axmol/cocos/math/Quaternion.h

389 lines
13 KiB
C++

#ifndef QUATERNION_H_
#define QUATERNION_H_
#include "Vector3.h"
#include "Matrix.h"
//#include "Plane.h"
NS_CC_MATH_BEGIN
class Matrix;
/**
* Defines a 4-element quaternion that represents the orientation of an object in space.
*
* Quaternions are typically used as a replacement for euler angles and rotation matrices as a way to achieve smooth interpolation and avoid gimbal lock.
*
* Note that this quaternion class does not automatically keep the quaternion normalized. Therefore, care must be taken to normalize the quaternion when necessary, by calling the normalize method.
* This class provides three methods for doing quaternion interpolation: lerp, slerp, and squad.
*
* lerp (linear interpolation): the interpolation curve gives a straight line in quaternion space. It is simple and fast to compute. The only problem is that it does not provide constant angular velocity. Note that a constant velocity is not necessarily a requirement for a curve;
* slerp (spherical linear interpolation): the interpolation curve forms a great arc on the quaternion unit sphere. Slerp provides constant angular velocity;
* squad (spherical spline interpolation): interpolating between a series of rotations using slerp leads to the following problems:
* - the curve is not smooth at the control points;
* - the angular velocity is not constant;
* - the angular velocity is not continuous at the control points.
*
* Since squad is continuously differentiable, it remedies the first and third problems mentioned above.
* The slerp method provided here is intended for interpolation of principal rotations. It treats +q and -q as the same principal rotation and is at liberty to use the negative of either input. The resulting path is always the shorter arc.
*
* The lerp method provided here interpolates strictly in quaternion space. Note that the resulting path may pass through the origin if interpolating between a quaternion and its exact negative.
*
* As an example, consider the following quaternions:
*
* q1 = (0.6, 0.8, 0.0, 0.0),
* q2 = (0.0, 0.6, 0.8, 0.0),
* q3 = (0.6, 0.0, 0.8, 0.0), and
* q4 = (-0.8, 0.0, -0.6, 0.0).
* For the point p = (1.0, 1.0, 1.0), the following figures show the trajectories of p using lerp, slerp, and squad.
*/
class Quaternion
{
friend class Curve;
friend class Transform;
public:
/**
* The x-value of the quaternion's vector component.
*/
float x;
/**
* The y-value of the quaternion's vector component.
*/
float y;
/**
* The z-value of the quaternion's vector component.
*/
float z;
/**
* The scalar component of the quaternion.
*/
float w;
/**
* Constructs a quaternion initialized to (0, 0, 0, 1).
*/
Quaternion();
/**
* Constructs a quaternion initialized to (0, 0, 0, 1).
*
* @param x The x component of the quaternion.
* @param y The y component of the quaternion.
* @param z The z component of the quaternion.
* @param w The w component of the quaternion.
*/
Quaternion(float x, float y, float z, float w);
/**
* Constructs a new quaternion from the values in the specified array.
*
* @param array The values for the new quaternion.
*/
Quaternion(float* array);
/**
* Constructs a quaternion equal to the rotational part of the specified matrix.
*
* @param m The matrix.
*/
Quaternion(const Matrix& m);
/**
* Constructs a quaternion equal to the rotation from the specified axis and angle.
*
* @param axis A vector describing the axis of rotation.
* @param angle The angle of rotation (in radians).
*/
Quaternion(const Vector3& axis, float angle);
/**
* Constructs a new quaternion that is a copy of the specified one.
*
* @param copy The quaternion to copy.
*/
Quaternion(const Quaternion& copy);
/**
* Destructor.
*/
~Quaternion();
/**
* Returns the identity quaternion.
*
* @return The identity quaternion.
*/
static const Quaternion& identity();
/**
* Returns the quaternion with all zeros.
*
* @return The quaternion.
*/
static const Quaternion& zero();
/**
* Determines if this quaternion is equal to the identity quaternion.
*
* @return true if it is the identity quaternion, false otherwise.
*/
bool isIdentity() const;
/**
* Determines if this quaternion is all zeros.
*
* @return true if this quaternion is all zeros, false otherwise.
*/
bool isZero() const;
/**
* Creates a quaternion equal to the rotational part of the specified matrix
* and stores the result in dst.
*
* @param m The matrix.
* @param dst A quaternion to store the conjugate in.
*/
static void createFromRotationMatrix(const Matrix& m, Quaternion* dst);
/**
* Creates this quaternion equal to the rotation from the specified axis and angle
* and stores the result in dst.
*
* @param axis A vector describing the axis of rotation.
* @param angle The angle of rotation (in radians).
* @param dst A quaternion to store the conjugate in.
*/
static void createFromAxisAngle(const Vector3& axis, float angle, Quaternion* dst);
/**
* Sets this quaternion to the conjugate of itself.
*/
void conjugate();
/**
* Gets the conjugate of this quaternion in dst.
*
* @param dst A quaternion to store the conjugate in.
*/
void conjugate(Quaternion* dst) const;
/**
* Sets this quaternion to the inverse of itself.
*
* Note that the inverse of a quaternion is equal to its conjugate
* when the quaternion is unit-length. For this reason, it is more
* efficient to use the conjugate method directly when you know your
* quaternion is already unit-length.
*
* @return true if the inverse can be computed, false otherwise.
*/
bool inverse();
/**
* Gets the inverse of this quaternion in dst.
*
* Note that the inverse of a quaternion is equal to its conjugate
* when the quaternion is unit-length. For this reason, it is more
* efficient to use the conjugate method directly when you know your
* quaternion is already unit-length.
*
* @param dst A quaternion to store the inverse in.
*
* @return true if the inverse can be computed, false otherwise.
