--- /dev/null
+/* -*- C++ -*- ------------------------------------------------------------
+
+Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
+
+The Configurable Math Library (CML) is distributed under the terms of the
+Boost Software License, v1.0 (see cml/LICENSE for details).
+
+ *-----------------------------------------------------------------------*/
+/** @file
+ * @brief
+ */
+
+#ifndef quaternion_rotation_h
+#define quaternion_rotation_h
+
+#include <cml/mathlib/checking.h>
+
+/* Functions related to quaternion rotations.
+ *
+ * Note: A number of these functions simply wrap calls to the corresponding
+ * matrix functions. Some of them (the 'aim-at' and 'align' functions in
+ * particular) might be considered a bit superfluous, since the resulting
+ * quaternion will most likely be converted to a matrix at some point anyway.
+ * However, they're included here for completeness, and for convenience in
+ * cases where a quaternion is being used as the primary rotation
+ * representation.
+*/
+
+namespace cml {
+
+//////////////////////////////////////////////////////////////////////////////
+// Rotation about world axes
+//////////////////////////////////////////////////////////////////////////////
+
+/** Build a quaternion representing a rotation about the given world axis */
+template < class E, class A, class O, class C > void
+quaternion_rotation_world_axis(quaternion<E,A,O,C>& q, size_t axis, E angle)
+{
+ typedef quaternion<E,A,O,C> quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef typename quaternion_type::order_type order_type;
+
+ /* Checking */
+ detail::CheckIndex3(axis);
+
+ q.identity();
+
+ const size_t W = order_type::W;
+ const size_t I = order_type::X + axis;
+
+ angle *= value_type(.5);
+ q[I] = std::sin(angle);
+ q[W] = std::cos(angle);
+}
+
+/** Build a quaternion representing a rotation about the world x axis */
+template < class E, class A, class O, class C > void
+quaternion_rotation_world_x(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotation_world_axis(q,0,angle);
+}
+
+/** Build a quaternion representing a rotation about the world y axis */
+template < class E, class A, class O, class C > void
+quaternion_rotation_world_y(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotation_world_axis(q,1,angle);
+}
+
+/** Build a quaternion representing a rotation about the world z axis */
+template < class E, class A, class O, class C > void
+quaternion_rotation_world_z(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotation_world_axis(q,2,angle);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Rotation from an axis-angle pair
+//////////////////////////////////////////////////////////////////////////////
+
+/** Build a quaternion from an axis-angle pair */
+template < class E, class A, class O, class C, class VecT > void
+quaternion_rotation_axis_angle(
+ quaternion<E,A,O,C>& q, const VecT& axis, E angle)
+{
+ typedef quaternion<E,A,O,C> quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef typename quaternion_type::order_type order_type;
+
+ /* Checking */
+ detail::CheckVec3(axis);
+
+ enum {
+ W = order_type::W,
+ X = order_type::X,
+ Y = order_type::Y,
+ Z = order_type::Z
+ };
+
+ angle *= value_type(.5);
+
+ /* @todo: If and when we have a set() function that takes a vector and a
+ * scalar, this can be written as:
+ *
+ * q.set(std::cos(angle), axis * std::sin(angle));
+ *
+ * In which case the enum will also not be necessary.
+ */
+
+ q[W] = std::cos(angle);
+ value_type s = std::sin(angle);
+ q[X] = axis[0] * s;
+ q[Y] = axis[1] * s;
+ q[Z] = axis[2] * s;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Rotation from a matrix
+//////////////////////////////////////////////////////////////////////////////
+
+/** Build a quaternion from a rotation matrix */
+template < class E, class A, class O, class C, class MatT > void
+quaternion_rotation_matrix(quaternion<E,A,O,C>& q, const MatT& m)
+{
+ typedef quaternion<E,A,O,C> quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef typename quaternion_type::order_type order_type;
+
+ /* Checking */
+ detail::CheckMatLinear3D(m);
+
+ enum {
+ W = order_type::W,
+ X = order_type::X,
+ Y = order_type::Y,
+ Z = order_type::Z
+ };
+
+ value_type tr = trace_3x3(m);
+ if (tr >= value_type(0)) {
+ q[W] = std::sqrt(tr + value_type(1)) * value_type(.5);
+ value_type s = value_type(.25) / q[W];
+ q[X] = (m.basis_element(1,2) - m.basis_element(2,1)) * s;
+ q[Y] = (m.basis_element(2,0) - m.basis_element(0,2)) * s;
+ q[Z] = (m.basis_element(0,1) - m.basis_element(1,0)) * s;
+ } else {
+ size_t largest_diagonal_element =
+ index_of_max(
+ m.basis_element(0,0),
+ m.basis_element(1,1),
+ m.basis_element(2,2)
