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authorBrad Davis <[email protected]>2013-10-10 23:37:45 -0700
committerBrad Davis <[email protected]>2013-10-10 23:37:45 -0700
commit881daef0cb99477da21235c8d0924de15990441b (patch)
tree26b3393d138711244b3b9ea7ae95980c76ce1d9f /LibOVR/Src/Kernel/OVR_Math.h
parente88dfc0fb802102d27d372457299761b39f05fb9 (diff)
parent5eb50183c96f699557f071878efb6e18df24727d (diff)
Merging in official SDK 0.2.5 changes
Diffstat (limited to 'LibOVR/Src/Kernel/OVR_Math.h')
-rw-r--r--LibOVR/Src/Kernel/OVR_Math.h523
1 files changed, 403 insertions, 120 deletions
diff --git a/LibOVR/Src/Kernel/OVR_Math.h b/LibOVR/Src/Kernel/OVR_Math.h
index 567ea9c..108b9d3 100644
--- a/LibOVR/Src/Kernel/OVR_Math.h
+++ b/LibOVR/Src/Kernel/OVR_Math.h
@@ -4,7 +4,7 @@ PublicHeader: OVR.h
Filename : OVR_Math.h
Content : Implementation of 3D primitives such as vectors, matrices.
Created : September 4, 2012
-Authors : Andrew Reisse, Michael Antonov, Steve LaValle, Anna Yershova
+Authors : Andrew Reisse, Michael Antonov, Steve LaValle, Anna Yershova, Max Katsev
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
@@ -23,11 +23,12 @@ otherwise accompanies this software in either electronic or hard copy form.
#include "OVR_Types.h"
#include "OVR_RefCount.h"
+#include "OVR_Std.h"
namespace OVR {
//-------------------------------------------------------------------------------------
-// Constants for 3D world/axis definitions.
+// ***** Constants for 3D world/axis definitions.
// Definitions of axes for coordinate and rotation conversions.
enum Axis
@@ -48,12 +49,13 @@ enum RotateDirection
Rotate_CW = -1
};
+// Constants for right handed and left handed coordinate systems
enum HandedSystem
{
Handed_R = 1, Handed_L = -1
};
-// AxisDirection describes which way the axis points. Used by WorldAxes.
+// AxisDirection describes which way the coordinate axis points. Used by WorldAxes.
enum AxisDirection
{
Axis_Up = 2,
@@ -74,9 +76,9 @@ struct WorldAxes
};
-//-------------------------------------------------------------------------------------
-// ***** Math
-
+//------------------------------------------------------------------------------------//
+// ************************************ Math *****************************************//
+//
// Math class contains constants and functions. This class is a template specialized
// per type, with Math<float> and Math<double> being distinct.
template<class Type>
@@ -95,14 +97,14 @@ public:
static const float PiOver4;
static const float E;
- static const float MaxValue; // Largest positive float Value
- static const float MinPositiveValue; // Smallest possible positive value
+ static const float MaxValue; // Largest positive float Value
+ static const float MinPositiveValue; // Smallest possible positive value
static const float RadToDegreeFactor;
static const float DegreeToRadFactor;
- static const float Tolerance; // 0.00001f;
- static const float SingularityRadius; //0.00000000001f for Gimbal lock numerical problems
+ static const float Tolerance; // 0.00001f;
+ static const float SingularityRadius; // 0.0000001f for Gimbal lock numerical problems
};
// Double-precision Math constants class.
@@ -116,33 +118,54 @@ public:
static const double PiOver4;
static const double E;
- static const double MaxValue; // Largest positive double Value
- static const double MinPositiveValue; // Smallest possible positive value
+ static const double MaxValue; // Largest positive double Value
+ static const double MinPositiveValue; // Smallest possible positive value
static const double RadToDegreeFactor;
static const double DegreeToRadFactor;
- static const double Tolerance; // 0.00001f;
- static const double SingularityRadius; //0.00000000001 for Gimbal lock numerical problems
+ static const double Tolerance; // 0.00001;
+ static const double SingularityRadius; // 0.000000000001 for Gimbal lock numerical problems
+
};
typedef Math<float> Mathf;
typedef Math<double> Mathd;
// Conversion functions between degrees and radians
-template<class FT>
-FT RadToDegree(FT rads) { return rads * Math<FT>::RadToDegreeFactor; }
-template<class FT>
-FT DegreeToRad(FT rads) { return rads * Math<FT>::DegreeToRadFactor; }
+template<class T>
+T RadToDegree(T rads) { return rads * Math<T>::RadToDegreeFactor; }
+template<class T>
+T DegreeToRad(T rads) { return rads * Math<T>::DegreeToRadFactor; }
+
+// Numerically stable acos function
+template<class T>
+T Acos(T val) {
+ if (val > T(1)) return T(0);
+ else if (val < T(-1)) return Math<T>::Pi;
+ else return acos(val);
+};
+
+// Numerically stable asin function
+template<class T>
+T Asin(T val) {
+ if (val > T(1)) return Math<T>::PiOver2;
+ else if (val < T(-1)) return Math<T>::PiOver2 * T(3);
+ else return asin(val);
+};
+
+#ifdef OVR_CC_MSVC
+inline int isnan(double x) { return _isnan(x); };
+#endif
template<class T>
class Quat;
//-------------------------------------------------------------------------------------
-// ***** Vector2f - 2D Vector2f
+// ***** Vector2<>
-// Vector2f represents a 2-dimensional vector or point in space,
-// consisting of coordinates x and y,
+// Vector2f (Vector2d) represents a 2-dimensional vector or point in space,
+// consisting of coordinates x and y
template<class T>
class Vector2
@@ -174,33 +197,53 @@ public:
return *this; }
// Compare two vectors for equality with tolerance. Returns true if vectors match withing tolerance.
