Revision 8fc3b80a
Added by Leszek Koltunski about 3 years ago
src/main/java/org/distorted/library/main/QuatHelper.java | ||
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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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} |
Also available in: Unified diff
Move QuatHelpeer to distorted-library