- Euler angles and angle axis conversions, - stable spherical interpolation - documentation - update the respective unit test
446 lines
14 KiB
C++
446 lines
14 KiB
C++
// This file is part of Eigen, a lightweight C++ template library
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// for linear algebra. Eigen itself is part of the KDE project.
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//
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// Copyright (C) 2008 Gael Guennebaud <g.gael@free.fr>
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//
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// Eigen is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 3 of the License, or (at your option) any later version.
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//
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// Alternatively, you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of
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// the License, or (at your option) any later version.
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//
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// Eigen is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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// FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License and a copy of the GNU General Public License along with
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// Eigen. If not, see <http://www.gnu.org/licenses/>.
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#ifndef EIGEN_QUATERNION_H
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#define EIGEN_QUATERNION_H
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/** \class Quaternion
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*
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* \brief The quaternion class used to represent 3D orientations and rotations
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*
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* \param _Scalar the scalar type, i.e., the type of the coefficients
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*
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* This class represents a quaternion that is a convenient representation of
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* orientations and rotations of objects in three dimensions. Compared to other
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* representations like Euler angles or 3x3 matrices, quatertions offer the
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* following advantages:
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* - compact storage (4 scalars)
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* - efficient to compose (28 flops),
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* - stable spherical interpolation
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*
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*/
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template<typename _Scalar>
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struct ei_traits<Quaternion<_Scalar> >
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{
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typedef _Scalar Scalar;
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enum {
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RowsAtCompileTime = 4,
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ColsAtCompileTime = 1,
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MaxRowsAtCompileTime = 4,
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MaxColsAtCompileTime = 1,
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Flags = ei_corrected_matrix_flags<_Scalar, 4, 0>::ret,
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CoeffReadCost = NumTraits<Scalar>::ReadCost
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};
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};
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template<typename _Scalar>
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class Quaternion : public MatrixBase<Quaternion<_Scalar> >
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{
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public:
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public:
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EIGEN_GENERIC_PUBLIC_INTERFACE(Quaternion)
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private:
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EIGEN_ALIGN_128 Scalar m_data[4];
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inline int _rows() const { return 4; }
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inline int _cols() const { return 1; }
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inline const Scalar& _coeff(int i, int) const { return m_data[i]; }
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inline Scalar& _coeffRef(int i, int) { return m_data[i]; }
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template<int LoadMode>
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inline PacketScalar _packetCoeff(int row, int) const
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{
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ei_internal_assert(Flags & VectorizableBit);
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if (LoadMode==Eigen::Aligned)
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return ei_pload(&m_data[row]);
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else
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return ei_ploadu(&m_data[row]);
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}
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template<int StoreMode>
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inline void _writePacketCoeff(int row, int , const PacketScalar& x)
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{
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ei_internal_assert(Flags & VectorizableBit);
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if (StoreMode==Eigen::Aligned)
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ei_pstore(&m_data[row], x);
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else
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ei_pstoreu(&m_data[row], x);
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}
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inline int _stride(void) const { return _rows(); }
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public:
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typedef Matrix<Scalar,3,1> Vector3;
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typedef Matrix<Scalar,3,3> Matrix3;
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// FIXME what is the prefered order: w x,y,z or x,y,z,w ?
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inline Quaternion(Scalar w = 1.0, Scalar x = 0.0, Scalar y = 0.0, Scalar z = 0.0)
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{
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m_data[0] = x;
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m_data[1] = y;
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m_data[2] = z;
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m_data[3] = w;
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}
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/** Constructor copying the value of the expression \a other */
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template<typename OtherDerived>
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inline Quaternion(const Eigen::MatrixBase<OtherDerived>& other)
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{
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*this = other;
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}
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/** Copy constructor */
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inline Quaternion(const Quaternion& other)
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: Base()
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{
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*this = other;
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}
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/** Copies the value of the expression \a other into \c *this.
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*/
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template<typename OtherDerived>
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inline Quaternion& operator=(const MatrixBase<OtherDerived>& other)
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{
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return Base::operator=(other.derived());
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}
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/** This is a special case of the templated operator=. Its purpose is to
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* prevent a default operator= from hiding the templated operator=.