- bool Compare(const Vector2&b, T tolerance = Mathf::Tolerance)
+ bool Compare(const Vector2&b, T tolerance = Mathf::Tolerance)
{
return (fabs(b.x-x) < tolerance) && (fabs(b.y-y) < tolerance);
}
- // Dot product overload.
+ // Entrywise product of two vectors
+ Vector2 EntrywiseMultiply(const Vector2& b) const { return Vector2(x * b.x, y * b.y);}
+
+ // Dot product
// Used to calculate angle q between two vectors among other things,
// as (A dot B) = |a||b|cos(q).
- T operator* (const Vector2& b) const { return x*b.x + y*b.y; }
+ T Dot(const Vector2& b) const { return x*b.x + y*b.y; }
// Returns the angle from this vector to b, in radians.
- T Angle(const Vector2& b) const { return acos((*this * b)/(Length()*b.Length())); }
+ T Angle(const Vector2& b) const
+ {
+ T div = LengthSq()*b.LengthSq();
+ OVR_ASSERT(div != T(0));
+ T result = Acos((this->Dot(b))/sqrt(div));
+ return result;
+ }
// Return Length of the vector squared.
T LengthSq() const { return (x * x + y * y); }
// Return vector length.
T Length() const { return sqrt(LengthSq()); }
- // Returns distance between two points represented by vectors.
+ // Returns distance between two points represented by vectors.
T Distance(Vector2& b) const { return (*this - b).Length(); }
-
- // Determine if this a unit vector.
+
+ // Determine if this a unit vector.
bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; }
+
// Normalize, convention vector length to 1.
- void Normalize() { *this /= Length(); }
+ void Normalize()
+ {
+ T l = Length();
+ OVR_ASSERT(l != T(0));
+ *this /= l;
+ }
// Returns normalized (unit) version of the vector without modifying itself.
- Vector2 Normalized() const { return *this / Length(); }
+ Vector2 Normalized() const
+ {
+ T l = Length();
+ OVR_ASSERT(l != T(0));
+ return *this / l;
+ }
// Linearly interpolates from this vector to another.
// Factor should be between 0.0 and 1.0, with 0 giving full value to this.
@@ -208,17 +251,24 @@ public:
// Projects this vector onto the argument; in other words,
// A.Project(B) returns projection of vector A onto B.
- Vector2 ProjectTo(const Vector2& b) const { return b * ((*this * b) / b.LengthSq()); }
+ Vector2 ProjectTo(const Vector2& b) const
+ {
+ T l2 = b.LengthSq();
+ OVR_ASSERT(l2 != T(0));
+ return b * ( Dot(b) / l2 );
+ }
};
typedef Vector2<float> Vector2f;
typedef Vector2<double> Vector2d;
+
//-------------------------------------------------------------------------------------
-// ***** Vector3f - 3D Vector3f
+// ***** Vector3<> - 3D vector of {x, y, z}
-// Vector3f represents a 3-dimensional vector or point in space,
+//
+// Vector3f (Vector3d) represents a 3-dimensional vector or point in space,
// consisting of coordinates x, y and z.
template<class T>
@@ -253,13 +303,20 @@ public:
// Compare two vectors for equality with tolerance. Returns true if vectors match withing tolerance.
bool Compare(const Vector3&b, T tolerance = Mathf::Tolerance)
{
- return (fabs(b.x-x) < tolerance) && (fabs(b.y-y) < tolerance) && (fabs(b.z-z) < tolerance);
+ return (fabs(b.x-x) < tolerance) &&
+ (fabs(b.y-y) < tolerance) &&
+ (fabs(b.z-z) < tolerance);
}
- // Dot product overload.
