reactphysics3d/sources/mathematics/Quaternion.h
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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
#ifndef QUATERNION_H
#define QUATERNION_H
// Libraries
#include <cmath>
#include "Vector3D.h"
#include "Matrix3x3.h"
#include "exceptions.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Quaternion :
This class represents a quaternion. We use the notation :
q = (x*i, y*j, z*k, w) to represent a quaternion.
-------------------------------------------------------------------
*/
class Quaternion {
private :
double x; // Component x of the quaternion
double y; // Component y of the quaternion
double z; // Component z of the quaternion
double w; // Component w of the quaternion
public :
Quaternion(); // Constructor
Quaternion(double x, double y, double z, double w); // Constructor with arguments
Quaternion(double w, const Vector3D& v); // Constructor with the component w and the vector v=(x y z)
Quaternion(const Quaternion& quaternion); // Copy-constructor
Quaternion(const Matrix3x3& matrix); // Create a unit quaternion from a rotation matrix
~Quaternion(); // Destructor
double getX() const; // Return the component x of the quaternion
double getY() const; // Return the component y of the quaternion
double getZ() const; // Return the component z of the quaternion
double getW() const; // Return the component w of the quaternion
void setX(double x); // Set the value x
void setY(double y); // Set the value y
void setZ(double z); // Set the value z
void setW(double w); // Set the value w
Vector3D vectorV() const; // Return the vector v=(x y z) of the quaternion
double length() const; // Return the length of the quaternion
Quaternion getUnit() const throw (MathematicsException); // Return the unit quaternion
Quaternion getConjugate() const; // Return the conjugate quaternion
Quaternion getInverse() const throw (MathematicsException); // Return the inverse of the quaternion
Matrix3x3 getMatrix() const; // Return the orientation matrix corresponding to this quaternion
double scalarProduct(const Quaternion& quaternion) const; // Scalar product between two quaternions
void getRotationAngleAxis(double& angle, Vector3D& axis) const; // Compute the rotation angle (in radians) and the axis
static Quaternion slerp(const Quaternion& quaternion1,
const Quaternion& quaternion2, double t); // Compute the spherical linear interpolation between two quaternions
// --- Overloaded operators --- //
Quaternion operator+(const Quaternion& quaternion) const; // Overloaded operator for the addition
Quaternion operator-(const Quaternion& quaternion) const; // Overloaded operator for the substraction
Quaternion operator*(double nb) const; // Overloaded operator for the multiplication with a constant
Quaternion operator*(const Quaternion& quaternion) const; // Overloaded operator for the multiplication
Quaternion& operator=(const Quaternion& quaternion); // Overloaded operator for assignment
bool operator==(const Quaternion& quaternion) const; // Overloaded operator for equality condition
};
// --- Inline functions --- //
// Get the value x (inline)
inline double Quaternion::getX() const {
return x;
}
// Get the value y (inline)
inline double Quaternion::getY() const {
return y;
}
// Get the value z (inline)
inline double Quaternion::getZ() const {
return z;
}
// Get the value w (inline)
inline double Quaternion::getW() const {
return w;
}
// Set the value x (inline)
inline void Quaternion::setX(double x) {
this->x = x;
}
// Set the value y (inline)
inline void Quaternion::setY(double y) {
this->y = y;
}
// Set the value z (inline)
inline void Quaternion::setZ(double z) {
this->z = z;
}
// Set the value w (inline)
inline void Quaternion::setW(double w) {
this->w = w;
}
// Return the vector v=(x y z) of the quaternion
inline Vector3D Quaternion::vectorV() const {
// Return the vector v
return Vector3D(x, y, z);
}
// Return the length of the quaternion (inline)
inline double Quaternion::length() const {
return sqrt(x*x + y*y + z*z + w*w);
}
// Return the unit quaternion
inline Quaternion Quaternion::getUnit() const throw(MathematicsException) {
double lengthQuaternion = length();
// Check if the length is not equal to zero
if (lengthQuaternion != 0.0) {
// Compute and return the unit quaternion
return Quaternion(x/lengthQuaternion, y/lengthQuaternion, z/lengthQuaternion, w/lengthQuaternion);
}
else {
// Throw an exception because it's impossible to compute a unit quaternion if its length is equal to zero
throw MathematicsException("MathematicsException : Impossible to compute the unit quaternion if the length of the quaternion is zero");
}
}
// Return the conjugate of the quaternion (inline)
inline Quaternion Quaternion::getConjugate() const {
return Quaternion(-x, -y, -z, w);
}
// Return the inverse of the quaternion (inline)
inline Quaternion Quaternion::getInverse() const throw(MathematicsException) {
double lengthQuaternion = length();
lengthQuaternion = lengthQuaternion * lengthQuaternion;
// Check if the length is not equal to zero
if (lengthQuaternion != 0.0) {
// Compute and return the inverse quaternion
return Quaternion(-x/lengthQuaternion, -y/lengthQuaternion, -z/lengthQuaternion, w/lengthQuaternion);
}
else {
// Throw an exception because the inverse cannot be computed
throw MathematicsException("MathematicsException : Impossible to compute the inverse of the quaternion because it's length is zero");
}
}
// Scalar product between two quaternions
inline double Quaternion::scalarProduct(const Quaternion& quaternion) const {
return (x*quaternion.x + y*quaternion.y + z*quaternion.z + w*quaternion.w);
}
// Overloaded operator for the addition of two quaternions
inline Quaternion Quaternion::operator+(const Quaternion& quaternion) const {
// Return the result quaternion
return Quaternion(x + quaternion.x, y + quaternion.y, z + quaternion.z, w + quaternion.w);
}
// Overloaded operator for the substraction of two quaternions
inline Quaternion Quaternion::operator-(const Quaternion& quaternion) const {
// Return the result of the substraction
return Quaternion(x-quaternion.x, y - quaternion.y, z - quaternion.z, w - quaternion.w);
}
// Overloaded operator for the multiplication with a constant
inline Quaternion Quaternion::operator*(double nb) const {
// Return the result
return Quaternion(nb*x, nb*y, nb*z, nb*w);
}
// Overloaded operator for the multiplication of two quaternions
inline Quaternion Quaternion::operator*(const Quaternion& quaternion) const {
// Return the result of the multiplication
return Quaternion(w*quaternion.w - vectorV().scalarProduct(quaternion.vectorV()), w*quaternion.vectorV()+quaternion.w*vectorV() + vectorV().crossProduct(quaternion.vectorV()));
}
// Overloaded operator for the assignment
inline Quaternion& Quaternion::operator=(const Quaternion& quaternion) {
// Check for self-assignment
if (this != &quaternion) {
x = quaternion.x;
y = quaternion.y;
z = quaternion.z;
w = quaternion.w;
}
// Return this quaternion
return *this;
}
// Overloaded operator for equality condition
inline bool Quaternion::operator==(const Quaternion& quaternion) const {
return (x == quaternion.x && y == quaternion.y && z == quaternion.z && w == quaternion.w);
}
} // End of the ReactPhysics3D namespace
#endif