+ );
+ size_t i, j, k;
+ cyclic_permutation(largest_diagonal_element, i, j, k);
+ const size_t I = X + i;
+ const size_t J = X + j;
+ const size_t K = X + k;
+ q[I] =
+ std::sqrt(
+ m.basis_element(i,i) -
+ m.basis_element(j,j) -
+ m.basis_element(k,k) +
+ value_type(1)
+ ) * value_type(.5);
+ value_type s = value_type(.25) / q[I];
+ q[J] = (m.basis_element(i,j) + m.basis_element(j,i)) * s;
+ q[K] = (m.basis_element(i,k) + m.basis_element(k,i)) * s;
+ q[W] = (m.basis_element(j,k) - m.basis_element(k,j)) * s;
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Rotation from Euler angles
+//////////////////////////////////////////////////////////////////////////////
+
+/** Build a quaternion from an Euler-angle triple */
+template < class E, class A, class O, class C > void
+quaternion_rotation_euler(
+ quaternion<E,A,O,C>& q, E angle_0, E angle_1, E angle_2,
+ EulerOrder order)
+{
+ typedef quaternion<E,A,O,C> quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef typename quaternion_type::order_type order_type;
+
+ size_t i, j, k;
+ bool odd, repeat;
+ detail::unpack_euler_order(order, i, j, k, odd, repeat);
+
+ const size_t W = order_type::W;
+ const size_t I = order_type::X + i;
+ const size_t J = order_type::X + j;
+ const size_t K = order_type::X + k;
+
+ if (odd) {
+ angle_1 = -angle_1;
+ }
+
+ angle_0 *= value_type(.5);
+ angle_1 *= value_type(.5);
+ angle_2 *= value_type(.5);
+
+ value_type s0 = std::sin(angle_0);
+ value_type c0 = std::cos(angle_0);
+ value_type s1 = std::sin(angle_1);
+ value_type c1 = std::cos(angle_1);
+ value_type s2 = std::sin(angle_2);
+ value_type c2 = std::cos(angle_2);
+
+ value_type s0s2 = s0 * s2;
+ value_type s0c2 = s0 * c2;
+ value_type c0s2 = c0 * s2;
+ value_type c0c2 = c0 * c2;
+
+ if (repeat) {
+ q[I] = c1 * (c0s2 + s0c2);
+ q[J] = s1 * (c0c2 + s0s2);
+ q[K] = s1 * (c0s2 - s0c2);
+ q[W] = c1 * (c0c2 - s0s2);
+ } else {
+ q[I] = c1 * s0c2 - s1 * c0s2;
+ q[J] = c1 * s0s2 + s1 * c0c2;
+ q[K] = c1 * c0s2 - s1 * s0c2;
+ q[W] = c1 * c0c2 + s1 * s0s2;
+ }
+ if (odd) {
+ q[J] = -q[J];
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Rotation to align with a vector, multiple vectors, or the view plane
+//////////////////////////////////////////////////////////////////////////////
+
+/** See vector_ortho.h for details */
+template < typename E,class A,class O,class C,class VecT_1,class VecT_2 > void
+quaternion_rotation_align(
+ quaternion<E,A,O,C>& q,
+ const VecT_1& align,
+ const VecT_2& reference,
+ bool normalize = true,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_align(m,align,reference,normalize,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+/** See vector_ortho.h for details */
+template < typename E, class A, class O, class C, class VecT > void
+quaternion_rotation_align(quaternion<E,A,O,C>& q, const VecT& align,
+ bool normalize = true, AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_align(m,align,normalize,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+/** See vector_ortho.h for details */
+template < typename E,class A,class O,class C,class VecT_1,class VecT_2 > void
+quaternion_rotation_align_axial(quaternion<E,A,O,C>& q, const VecT_1& align,
+ const VecT_2& axis, bool normalize = true,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_align_axial(m,align,axis,normalize,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+/** See vector_ortho.h for details */
+template < typename E, class A, class O, class C, class MatT > void
+quaternion_rotation_align_viewplane(
+ quaternion<E,A,O,C>& q,
+ const MatT& view_matrix,
+ Handedness handedness,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_align_viewplane(m,view_matrix,handedness,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+/** See vector_ortho.h for details */
+template < typename E, class A, class O, class C, class MatT > void
+quaternion_rotation_align_viewplane_LH(
+ quaternion<E,A,O,C>& q,
+ const MatT& view_matrix,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_align_viewplane_LH(m,view_matrix,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+/** See vector_ortho.h for details */
+template < typename E, class A, class O, class C, class MatT > void
+quaternion_rotation_align_viewplane_RH(
+ quaternion<E,A,O,C>& q,
+ const MatT& view_matrix,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_align_viewplane_RH(m,view_matrix,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Rotation to aim at a target
+//////////////////////////////////////////////////////////////////////////////
+
+/** See vector_ortho.h for details */
+template < typename E, class A, class O, class C,
+ class VecT_1, class VecT_2, class VecT_3 > void
+quaternion_rotation_aim_at(