+ // Entrywise product of two vectors
+ Vector3 EntrywiseMultiply(const Vector3& b) const { return Vector3(x * b.x,
+ y * b.y,
+ z * b.z);}
+
+ // Dot product
// Used to calculate angle q between two vectors among other things,
// as (A dot B) = |a||b|cos(q).
- T operator* (const Vector3& b) const { return x*b.x + y*b.y + z*b.z; }
+ T Dot(const Vector3& b) const { return x*b.x + y*b.y + z*b.z; }
// Compute cross product, which generates a normal vector.
// Direction vector can be determined by right-hand rule: Pointing index finder in
@@ -269,7 +326,13 @@ public:
x*b.y - y*b.x); }
// Returns the angle from this vector to b, in radians.
- T Angle(const Vector3& b) const { return acos((*this * b)/(Length()*b.Length())); }
+ T Angle(const Vector3& b) const
+ {
+ T div = LengthSq()*b.LengthSq();
+ OVR_ASSERT(div != T(0));
+ T result = Acos((this->Dot(b))/sqrt(div));
+ return result;
+ }
// Return Length of the vector squared.
T LengthSq() const { return (x * x + y * y + z * z); }
@@ -281,10 +344,22 @@ public:
// Determine if this a unit vector.
bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; }
+
// Normalize, convention vector length to 1.
- void Normalize() { *this /= Length(); }
+ void Normalize()
+ {
+ T l = Length();
+ OVR_ASSERT(l != T(0));
+ *this /= l;
+ }
+
// Returns normalized (unit) version of the vector without modifying itself.
- Vector3 Normalized() const { return *this / Length(); }
+ Vector3 Normalized() const
+ {
+ T l = Length();
+ OVR_ASSERT(l != T(0));
+ return *this / l;
+ }
// Linearly interpolates from this vector to another.
// Factor should be between 0.0 and 1.0, with 0 giving full value to this.
@@ -292,7 +367,15 @@ public:
// Projects this vector onto the argument; in other words,
// A.Project(B) returns projection of vector A onto B.
- Vector3 ProjectTo(const Vector3& b) const { return b * ((*this * b) / b.LengthSq()); }
+ Vector3 ProjectTo(const Vector3& b) const
+ {
+ T l2 = b.LengthSq();
+ OVR_ASSERT(l2 != T(0));
+ return b * ( Dot(b) / l2 );
+ }
+
+ // Projects this vector onto a plane defined by a normal vector
+ Vector3 ProjectToPlane(const Vector3& normal) const { return *this - this->ProjectTo(normal); }
};
@@ -301,8 +384,55 @@ typedef Vector3<double> Vector3d;
//-------------------------------------------------------------------------------------
-// ***** Matrix4f
+// ***** Size
+
+// Size class represents 2D size with Width, Height components.
+// Used to describe distentions of render targets, etc.
+
+template<class T>
+class Size
+{
+public:
+ T Width, Height;
+
+ Size() : Width(0), Height(0) { }
+ Size(T w_, T h_) : Width(w_), Height(h_) { }
+ explicit Size(T s) : Width(s), Height(s) { }
+
+ bool operator== (const Size& b) const { return Width == b.Width && Height == b.Height; }
+ bool operator!= (const Size& b) const { return Width != b.Width || Height != b.Height; }
+
+ Size operator+ (const Size& b) const { return Size(Width + b.Width, Height + b.Height); }
+ Size& operator+= (const Size& b) { Width += b.Width; Height += b.Height; return *this; }
+ Size operator- (const Size& b) const { return Size(Width - b.Width, Height - b.Height); }
+ Size& operator-= (const Size& b) { Width -= b.Width; Height -= b.Height; return *this; }
+ Size operator- () const { return Size(-Width, -Height); }
+ Size operator* (const Size& b) const { return Size(Width * b.Width, Height * b.Height); }
+ Size& operator*= (const Size& b) { Width *= b.Width; Height *= b.Height; return *this; }
+ Size operator/ (const Size& b) const { return Size(Width / b.Width, Height / b.Height); }
+ Size& operator/= (const Size& b) { Width /= b.Width; Height /= b.Height; return *this; }
+
+ // Scalar multiplication/division scales both components.
+ Size operator* (T s) const { return Size(Width*s, Height*s); }
+ Size& operator*= (T s) { Width *= s; Height *= s; return *this; }
+ Size operator/ (T s) const { return Size(Width/s, Height/s); }
+ Size& operator/= (T s) { Width /= s; Height /= s; return *this; }
+
+ T Area() const { return Width * Height; }
+
+ inline Vector2<T> ToVector() const { return Vector2<T>(Width, Height); }
+};
+
+typedef Size<int> Sizei;
+typedef Size<unsigned> Sizeu;
+typedef Size<float> Sizef;
+typedef Size<double> Sized;
+
+
+//-------------------------------------------------------------------------------------
+// ***** Matrix4f
+//
// Matrix4f is a 4x4 matrix used for 3d transformations and projections.