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*/
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inline Quaternion& operator=(const Quaternion& other)
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{
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return operator=<Quaternion>(other);
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}
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/** \overload
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* \returns a quaternion representing an identity rotation
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*/
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static Quaternion identity() { return Quaternion(1, 0, 0, 0); }
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/** \overload
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* \sa Quaternion::identity()
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*/
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Quaternion& setIdentity() { *this << 1, 0, 0, 0; return *this; }
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template<typename Derived>
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Quaternion& fromRotationMatrix(const MatrixBase<Derived>& m);
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Matrix3 toRotationMatrix(void) const;
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template<typename Derived>
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Quaternion& fromAngleAxis (const Scalar& angle, const MatrixBase<Derived>& axis);
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void toAngleAxis(Scalar& angle, Vector3& axis) const;
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Quaternion& fromEulerAngles(Vector3 eulerAngles);
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Vector3 toEulerAngles(void) const;
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template<typename Derived1, typename Derived2>
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Quaternion& fromTwoVectors(const MatrixBase<Derived1>& a, const MatrixBase<Derived2>& b);
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inline Quaternion operator* (const Quaternion& q) const;
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inline Quaternion& operator*= (const Quaternion& q);
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Quaternion inverse(void) const;
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Quaternion unitInverse(void) const;
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Quaternion slerp(Scalar t, const Quaternion& other) const;
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template<typename Derived>
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Vector3 operator* (const MatrixBase<Derived>& vec) const;
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private:
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// TODO discard here unreliable members.
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};
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/** \returns the concatenation of two rotations as a quaternion-quaternion product */
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template <typename Scalar>
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inline Quaternion<Scalar> Quaternion<Scalar>::operator* (const Quaternion& other) const
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{
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return Quaternion
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(
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this->w() * other.w() - this->x() * other.x() - this->y() * other.y() - this->z() * other.z(),
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this->w() * other.x() + this->x() * other.w() + this->y() * other.z() - this->z() * other.y(),
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this->w() * other.y() + this->y() * other.w() + this->z() * other.x() - this->x() * other.z(),
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this->w() * other.z() + this->z() * other.w() + this->x() * other.y() - this->y() * other.x()
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);
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}
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template <typename Scalar>
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inline Quaternion<Scalar>& Quaternion<Scalar>::operator*= (const Quaternion& other)
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{
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return (*this = *this * other);
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}
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/** Rotation of a vector by a quaternion.
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* \remarks If the quaternion is used to rotate several points (>1)
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* then it is much more efficient to first convert it to a 3x3 Matrix.
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* Comparison of the operation cost for n transformations:
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* - Quaternion: 30n
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* - Via a Matrix3: 24 + 15n
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*/
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template <typename Scalar>
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template<typename Derived>
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inline typename Quaternion<Scalar>::Vector3
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Quaternion<Scalar>::operator* (const MatrixBase<Derived>& v) const
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{
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// Note that this algorithm comes from the optimization by hand
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// of the conversion to a Matrix followed by a Matrix/Vector product.
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// It appears to be much faster than the common algorithm found
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// in the litterature (30 versus 39 flops). It also requires two
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// Vector3 as temporaries.