+ quaternion<E,A,O,C>& q,
+ const VecT_1& pos,
+ const VecT_2& target,
+ const VecT_3& reference,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_aim_at(m,pos,target,reference,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+/** See vector_ortho.h for details */
+template < typename E, class A, class O, class C,
+ class VecT_1, class VecT_2 > void
+quaternion_rotation_aim_at(
+ quaternion<E,A,O,C>& q,
+ const VecT_1& pos,
+ const VecT_2& target,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_aim_at(m,pos,target,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+/** See vector_ortho.h for details */
+template < typename E, class A, class O, class C,
+ class VecT_1, class VecT_2, class VecT_3 > void
+quaternion_rotation_aim_at_axial(
+ quaternion<E,A,O,C>& q,
+ const VecT_1& pos,
+ const VecT_2& target,
+ const VecT_3& axis,
+ AxisOrder order = axis_order_zyx)
+{
+ typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_aim_at_axial(m,pos,target,axis,order);
+ quaternion_rotation_matrix(q,m);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Relative rotation about world axes
+//////////////////////////////////////////////////////////////////////////////
+
+/* Rotate a quaternion about the given world axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_world_axis(quaternion<E,A,O,C>& q,size_t axis,E angle)
+{
+ typedef quaternion<E,A,O,C> quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef typename quaternion_type::order_type order_type;
+
+ /* Checking */
+ detail::CheckIndex3(axis);
+
+ size_t i, j, k;
+ cyclic_permutation(axis, i, j, k);
+
+ const size_t W = order_type::W;
+ const size_t I = order_type::X + i;
+ const size_t J = order_type::X + j;
+ const size_t K = order_type::X + k;
+
+ angle *= value_type(.5);
+ value_type s = value_type(std::sin(angle));
+ value_type c = value_type(std::cos(angle));
+
+ quaternion_type result;
+ result[I] = c * q[I] + s * q[W];
+ result[J] = c * q[J] - s * q[K];
+ result[K] = c * q[K] + s * q[J];
+ result[W] = c * q[W] - s * q[I];
+ q = result;
+}
+
+/* Rotate a quaternion about the world x axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_world_x(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotate_about_world_axis(q,0,angle);
+}
+
+/* Rotate a quaternion about the world y axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_world_y(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotate_about_world_axis(q,1,angle);
+}
+
+/* Rotate a quaternion about the world z axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_world_z(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotate_about_world_axis(q,2,angle);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Relative rotation about local axes
+//////////////////////////////////////////////////////////////////////////////
+
+/* Rotate a quaternion about the given local axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_local_axis(quaternion<E,A,O,C>& q,size_t axis,E angle)
+{
+ typedef quaternion<E,A,O,C> quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef typename quaternion_type::order_type order_type;
+
+ /* Checking */
+ detail::CheckIndex3(axis);
+
+ size_t i, j, k;
+ cyclic_permutation(axis, i, j, k);
+
+ const size_t W = order_type::W;
+ const size_t I = order_type::X + i;
+ const size_t J = order_type::X + j;
+ const size_t K = order_type::X + k;
+
+ angle *= value_type(.5);
+ value_type s = value_type(std::sin(angle));
+ value_type c = value_type(std::cos(angle));
+
+ quaternion_type result;
+ result[I] = c * q[I] + s * q[W];
+ result[J] = c * q[J] + s * q[K];
+ result[K] = c * q[K] - s * q[J];
+ result[W] = c * q[W] - s * q[I];
+ q = result;
+}
+
+/* Rotate a quaternion about its local x axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_local_x(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotate_about_local_axis(q,0,angle);
+}
+
+/* Rotate a quaternion about its local y axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_local_y(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotate_about_local_axis(q,1,angle);
+}
+
+/* Rotate a quaternion about its local z axis */
+template < class E, class A, class O, class C > void
+quaternion_rotate_about_local_z(quaternion<E,A,O,C>& q, E angle) {
+ quaternion_rotate_about_local_axis(q,2,angle);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Rotation from vector to vector
+//////////////////////////////////////////////////////////////////////////////
+
+/* http://www.martinb.com/maths/algebra/vectors/angleBetween/index.htm. */
+
+/** Build a quaternion to rotate from one vector to another */
+template < class E,class A,class O,class C,class VecT_1,class VecT_2 > void