// Translation stored in the last column.
// The matrix is stored in row-major order in memory, meaning that values
@@ -367,6 +497,29 @@ public:
M[3][0] = 0; M[3][1] = 0; M[3][2] = 0; M[3][3] = 1;
}
+ void ToString(char* dest, UPInt destsize)
+ {
+ UPInt pos = 0;
+ for (int r=0; r<4; r++)
+ for (int c=0; c<4; c++)
+ pos += OVR_sprintf(dest+pos, destsize-pos, "%g ", M[r][c]);
+ }
+
+ static Matrix4f FromString(const char* src)
+ {
+ Matrix4f result;
+ for (int r=0; r<4; r++)
+ for (int c=0; c<4; c++)
+ {
+ result.M[r][c] = (float)atof(src);
+ while (src && *src != ' ')
+ src++;
+ while (src && *src == ' ')
+ src++;
+ }
+ return result;
+ }
+
static const Matrix4f& Identity() { return IdentityValue; }
void SetIdentity()
@@ -377,6 +530,36 @@ public:
M[0][3] = M[1][3] = M[2][1] = M[3][0] = 0;
}
+ Matrix4f operator+ (const Matrix4f& b) const
+ {
+ Matrix4f result(*this);
+ result += b;
+ return result;
+ }
+
+ Matrix4f& operator+= (const Matrix4f& b)
+ {
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ M[i][j] += b.M[i][j];
+ return *this;
+ }
+
+ Matrix4f operator- (const Matrix4f& b) const
+ {
+ Matrix4f result(*this);
+ result -= b;
+ return result;
+ }
+
+ Matrix4f& operator-= (const Matrix4f& b)
+ {
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ M[i][j] -= b.M[i][j];
+ return *this;
+ }
+
// Multiplies two matrices into destination with minimum copying.
static Matrix4f& Multiply(Matrix4f* d, const Matrix4f& a, const Matrix4f& b)
{
@@ -406,18 +589,32 @@ public:
Matrix4f operator* (float s) const
{
- return Matrix4f(M[0][0] * s, M[0][1] * s, M[0][2] * s, M[0][3] * s,
- M[1][0] * s, M[1][1] * s, M[1][2] * s, M[1][3] * s,
- M[2][0] * s, M[2][1] * s, M[2][2] * s, M[2][3] * s,
- M[3][0] * s, M[3][1] * s, M[3][2] * s, M[3][3] * s);
+ Matrix4f result(*this);
+ result *= s;
+ return result;
}
Matrix4f& operator*= (float s)
{
- M[0][0] *= s; M[0][1] *= s; M[0][2] *= s; M[0][3] *= s;
- M[1][0] *= s; M[1][1] *= s; M[1][2] *= s; M[1][3] *= s;
- M[2][0] *= s; M[2][1] *= s; M[2][2] *= s; M[2][3] *= s;
- M[3][0] *= s; M[3][1] *= s; M[3][2] *= s; M[3][3] *= s;
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ M[i][j] *= s;
+ return *this;
+ }
+
+
+ Matrix4f operator/ (float s) const
+ {
+ Matrix4f result(*this);
+ result /= s;
+ return result;
+ }
+
+ Matrix4f& operator/= (float s)
+ {
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ M[i][j] /= s;
return *this;
}
@@ -442,16 +639,16 @@ public:
}
- float SubDet (const int* rows, const int* cols) const
+ float SubDet (const UPInt* rows, const UPInt* cols) const
{
return M[rows[0]][cols[0]] * (M[rows[1]][cols[1]] * M[rows[2]][cols[2]] - M[rows[1]][cols[2]] * M[rows[2]][cols[1]])
- M[rows[0]][cols[1]] * (M[rows[1]][cols[0]] * M[rows[2]][cols[2]] - M[rows[1]][cols[2]] * M[rows[2]][cols[0]])
+ M[rows[0]][cols[2]] * (M[rows[1]][cols[0]] * M[rows[2]][cols[1]] - M[rows[1]][cols[1]] * M[rows[2]][cols[0]]);
}
- float Cofactor(int I, int J) const
+ float Cofactor(UPInt I, UPInt J) const
{
- const int indices[4][3] = {{1,2,3},{0,2,3},{0,1,3},{0,1,2}};
+ const UPInt indices[4][3] = {{1,2,3},{0,2,3},{0,1,3},{0,1,2}};
return ((I+J)&1) ? -SubDet(indices[I],indices[J]) : SubDet(indices[I],indices[J]);
}
@@ -480,7 +677,27 @@ public:
*this = Inverted();
}
- //AnnaSteve:
+ // This is more efficient than general inverse, but ONLY works
+ // correctly if it is a homogeneous transform matrix (rot + trans)
+ Matrix4f InvertedHomogeneousTransform() const
+ {
+ // Make the inverse rotation matrix
+ Matrix4f rinv = this->Transposed();
+ rinv.M[3][0] = rinv.M[3][1] = rinv.M[3][2] = 0.0f;
+ // Make the inverse translation matrix
+ Vector3f tvinv = Vector3f(-M[0][3],-M[1][3],-M[2][3]);
+ Matrix4f tinv = Matrix4f::Translation(tvinv);