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Vector3 uv;
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uv = 2 * this->template start<3>().cross(v);
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return v + this->w() * uv + this->template start<3>().cross(uv);
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}
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/** Convert the quaternion to a 3x3 rotation matrix */
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template<typename Scalar>
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inline typename Quaternion<Scalar>::Matrix3
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Quaternion<Scalar>::toRotationMatrix(void) const
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{
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Matrix3 res;
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Scalar tx = 2*this->x();
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Scalar ty = 2*this->y();
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Scalar tz = 2*this->z();
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Scalar twx = tx*this->w();
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Scalar twy = ty*this->w();
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Scalar twz = tz*this->w();
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Scalar txx = tx*this->x();
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Scalar txy = ty*this->x();
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Scalar txz = tz*this->x();
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Scalar tyy = ty*this->y();
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Scalar tyz = tz*this->y();
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Scalar tzz = tz*this->z();
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res(0,0) = 1-(tyy+tzz);
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res(0,1) = txy-twz;
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res(0,2) = txz+twy;
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res(1,0) = txy+twz;
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res(1,1) = 1-(txx+tzz);
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res(1,2) = tyz-twx;
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res(2,0) = txz-twy;
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res(2,1) = tyz+twx;
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res(2,2) = 1-(txx+tyy);
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return res;
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}
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/** updates \c *this from the rotation matrix \a m and returns a reference to \c *this
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* \warning the size of the input matrix expression \a m must be 3x3 at compile time
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*/
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template<typename Scalar>
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template<typename Derived>
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Quaternion<Scalar>& Quaternion<Scalar>::fromRotationMatrix(const MatrixBase<Derived>& m)
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{
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ei_assert(Derived::RowsAtCompileTime==3 && Derived::ColsAtCompileTime==3);
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// This algorithm comes from "Quaternion Calculus and Fast Animation",
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// Ken Shoemake, 1987 SIGGRAPH course notes
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Scalar t = m.trace();
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if (t > 0)
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{
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t = ei_sqrt(t + 1.0);
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this->w() = 0.5*t;
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t = 0.5/t;
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this->x() = (m.coeff(2,1) - m.coeff(1,2)) * t;
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this->y() = (m.coeff(0,2) - m.coeff(2,0)) * t;
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this->z() = (m.coeff(1,0) - m.coeff(0,1)) * t;
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}
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else
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{
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int i = 0;
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if (m(1,1) > m(0,0))
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i = 1;
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if (m(2,2) > m(i,i))
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i = 2;
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int j = (i+1)%3;
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int k = (j+1)%3;
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t = ei_sqrt(m.coeff(i,i)-m.coeff(j,j)-m.coeff(k,k) + 1.0);
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this->coeffRef(i) = 0.5 * t;
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t = 0.5/t;
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this->w() = (m.coeff(k,j)-m.coeff(j,k))*t;
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this->coeffRef(j) = (m.coeff(j,i)+m.coeff(i,j))*t;
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this->coeffRef(k) = (m.coeff(k,i)+m.coeff(i,k))*t;
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}
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return *this;
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}
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/** updates \c *this from the rotation defined by axis \a axis and angle \a angle
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* and returns a reference to \c *this
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* \warning the size of the input vector expression \a axis must be 3 at compile time
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*/
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template<typename Scalar>
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template<typename Derived>
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inline Quaternion<Scalar>& Quaternion<Scalar>
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::fromAngleAxis(const Scalar& angle, const MatrixBase<Derived>& axis)
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{
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ei_assert(Derived::SizeAtCompileTime==3);
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Scalar ha = 0.5*angle;
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this->w() = ei_cos(ha);
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this->template start<3>() = ei_sin(ha) * axis;
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return *this;
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}
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/** Computes and returns the angle and axis of the rotation represented by the quaternion.
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* The values are returned in the arguments \a angle and \a axis respectively.
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* The returned axis is normalized.
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*/
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template <typename Scalar>
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void Quaternion<Scalar>::toAngleAxis(Scalar& angle, Vector3& axis) const
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{
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// FIXME should we split this function to an "angle" and an "axis" functions ?
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// the drawbacks is that this approach would require to compute twice the norm of (x,y,z)...
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// or we returns a Vector4, or a small AngleAxis object... ???
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Scalar n2 = this->template start<3>().norm2();
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if (ei_isMuchSmallerThan(n2,Scalar(1)))
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{
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angle = 0;
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axis << 1, 0, 0;
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}
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else
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{
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angle = 2*std::acos(this->w());
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axis = this->template start<3>() / ei_sqrt(n2);
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}
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}
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/** updates \c *this from the rotation defined by the Euler angles \a eulerAngles,
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* and returns a reference to \c *this
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*/
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template <typename Scalar>
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Quaternion<Scalar>& Quaternion<Scalar>::fromEulerAngles(Vector3 eulerAngles)
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{
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// FIXME should the arguments be 3 scalars or a single Vector3 ?