*/
bool inverse(Quaternion* dst) const;
/**
* Multiplies this quaternion by the specified one and stores the result in this quaternion.
*
* @param q The quaternion to multiply.
*/
void multiply(const Quaternion& q);
/**
* Multiplies the specified quaternions and stores the result in dst.
*
* @param q1 The first quaternion.
* @param q2 The second quaternion.
* @param dst A quaternion to store the result in.
*/
static void multiply(const Quaternion& q1, const Quaternion& q2, Quaternion* dst);
/**
* Normalizes this quaternion to have unit length.
*
* If the quaternion already has unit length or if the length
* of the quaternion is zero, this method does nothing.
*/
void normalize();
/**
* Normalizes this quaternion and stores the result in dst.
*
* If the quaternion already has unit length or if the length
* of the quaternion is zero, this method simply copies
* this vector into dst.
*
* @param dst A quaternion to store the result in.
*/
void normalize(Quaternion* dst) const;
/**
* Sets the elements of the quaternion to the specified values.
*
* @param x The new x-value.
* @param y The new y-value.
* @param z The new z-value.
* @param w The new w-value.
*/
void set(float x, float y, float z, float w);
/**
* Sets the elements of the quaternion from the values in the specified array.
*
* @param array An array containing the elements of the quaternion in the order x, y, z, w.
*/
void set(float* array);
/**
* Sets the quaternion equal to the rotational part of the specified matrix.
*
* @param m The matrix.
*/
void set(const Matrix& m);
/**
* Sets the quaternion equal to the rotation from the specified axis and angle.
*
* @param axis The axis of rotation.
* @param angle The angle of rotation (in radians).
*/
void set(const Vector3& axis, float angle);
/**
* Sets the elements of this quaternion to a copy of the specified quaternion.
*
* @param q The quaternion to copy.
*/
void set(const Quaternion& q);
/**
* Sets this quaternion to be equal to the identity quaternion.
*/
void setIdentity();
/**
* Converts this Quaternion4f to axis-angle notation. The axis is normalized.
*
* @param e The Vector3f which stores the axis.
*
* @return The angle (in radians).
*/
float toAxisAngle(Vector3* e) const;
/**
* Interpolates between two quaternions using linear interpolation.
*
* The interpolation curve for linear interpolation between
* quaternions gives a straight line in quaternion space.
*
* @param q1 The first quaternion.
* @param q2 The second quaternion.
* @param t The interpolation coefficient.
* @param dst A quaternion to store the result in.
*/
static void lerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst);
/**
* Interpolates between two quaternions using spherical linear interpolation.
*
* Spherical linear interpolation provides smooth transitions between different
* orientations and is often useful for animating models or cameras in 3D.
*
* Note: For accurate interpolation, the input quaternions must be at (or close to) unit length.
* This method does not automatically normalize the input quaternions, so it is up to the
* caller to ensure they call normalize beforehand, if necessary.
*
* @param q1 The first quaternion.
* @param q2 The second quaternion.
* @param t The interpolation coefficient.
* @param dst A quaternion to store the result in.
*/
static void slerp(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst);
/**
* Interpolates over a series of quaternions using spherical spline interpolation.
*
* Spherical spline interpolation provides smooth transitions between different
* orientations and is often useful for animating models or cameras in 3D.
*
* Note: For accurate interpolation, the input quaternions must be unit.
* This method does not automatically normalize the input quaternions,
* so it is up to the caller to ensure they call normalize beforehand, if necessary.
*
* @param q1 The first quaternion.
* @param q2 The second quaternion.
* @param s1 The first control point.
* @param s2 The second control point.
* @param t The interpolation coefficient.
* @param dst A quaternion to store the result in.
*/
static void squad(const Quaternion& q1, const Quaternion& q2, const Quaternion& s1, const Quaternion& s2, float t, Quaternion* dst);
/**
* Calculates the quaternion product of this quaternion with the given quaternion.
*
* Note: this does not modify this quaternion.
*
* @param q The quaternion to multiply.
* @return The quaternion product.
*/
inline const Quaternion operator*(const Quaternion& q) const;
/**
* Multiplies this quaternion with the given quaternion.
*
* @param q The quaternion to multiply.
* @return This quaternion, after the multiplication occurs.
*/
inline Quaternion& operator*=(const Quaternion& q);
private:
/**
* Interpolates between two quaternions using spherical linear interpolation.
*
* Spherical linear interpolation provides smooth transitions between different
* orientations and is often useful for animating models or cameras in 3D.
*
* Note: For accurate interpolation, the input quaternions must be at (or close to) unit length.
* This method does not automatically normalize the input quaternions, so it is up to the
* caller to ensure they call normalize beforehand, if necessary.
*
* @param q1x The x component of the first quaternion.
* @param q1y The y component of the first quaternion.
* @param q1z The z component of the first quaternion.
* @param q1w The w component of the first quaternion.
* @param q2x The x component of the second quaternion.
* @param q2y The y component of the second quaternion.
* @param q2z The z component of the second quaternion.
* @param q2w The w component of the second quaternion.
* @param t The interpolation coefficient.
* @param dstx A pointer to store the x component of the slerp in.
* @param dsty A pointer to store the y component of the slerp in.
* @param dstz A pointer to store the z component of the slerp in.
* @param dstw A pointer to store the w component of the slerp in.
*/
static void slerp(float q1x, float q1y, float q1z, float q1w, float q2x, float q2y, float q2z, float q2w, float t, float* dstx, float* dsty, float* dstz, float* dstw);
static void slerpForSquad(const Quaternion& q1, const Quaternion& q2, float t, Quaternion* dst);
};
NS_CC_MATH_END
#include "Quaternion.inl"
#endif