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Revision 8fc3b80a

Added by Leszek Koltunski about 3 years ago

Move QuatHelpeer to distorted-library

View differences:

src/main/java/org/distorted/library/main/QuatHelper.java
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2021 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Magic Cube.                                                              //
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//                                                                                               //
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// Magic Cube is free software: you can redistribute it and/or modify                            //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Magic Cube is distributed in the hope that it will be useful,                                 //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See 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 General Public License                             //
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// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.main;
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import org.distorted.library.type.Static4D;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class QuatHelper
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  {
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return quat1*quat2
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  public static Static4D quatMultiply( Static4D quat1, Static4D quat2 )
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    {
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    float qx = quat1.get0();
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    float qy = quat1.get1();
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    float qz = quat1.get2();
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    float qw = quat1.get3();
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    float rx = quat2.get0();
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    float ry = quat2.get1();
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    float rz = quat2.get2();
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    float rw = quat2.get3();
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    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
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    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
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    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
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    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
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    return new Static4D(tx,ty,tz,tw);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// rotate 'vector' by quat  ( i.e. return quat*vector*(quat^-1) )
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  public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat)
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    {
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    float qx = quat.get0();
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    float qy = quat.get1();
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    float qz = quat.get2();
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    float qw = quat.get3();
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    Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
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    Static4D tmp = quatMultiply(quat,vector);
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    return quatMultiply(tmp,quatInverted);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// rotate 'vector' by quat^(-1)  ( i.e. return (quat^-1)*vector*quat )
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  public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat)
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    {
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    float qx = quat.get0();
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    float qy = quat.get1();
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    float qz = quat.get2();
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    float qw = quat.get3();
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    Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
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    Static4D tmp = quatMultiply(quatInverted,vector);
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    return quatMultiply(tmp,quat);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public static Static4D quatFromDrag(float dragX, float dragY)
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    {
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    float axisX = dragY;  // inverted X and Y - rotation axis is perpendicular to (dragX,dragY)
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    float axisY = dragX;  // Why not (-dragY, dragX) ? because Y axis is also inverted!
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    float axisZ = 0;
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    float axisL = (float)Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
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    if( axisL>0 )
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      {
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      axisX /= axisL;
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      axisY /= axisL;
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      axisZ /= axisL;
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      float ratio = axisL;
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      ratio = ratio - (int)ratio;     // the cos() is only valid in (0,Pi)
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      float cosA = (float)Math.cos(Math.PI*ratio);
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      float sinA = (float)Math.sqrt(1-cosA*cosA);
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      return new Static4D(axisX*sinA, axisY*sinA, axisZ*sinA, cosA);
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      }
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    return new Static4D(0f, 0f, 0f, 1f);
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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  public static double computeCos(double oldX, double oldY, double newX, double newY, double len1, double len2)
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    {
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    double ret= (oldX*newX+oldY*newY) / (len1*len2);
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    if( ret<-1.0 ) return -1.0;
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    if( ret> 1.0 ) return  1.0;
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// sin of (signed!) angle between vectors 'old' and 'new', counterclockwise!
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  public static double computeSin(double oldX, double oldY, double newX, double newY, double len1, double len2)
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    {
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    double ret= (newX*oldY-oldX*newY) / (len1*len2);
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    if( ret<-1.0 ) return -1.0;
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    if( ret> 1.0 ) return  1.0;
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    return ret;
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    }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// return quat Q that turns 3D vector A=(ax,ay,az) to another 3D vector B=(bx,by,bz)
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// take care of double-cover by ensuring that always Q.get3() >=0
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  public static Static4D retRotationQuat(float ax, float ay, float az, float bx, float by, float bz)
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    {
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    float nx = ay*bz - az*by;
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    float ny = az*bx - ax*bz;
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    float nz = ax*by - ay*bx;
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    float sin = (float)Math.sqrt(nx*nx + ny*ny + nz*nz);
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    float cos = ax*bx + ay*by + az*bz;
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    if( sin!=0 )
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      {
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      nx /= sin;
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      ny /= sin;
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      nz /= sin;
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      }
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    // Why sin<=0 and cos>=0 ?
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    // 0<angle<180 -> 0<halfAngle<90 -> both sin and cos are positive.
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    // But1: quats work counterclockwise -> negate cos.
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    // But2: double-cover, we prefer to have the cos positive (so that unit=(0,0,0,1))
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    // so negate again both cos and sin.
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    float sinHalf =-(float)Math.sqrt((1-cos)/2);
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    float cosHalf = (float)Math.sqrt((1+cos)/2);
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    return new Static4D(nx*sinHalf,ny*sinHalf,nz*sinHalf,cosHalf);
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    }
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  }

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