Project

General

Profile

Download (6.34 KB) Statistics
| Branch: | Revision:

library / src / main / java / org / distorted / library / main / QuatHelper.java @ 8fc3b80a

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2021 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.library.main;
21

    
22
import org.distorted.library.type.Static4D;
23

    
24
///////////////////////////////////////////////////////////////////////////////////////////////////
25

    
26
public class QuatHelper
27
  {
28
///////////////////////////////////////////////////////////////////////////////////////////////////
29
// return quat1*quat2
30

    
31
  public static Static4D quatMultiply( Static4D quat1, Static4D quat2 )
32
    {
33
    float qx = quat1.get0();
34
    float qy = quat1.get1();
35
    float qz = quat1.get2();
36
    float qw = quat1.get3();
37

    
38
    float rx = quat2.get0();
39
    float ry = quat2.get1();
40
    float rz = quat2.get2();
41
    float rw = quat2.get3();
42

    
43
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
44
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
45
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
46
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
47

    
48
    return new Static4D(tx,ty,tz,tw);
49
    }
50

    
51
///////////////////////////////////////////////////////////////////////////////////////////////////
52
// rotate 'vector' by quat  ( i.e. return quat*vector*(quat^-1) )
53

    
54
  public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat)
55
    {
56
    float qx = quat.get0();
57
    float qy = quat.get1();
58
    float qz = quat.get2();
59
    float qw = quat.get3();
60

    
61
    Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
62
    Static4D tmp = quatMultiply(quat,vector);
63

    
64
    return quatMultiply(tmp,quatInverted);
65
    }
66

    
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68
// rotate 'vector' by quat^(-1)  ( i.e. return (quat^-1)*vector*quat )
69

    
70
  public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat)
71
    {
72
    float qx = quat.get0();
73
    float qy = quat.get1();
74
    float qz = quat.get2();
75
    float qw = quat.get3();
76

    
77
    Static4D quatInverted= new Static4D(-qx,-qy,-qz,qw);
78
    Static4D tmp = quatMultiply(quatInverted,vector);
79

    
80
    return quatMultiply(tmp,quat);
81
    }
82

    
83
///////////////////////////////////////////////////////////////////////////////////////////////////
84

    
85
  public static Static4D quatFromDrag(float dragX, float dragY)
86
    {
87
    float axisX = dragY;  // inverted X and Y - rotation axis is perpendicular to (dragX,dragY)
88
    float axisY = dragX;  // Why not (-dragY, dragX) ? because Y axis is also inverted!
89
    float axisZ = 0;
90
    float axisL = (float)Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
91

    
92
    if( axisL>0 )
93
      {
94
      axisX /= axisL;
95
      axisY /= axisL;
96
      axisZ /= axisL;
97

    
98
      float ratio = axisL;
99
      ratio = ratio - (int)ratio;     // the cos() is only valid in (0,Pi)
100

    
101
      float cosA = (float)Math.cos(Math.PI*ratio);
102
      float sinA = (float)Math.sqrt(1-cosA*cosA);
103

    
104
      return new Static4D(axisX*sinA, axisY*sinA, axisZ*sinA, cosA);
105
      }
106

    
107
    return new Static4D(0f, 0f, 0f, 1f);
108
    }
109

    
110
///////////////////////////////////////////////////////////////////////////////////////////////////
111

    
112
  public static double computeCos(double oldX, double oldY, double newX, double newY, double len1, double len2)
113
    {
114
    double ret= (oldX*newX+oldY*newY) / (len1*len2);
115
    if( ret<-1.0 ) return -1.0;
116
    if( ret> 1.0 ) return  1.0;
117

    
118
    return ret;
119
    }
120

    
121
///////////////////////////////////////////////////////////////////////////////////////////////////
122
// sin of (signed!) angle between vectors 'old' and 'new', counterclockwise!
123

    
124
  public static double computeSin(double oldX, double oldY, double newX, double newY, double len1, double len2)
125
    {
126
    double ret= (newX*oldY-oldX*newY) / (len1*len2);
127
    if( ret<-1.0 ) return -1.0;
128
    if( ret> 1.0 ) return  1.0;
129

    
130
    return ret;
131
    }
132

    
133
///////////////////////////////////////////////////////////////////////////////////////////////////
134
// return quat Q that turns 3D vector A=(ax,ay,az) to another 3D vector B=(bx,by,bz)
135
// take care of double-cover by ensuring that always Q.get3() >=0
136

    
137
  public static Static4D retRotationQuat(float ax, float ay, float az, float bx, float by, float bz)
138
    {
139
    float nx = ay*bz - az*by;
140
    float ny = az*bx - ax*bz;
141
    float nz = ax*by - ay*bx;
142

    
143
    float sin = (float)Math.sqrt(nx*nx + ny*ny + nz*nz);
144
    float cos = ax*bx + ay*by + az*bz;
145

    
146
    if( sin!=0 )
147
      {
148
      nx /= sin;
149
      ny /= sin;
150
      nz /= sin;
151
      }
152

    
153
    // Why sin<=0 and cos>=0 ?
154
    // 0<angle<180 -> 0<halfAngle<90 -> both sin and cos are positive.
155
    // But1: quats work counterclockwise -> negate cos.
156
    // But2: double-cover, we prefer to have the cos positive (so that unit=(0,0,0,1))
157
    // so negate again both cos and sin.
158
    float sinHalf =-(float)Math.sqrt((1-cos)/2);
159
    float cosHalf = (float)Math.sqrt((1+cos)/2);
160

    
161
    return new Static4D(nx*sinHalf,ny*sinHalf,nz*sinHalf,cosHalf);
162
    }
163
  }
(17-17/17)