+ return rinv * tinv; // "untranslate", then "unrotate"
+ }
+
+ // This is more efficient than general inverse, but ONLY works
+ // correctly if it is a homogeneous transform matrix (rot + trans)
+ void InvertHomogeneousTransform()
+ {
+ *this = InvertedHomogeneousTransform();
+ }
+
+ // Matrix to Euler Angles conversion
// a,b,c, are the YawPitchRoll angles to be returned
// rotation a around axis A1
// is followed by rotation b around axis A2
@@ -502,7 +719,7 @@ public:
*b = -S*D*Math<float>::PiOver2;
*c = S*D*atan2( psign*M[A2][A1], M[A2][A2] );
}
- else if (pm > 1.0 - Math<float>::SingularityRadius)
+ else if (pm > 1.0f - Math<float>::SingularityRadius)
{ // North pole singularity
*a = 0.0f;
*b = S*D*Math<float>::PiOver2;
@@ -518,7 +735,7 @@ public:
return;
}
- //AnnaSteve:
+ // Matrix to Euler Angles conversion
// a,b,c, are the YawPitchRoll angles to be returned
// rotation a around axis A1
// is followed by rotation b around axis A2
@@ -537,13 +754,13 @@ public:
psign = 1.0f;
float c2 = M[A1][A1];
- if (c2 < -1.0 + Math<float>::SingularityRadius)
+ if (c2 < -1.0f + Math<float>::SingularityRadius)
{ // South pole singularity
*a = 0.0f;
*b = S*D*Math<float>::Pi;
*c = S*D*atan2( -psign*M[A2][m],M[A2][A2]);
}
- else if (c2 > 1.0 - Math<float>::SingularityRadius)
+ else if (c2 > 1.0f - Math<float>::SingularityRadius)
{ // North pole singularity
*a = 0.0f;
*b = 0.0f;
@@ -560,7 +777,6 @@ public:
// Creates a matrix that converts the vertices from one coordinate system
// to another.
- //
static Matrix4f AxisConversion(const WorldAxes& to, const WorldAxes& from)
{
// Holds axis values from the 'to' structure
@@ -584,7 +800,7 @@ public:
}
-
+ // Creates a matrix for translation by vector
static Matrix4f Translation(const Vector3f& v)
{
Matrix4f t;
@@ -594,6 +810,7 @@ public:
return t;
}
+ // Creates a matrix for translation by vector
static Matrix4f Translation(float x, float y, float z = 0.0f)
{
Matrix4f t;
@@ -603,6 +820,7 @@ public:
return t;
}
+ // Creates a matrix for scaling by vector
static Matrix4f Scaling(const Vector3f& v)
{
Matrix4f t;
@@ -612,6 +830,7 @@ public:
return t;
}
+ // Creates a matrix for scaling by vector
static Matrix4f Scaling(float x, float y, float z)
{
Matrix4f t;
@@ -621,6 +840,7 @@ public:
return t;
}
+ // Creates a matrix for scaling by constant
static Matrix4f Scaling(float s)
{
Matrix4f t;
@@ -632,7 +852,8 @@ public:
- //AnnaSteve : Just for quick testing. Not for final API. Need to remove case.
+ // Creates a rotation matrix rotating around the X axis by 'angle' radians.
+ // Just for quick testing. Not for final API. Need to remove case.
static Matrix4f RotationAxis(Axis A, float angle, RotateDirection d, HandedSystem s)
{
float sina = s * d *sin(angle);
@@ -658,10 +879,10 @@ public:
// Creates a rotation matrix rotating around the X axis by 'angle' radians.
// Rotation direction is depends on the coordinate system:
- // RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
+ // RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
// while looking in the negative axis direction. This is the
// same as looking down from positive axis values towards origin.
- // LHS: Positive angle values rotate clock-wise (CW), while looking in the
+ // LHS: Positive angle values rotate clock-wise (CW), while looking in the
// negative axis direction.
static Matrix4f RotationX(float angle)
{
@@ -743,9 +964,9 @@ public:
};
-//-------------------------------------------------------------------------------------
-// ***** Quat
-
+//-------------------------------------------------------------------------------------//
+// **************************************** Quat **************************************//
+//
// Quatf represents a quaternion class used for rotations.
