, 1.f, 0.f, 0.f)
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* Quaternion::fromGLRotate (yxz_euler[2] * 180.f / M_PI, 0.f, 0.f, 1.f);
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}
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Vector3f toEulerYXZ() const {
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Vector3f toEulerYXZ() const {
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return Vector3f (
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return Vector3f (
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atan2 (-2.f * (*this)[0] * (*this)[2] + 2.f * (*this)[3] * (*this)[1],
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atan2 (-2.f * (*this)[0] * (*this)[2] + 2.f * (*this)[3] * (*this)[1],
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@ -256,8 +278,8 @@ class Quaternion : public Vector4f {
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Vector3f vn (vec);
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Vector3f vn (vec);
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Quaternion vec_quat (vn[0], vn[1], vn[2], 0.f), res_quat;
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Quaternion vec_quat (vn[0], vn[1], vn[2], 0.f), res_quat;
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res_quat = vec_quat * (*this);
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res_quat = (*this) * vec_quat;
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res_quat = conjugate() * res_quat;
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res_quat = res_quat * conjugate();
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return Vector3f (res_quat[0], res_quat[1], res_quat[2]);
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return Vector3f (res_quat[0], res_quat[1], res_quat[2]);
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}
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}
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@ -310,7 +310,7 @@ namespace SimpleMath {
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value_type abs_threshold = fabs(mR(0,0)) * mThreshold;
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value_type abs_threshold = fabs(mR(0,0)) * mThreshold;
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for (unsigned int i = 1; i < mR.cols(); i++) {
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for (unsigned int i = 1; i < mR.cols(); i++) {
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if (fabs(mR(i,i) < abs_threshold))
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if (fabs(mR(i,i)) < abs_threshold)
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return i;
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return i;
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}
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}
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