+quaternion_rotation_vec_to_vec(
+ quaternion<E,A,O,C>& q,
+ const VecT_1& v1,
+ const VecT_2& v2,
+ bool unit_length_vectors = false)
+{
+ typedef quaternion<E,A,O,C> quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef vector< value_type, fixed<3> > vector_type;
+
+ /* Checking handled by cross() */
+
+ /* @todo: If at some point quaternion<> has a set() function that takes a
+ * vector and a scalar, this can then be written as:
+ *
+ * if (...) {
+ * q.set(value_type(1)+dot(v1,v2), cross(v1,v2));
+ * } else {
+ * q.set(std::sqrt(...)+dot(v1,v2), cross(v1,v2));
+ * }
+ */
+
+ vector_type c = cross(v1,v2);
+ if (unit_length_vectors) {
+ q = quaternion_type(value_type(1) + dot(v1,v2), c.data());
+ } else {
+ q = quaternion_type(
+ std::sqrt(v1.length_squared() * v2.length_squared()) + dot(v1,v2),
+ c/*.data()*/
+ );
+ }
+ q.normalize();
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Scale the angle of a rotation matrix
+//////////////////////////////////////////////////////////////////////////////
+
+template < typename E, class A, class O, class C > void
+quaternion_scale_angle(quaternion<E,A,O,C>& q, E t,
+ E tolerance = epsilon<E>::placeholder())
+{
+ typedef vector< E,fixed<3> > vector_type;
+ typedef typename vector_type::value_type value_type;
+
+ vector_type axis;
+ value_type angle;
+ quaternion_to_axis_angle(q, axis, angle, tolerance);
+ quaternion_rotation_axis_angle(q, axis, angle * t);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Support functions for uniform handling of pos- and neg-cross quaternions
+//////////////////////////////////////////////////////////////////////////////
+
+namespace detail {
+
+/** Concatenate two quaternions in the order q1->q2 */
+template < class QuatT_1, class QuatT_2 >
+typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
+quaternion_rotation_difference(
+ const QuatT_1& q1, const QuatT_2& q2, positive_cross)
+{
+ return q2 * conjugate(q1);
+}
+
+/** Concatenate two quaternions in the order q1->q2 */
+template < class QuatT_1, class QuatT_2 >
+typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
+quaternion_rotation_difference(
+ const QuatT_1& q1, const QuatT_2& q2, negative_cross)
+{
+ return conjugate(q1) * q2;
+}
+
+} // namespace detail
+
+//////////////////////////////////////////////////////////////////////////////
+// Quaternions rotation difference
+//////////////////////////////////////////////////////////////////////////////
+
+/** Return the rotational 'difference' between two quaternions */
+template < class QuatT_1, class QuatT_2 >
+typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
+quaternion_rotation_difference(const QuatT_1& q1, const QuatT_2& q2) {
+ return detail::quaternion_rotation_difference(
+ q1, q2, typename QuatT_1::cross_type());
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// Conversions
+//////////////////////////////////////////////////////////////////////////////
+
+/** Convert a quaternion to an axis-angle pair */
+template < class QuatT, typename E, class A > void
+quaternion_to_axis_angle(
+ const QuatT& q,
+ vector<E,A>& axis,
+ E& angle,
+ E tolerance = epsilon<E>::placeholder())
+{
+ typedef QuatT quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef typename quaternion_type::order_type order_type;
+
+ /* Checking */
+ detail::CheckQuat(q);
+
+ axis = q.imaginary();
+ value_type l = length(axis);
+ if (l > tolerance) {
+ axis /= l;
+ angle = value_type(2) * std::atan2(l,q.real());
+ } else {
+ axis.zero();
+ angle = value_type(0);
+ }
+}
+
+/** Convert a quaternion to an Euler-angle triple
+ *
+ * Note: I've implemented direct quaternion-to-Euler conversion, but as far as
+ * I can tell it more or less reduces to converting the quaternion to a matrix
+ * as you go. The direct method is a little more efficient in that it doesn't
+ * require a temporary and only the necessary matrix elements need be
+ * computed. However, the implementation is complex and there's considerable
+ * opportunity for error, so from a development and debugging standpoint I
+ * think it's better to just perform the conversion via matrix_to_euler(),
+ * which is already known to be correct.
+*/
+
+template < class QuatT, typename Real > void
+quaternion_to_euler(
+ const QuatT& q,
+ Real& angle_0,
+ Real& angle_1,
+ Real& angle_2,
+ EulerOrder order,
+ Real tolerance = epsilon<Real>::placeholder())
+{
+ typedef QuatT quaternion_type;
+ typedef typename quaternion_type::value_type value_type;
+ typedef matrix< value_type,fixed<3,3>,row_basis,row_major > matrix_type;
+
+ matrix_type m;
+ matrix_rotation_quaternion(m, q);
+ matrix_to_euler(m, angle_0, angle_1, angle_2, order, tolerance);
+}
+
+} // namespace cml
+
+#endif