//
// Quaternion multiplications are done in right-to-left order, to match the
@@ -763,7 +984,7 @@ public:
Quat(T x_, T y_, T z_, T w_) : x(x_), y(y_), z(z_), w(w_) {}
- // Constructs rotation quaternion around the axis.
+ // Constructs quaternion for rotation around the axis by an angle.
Quat(const Vector3<T>& axis, T angle)
{
Vector3<T> unitAxis = axis.Normalized();
@@ -775,33 +996,33 @@ public:
z = unitAxis.z * sinHalfAngle;
}
- //AnnaSteve:
+ // Constructs quaternion for rotation around one of the coordinate axis by an angle.
void AxisAngle(Axis A, T angle, RotateDirection d, HandedSystem s)
{
- T sinHalfAngle = s * d *sin(angle * (T)0.5);
+ T sinHalfAngle = s * d *sin(angle * T(0.5));
T v[3];
- v[0] = v[1] = v[2] = (T)0;
+ v[0] = v[1] = v[2] = T(0);
v[A] = sinHalfAngle;
- //return Quat(v[0], v[1], v[2], cos(angle * (T)0.5));
- w = cos(angle * (T)0.5);
+
+ w = cos(angle * T(0.5));
x = v[0];
y = v[1];
z = v[2];
}
- void GetAxisAngle(Vector3<T>* axis, T* angle) const
+ // Compute axis and angle from quaternion
+ void GetAxisAngle(Vector3<T>* axis, T* angle) const
{
- if (LengthSq() > Math<T>::Tolerance * Math<T>::Tolerance)
- {
- *axis = Vector3<T>(x, y, z).Normalized();
- *angle = 2 * acos(w);
- }
- else
- {
- *axis = Vector3<T>(1, 0, 0);
- *angle= 0;
- }
+ if ( x*x + y*y + z*z > Math<T>::Tolerance * Math<T>::Tolerance ) {
+ *axis = Vector3<T>(x, y, z).Normalized();
+ *angle = T(2) * Acos(w);
+ }
+ else
+ {
+ *axis = Vector3<T>(1, 0, 0);
+ *angle= 0;
+ }
}
bool operator== (const Quat& b) const { return x == b.x && y == b.y && z == b.z && w == b.w; }
@@ -817,6 +1038,7 @@ public:
Quat operator/ (T s) const { T rcp = T(1)/s; return Quat(x * rcp, y * rcp, z * rcp, w *rcp); }
Quat& operator/= (T s) { T rcp = T(1)/s; w *= rcp; x *= rcp; y *= rcp; z *= rcp; return *this; }
+
// Get Imaginary part vector
Vector3<T> Imag() const { return Vector3<T>(x,y,z); }
@@ -824,29 +1046,42 @@ public:
T Length() const { return sqrt(x * x + y * y + z * z + w * w); }
// Get quaternion length squared.
T LengthSq() const { return (x * x + y * y + z * z + w * w); }
+
// Simple Eulidean distance in R^4 (not SLERP distance, but at least respects Haar measure)
- T Distance(const Quat& q) const
- {
+ T Distance(const Quat& q) const
+ {
T d1 = (*this - q).Length();
- T d2 = (*this + q).Length(); // Antipoldal point check
+ T d2 = (*this + q).Length(); // Antipodal point check
return (d1 < d2) ? d1 : d2;
- }
+ }
+
T DistanceSq(const Quat& q) const
{
T d1 = (*this - q).LengthSq();
- T d2 = (*this + q).LengthSq(); // Antipoldal point check
+ T d2 = (*this + q).LengthSq(); // Antipodal point check
return (d1 < d2) ? d1 : d2;
}
// Normalize
- bool IsNormalized() const { return fabs(LengthSq() - 1) < Math<T>::Tolerance; }
- void Normalize() { *this /= Length(); }
- Quat Normalized() const { return *this / Length(); }
+ bool IsNormalized() const { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; }
+
+ void Normalize()
+ {
+ T l = Length();
+ OVR_ASSERT(l != T(0));
+ *this /= l;
+ }
+
+ Quat Normalized() const
+ {
+ T l = Length();
+ OVR_ASSERT(l != T(0));
+ return *this / l;
+ }
// Returns conjugate of the quaternion. Produces inverse rotation if quaternion is normalized.
Quat Conj() const { return Quat(-x, -y, -z, w); }
- // AnnaSteve fixed: order of quaternion multiplication
// Quaternion multiplication. Combines quaternion rotations, performing the one on the
// right hand side first.