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eulerAngles *= 0.5;
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Vector3 cosines = eulerAngles.cwiseCos();
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Vector3 sines = eulerAngles.cwiseSin();
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Scalar cYcZ = cosines.y() * cosines.z();
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Scalar sYsZ = sines.y() * sines.z();
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Scalar sYcZ = sines.y() * cosines.z();
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Scalar cYsZ = cosines.y() * sines.z();
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this->w() = cosines.x() * cYcZ + sines.x() * sYsZ;
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this->x() = sines.x() * cYcZ - cosines.x() * sYsZ;
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this->y() = cosines.x() * sYcZ + sines.x() * cYsZ;
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this->z() = cosines.x() * cYsZ - sines.x() * sYcZ;
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return *this;
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}
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/** Computes and returns the Euler angles corresponding to the quaternion \c *this.
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*/
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template <typename Scalar>
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typename Quaternion<Scalar>::Vector3 Quaternion<Scalar>::toEulerAngles(void) const
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{
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Scalar y2 = this->y() * this->y();
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return Vector3(
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std::atan2(2*(this->w()*this->x() + this->y()*this->z()), (1 - 2*(this->x()*this->x() + y2))),
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std::asin( 2*(this->w()*this->y() - this->z()*this->x())),
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std::atan2(2*(this->w()*this->z() + this->x()*this->y()), (1 - 2*(y2 + this->z()*this->z()))));
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}
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/** Makes a quaternion representing the rotation between two vectors \a a and \a b.
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* \returns a reference to the actual quaternion
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* Note that the two input vectors have \b not to be normalized.
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*/
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template<typename Scalar>
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template<typename Derived1, typename Derived2>
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inline Quaternion<Scalar>& Quaternion<Scalar>::fromTwoVectors(const MatrixBase<Derived1>& a, const MatrixBase<Derived2>& b)
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{
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Vector3 v0 = a.normalized();
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Vector3 v1 = b.normalized();
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Vector3 axis = v0.cross(v1);
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Scalar c = v0.dot(v1);
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// if dot == 1, vectors are the same
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if (ei_isApprox(c,Scalar(1)))
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{
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// set to identity
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this->w() = 1; this->template start<3>().setZero();
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}
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Scalar s = ei_sqrt((1+c)*2);
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Scalar invs = 1./s;
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this->template start<3>() = axis * invs;
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this->w() = s * 0.5;
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return *this;
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}
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/** \returns the inverse of \c *this */
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template <typename Scalar>
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inline Quaternion<Scalar> Quaternion<Scalar>::inverse() const
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{
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Scalar n2 = this->norm2();
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if (n2 > 0)
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return (*this) / norm;
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else
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{
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// return an invalid result to flag the error
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return this->zero();
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}
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}
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/** Like Quaternion::inverse() but assumes the quaternion is normalized */
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template <typename Scalar>
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inline Quaternion<Scalar> Quaternion<Scalar>::unitInverse() const
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{
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return Quaternion(this->w(),-this->x(),-this->y(),-this->z());
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}
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/** \returns the spherical linear interpolation between the two quaternions
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* \c *this and \a other at the parameter \a t
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*/
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template <typename Scalar>
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Quaternion<Scalar> Quaternion<Scalar>::slerp(Scalar t, const Quaternion& other) const
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{
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if (*this == other)
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return *this;
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Scalar d = this->dot(other);
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// theta is the angle between the 2 quaternions
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Scalar theta = std::acos(ei_abs(d));
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Scalar sinTheta = ei_sin(theta);
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Scalar scale0 = ei_sin( ( 1 - t ) * theta) / sinTheta;
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Scalar scale1 = ei_sin( ( t * theta) ) / sinTheta;
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if (d<0)
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scale1 = -scale1;
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return scale0 * (*this) + scale1 * other;
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}
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#endif // EIGEN_QUATERNION_H
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