Quat operator* (const Quat& b) const { return Quat(w * b.x + x * b.w + y * b.z - z * b.y,
@@ -868,7 +1103,7 @@ public:
// assuming negative direction of the axis). Standard formula: q(t) * V * q(t)^-1.
Vector3<T> Rotate(const Vector3<T>& v) const
{
- return ((*this * Quat<T>(v.x, v.y, v.z, 0)) * Inverted()).Imag();
+ return ((*this * Quat<T>(v.x, v.y, v.z, T(0))) * Inverted()).Imag();
}
@@ -897,6 +1132,52 @@ public:
float(T(2) * (x*z - w*y)), float(T(2) * (y*z + w*x)), float(ww - xx - yy + zz) );
}
+
+ // Converting matrix to quaternion
+ static Quat<T> Matrix4fToQuat(const Matrix4f& m)
+ {
+ T trace = m.M[0][0] + m.M[1][1] + m.M[2][2];
+ Quat<T> q;
+
+ // In almost all cases, the first part is executed.
+ // However, if the trace is not positive, the other
+ // cases arise.
+ if (trace > T(0))
+ {
+ T s = sqrt(trace + T(1)) * T(2); // s=4*qw
+ q.w = T(0.25) * s;
+ q.x = (m.M[2][1] - m.M[1][2]) / s;
+ q.y = (m.M[0][2] - m.M[2][0]) / s;
+ q.z = (m.M[1][0] - m.M[0][1]) / s;
+ }
+ else if ((m.M[0][0] > m.M[1][1])&&(m.M[0][0] > m.M[2][2]))
+ {
+ T s = sqrt(T(1) + m.M[0][0] - m.M[1][1] - m.M[2][2]) * T(2);
+ q.w = (m.M[2][1] - m.M[1][2]) / s;
+ q.x = T(0.25) * s;
+ q.y = (m.M[0][1] + m.M[1][0]) / s;
+ q.z = (m.M[2][0] + m.M[0][2]) / s;
+ }
+ else if (m.M[1][1] > m.M[2][2])
+ {
+ T s = sqrt(T(1) + m.M[1][1] - m.M[0][0] - m.M[2][2]) * T(2); // S=4*qy
+ q.w = (m.M[0][2] - m.M[2][0]) / s;
+ q.x = (m.M[0][1] + m.M[1][0]) / s;
+ q.y = T(0.25) * s;
+ q.z = (m.M[1][2] + m.M[2][1]) / s;
+ }
+ else
+ {
+ T s = sqrt(T(1) + m.M[2][2] - m.M[0][0] - m.M[1][1]) * T(2); // S=4*qz
+ q.w = (m.M[1][0] - m.M[0][1]) / s;
+ q.x = (m.M[0][2] + m.M[2][0]) / s;
+ q.y = (m.M[1][2] + m.M[2][1]) / s;
+ q.z = T(0.25) * s;
+ }
+ return q;
+ }
+
+
// GetEulerAngles extracts Euler angles from the quaternion, in the specified order of
// axis rotations and the specified coordinate system. Right-handed coordinate system
@@ -918,33 +1199,33 @@ public:
T Q22 = Q[A2]*Q[A2];
T Q33 = Q[A3]*Q[A3];
- T psign = T(-1.0);
+ T psign = T(-1);
// Determine whether even permutation
if (((A1 + 1) % 3 == A2) && ((A2 + 1) % 3 == A3))
- psign = T(1.0);
+ psign = T(1);
- T s2 = psign * T(2.0) * (psign*w*Q[A2] + Q[A1]*Q[A3]);
+ T s2 = psign * T(2) * (psign*w*Q[A2] + Q[A1]*Q[A3]);
- if (s2 < (T)-1.0 + Math<T>::SingularityRadius)
+ if (s2 < T(-1) + Math<T>::SingularityRadius)
{ // South pole singularity
- *a = T(0.0);
+ *a = T(0);
*b = -S*D*Math<T>::PiOver2;
- *c = S*D*atan2((T)2.0*(psign*Q[A1]*Q[A2] + w*Q[A3]),
+ *c = S*D*atan2(T(2)*(psign*Q[A1]*Q[A2] + w*Q[A3]),
ww + Q22 - Q11 - Q33 );
}
- else if (s2 > (T)1.0 - Math<T>::SingularityRadius)
+ else if (s2 > T(1) - Math<T>::SingularityRadius)
{ // North pole singularity
- *a = (T)0.0;
+ *a = T(0);
*b = S*D*Math<T>::PiOver2;
- *c = S*D*atan2((T)2.0*(psign*Q[A1]*Q[A2] + w*Q[A3]),
+ *c = S*D*atan2(T(2)*(psign*Q[A1]*Q[A2] + w*Q[A3]),
ww + Q22 - Q11 - Q33);
}
else
{
- *a = -S*D*atan2((T)-2.0*(w*Q[A1] - psign*Q[A2]*Q[A3]),
+ *a = -S*D*atan2(T(-2)*(w*Q[A1] - psign*Q[A2]*Q[A3]),
ww + Q33 - Q11 - Q22);
*b = S*D*asin(s2);
- *c = S*D*atan2((T)2.0*(w*Q[A3] - psign*Q[A1]*Q[A2]),
+ *c = S*D*atan2(T(2)*(w*Q[A3] - psign*Q[A1]*Q[A2]),
ww + Q11 - Q22 - Q33);
}
return;
@@ -982,25 +1263,25 @@ public:
T Q22 = Q[A2]*Q[A2];
T Qmm = Q[m]*Q[m];
- T psign = T(-1.0);
+ T psign = T(-1);
if ((A1 + 1) % 3 == A2) // Determine whether even permutation
{
- psign = (T)1.0;
+ psign = T(1);
}
T c2 = ww + Q11 - Q22 - Qmm;
- if (c2 < (T)-1.0 + Math<T>::SingularityRadius)
+ if (c2 < T(-1) + Math<T>::SingularityRadius)
{ // South pole singularity
- *a = (T)0.0;
+ *a = T(0);
*b = S*D*Math<T>::Pi;
- *c = S*D*atan2( (T)2.0*(w*Q[A1] - psign*Q[A2]*Q[m]),
+ *c = S*D*atan2( T(2)*(w*Q[A1] - psign*Q[A2]*Q[m]),
ww + Q22 - Q11 - Qmm);
}
- else if (c2 > (T)1.0 - Math<T>::SingularityRadius)
+ else if (c2 > T(1) - Math<T>::SingularityRadius)
{ // North pole singularity
- *a = (T)0.0;
- *b = (T)0.0;
- *c = S*D*atan2( (T)2.0*(w*Q[A1] - psign*Q[A2]*Q[m]),
+ *a = T(0);
+ *b = T(0);
+ *c = S*D*atan2( T(2)*(w*Q[A1] - psign*Q[A2]*Q[m]),
ww + Q22 - Q11 - Qmm);
}
else
@@ -1013,8 +1294,8 @@ public:
}
return;
}
-};
+};
typedef Quat<float> Quatf;
typedef Quat<double> Quatd;
@@ -1026,7 +1307,6 @@ typedef Quat<double> Quatd;
// Cleanly representing the algebra of 2D rotations.
// The operations maintain the angle between -Pi and Pi, the same range as atan2.
-//
template<class T>
class Angle
@@ -1057,14 +1337,14 @@ public:
// bool operator= (const T& x) { a = x; FixRange(); }
// These operations assume a is already between -Pi and Pi.
- Angle operator+ (const Angle& b) const { return Angle(a + b.a); }
- Angle operator+ (const T& x) const { return Angle(a + x); }
Angle& operator+= (const Angle& b) { a = a + b.a; FastFixRange(); return *this; }
Angle& operator+= (const T& x) { a = a + x; FixRange(); return *this; }
- Angle operator- (const Angle& b) const { return Angle(a - b.a); }
- Angle operator- (const T& x) const { return Angle(a - x); }
+ Angle operator+ (const Angle& b) const { Angle res = *this; res += b; return res; }
+ Angle operator+ (const T& x) const { Angle res = *this; res += x; return res; }
Angle& operator-= (const Angle& b) { a = a - b.a; FastFixRange(); return *this; }
Angle& operator-= (const T& x) { a = a - x; FixRange(); return *this; }
+ Angle operator- (const Angle& b) const { Angle res = *this; res -= b; return res; }
+ Angle operator- (const T& x) const { Angle res = *this; res -= x; return res; }
T Distance(const Angle& b) { T c = fabs(a - b.a); return (c <= Math<T>::Pi) ? c : Math<T>::TwoPi - c; }
@@ -1085,6 +1365,9 @@ private:
// Fixes the angle range to [-Pi,Pi] for any given range, but slower then the fast method
inline void FixRange()
{
+ // do nothing if the value is already in the correct range, since fmod call is expensive
+ if (a >= -Math<T>::Pi && a <= Math<T>::Pi)
+ return;
a = fmod(a,Math<T>::TwoPi);
if (a < -Math<T>::Pi)
a += Math<T>::TwoPi;
@@ -1122,7 +1405,7 @@ public:
// Find the point to plane distance. The sign indicates what side of the plane the point is on (0 = point on plane).
T TestSide(const Vector3<T>& p) const
{
- return (N * p) + D;
+ return (N.Dot(p)) + D;
}
Plane<T> Flipped() const
@@ -1144,6 +1427,6 @@ public:
typedef Plane<float> Planef;
-}
+} // Namespace OVR
#endif