/usr/include/ossim/base/ossimQuaternion.h is in libossim-dev 1.8.16-3+b1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#define ossimQuaternion_HEADER 1
#include <ossim/base/ossimConstants.h>
#include <ossim/base/ossimCommon.h>
#include <ossim/base/ossimColumnVector3d.h>
#include <ossim/base/ossimDpt3d.h>
class ossimMatrix4x4;
namespace ossim
{
/** A quaternion class. It can be used to represent an orientation in 3D space.*/
class OSSIM_DLL Quaternion
{
public:
typedef ossim_float64 value_type;
value_type theVector[4]; // a four-vector
inline Quaternion()
{
theVector[0]=0.0; theVector[1]=0.0; theVector[2]=0.0; theVector[3]=1.0;
}
inline Quaternion( value_type x, value_type y, value_type z, value_type w )
{
theVector[0]=x;
theVector[1]=y;
theVector[2]=z;
theVector[3]=w;
}
/* inline Quaternion( const Vec4f& v ) */
/* { */
/* theVector[0]=v.x(); */
/* theVector[1]=v.y(); */
/* theVector[2]=v.z(); */
/* theVector[3]=v.w(); */
/* } */
/* inline Quaternion( const Vec4d& v ) */
/* { */
/* theVector[0]=v.x(); */
/* theVector[1]=v.y(); */
/* theVector[2]=v.z(); */
/* theVector[3]=v.w(); */
/* } */
inline Quaternion(ossim_float64 angle, const ossimDpt3d& axis)
{
makeRotate(angle,axis);
}
inline Quaternion(ossim_float64 angle, const ossimColumnVector3d& axis)
{
makeRotate(angle,axis);
}
/* inline Quaternion( value_type angle, const Vec3d& axis) */
/* { */
/* makeRotate(angle,axis); */
/* } */
/* inline Quaternion( value_type angle1, const Vec3f& axis1, */
/* value_type angle2, const Vec3f& axis2, */
/* value_type angle3, const Vec3f& axis3) */
/* { */
/* makeRotate(angle1,axis1,angle2,axis2,angle3,axis3); */
/* } */
/* inline Quaternion( value_type angle1, const Vec3d& axis1, */
/* value_type angle2, const Vec3d& axis2, */
/* value_type angle3, const Vec3d& axis3) */
/* { */
/* makeRotate(angle1,axis1,angle2,axis2,angle3,axis3); */
/* } */
inline Quaternion& operator = (const Quaternion& v)
{
theVector[0]=v.theVector[0];
theVector[1]=v.theVector[1];
theVector[2]=v.theVector[2];
theVector[3]=v.theVector[3];
return *this;
}
inline bool operator == (const Quaternion& v) const { return theVector[0]==v.theVector[0] && theVector[1]==v.theVector[1] && theVector[2]==v.theVector[2] && theVector[3]==v.theVector[3]; }
inline bool operator != (const Quaternion& v) const { return theVector[0]!=v.theVector[0] || theVector[1]!=v.theVector[1] || theVector[2]!=v.theVector[2] || theVector[3]!=v.theVector[3]; }
inline bool operator < (const Quaternion& v) const
{
if (theVector[0]<v.theVector[0]) return true;
else if (theVector[0]>v.theVector[0]) return false;
else if (theVector[1]<v.theVector[1]) return true;
else if (theVector[1]>v.theVector[1]) return false;
else if (theVector[2]<v.theVector[2]) return true;
else if (theVector[2]>v.theVector[2]) return false;
else return (theVector[3]<v.theVector[3]);
}
inline void set(value_type x, value_type y, value_type z, value_type w)
{
theVector[0]=x;
theVector[1]=y;
theVector[2]=z;
theVector[3]=w;
}
void set(const ossimMatrix4x4& matrix);
void get(ossimMatrix4x4& matrix) const;
inline value_type & operator [] (int i) { return theVector[i]; }
inline value_type operator [] (int i) const { return theVector[i]; }
inline value_type & x() { return theVector[0]; }
inline value_type & y() { return theVector[1]; }
inline value_type & z() { return theVector[2]; }
inline value_type & w() { return theVector[3]; }
inline value_type x() const { return theVector[0]; }
inline value_type y() const { return theVector[1]; }
inline value_type z() const { return theVector[2]; }
inline value_type w() const { return theVector[3]; }
/** return true if the Quaternion represents a zero rotation, and therefore can be ignored in computations.*/
bool zeroRotation() const { return theVector[0]==0.0 && theVector[1]==0.0 && theVector[2]==0.0 && theVector[3]==1.0; }
/* -------------------------------------------------------------
BASIC ARITHMETIC METHODS
Implemented in terms of Vec4s. Some Vec4 operators, e.g.
operator* are not appropriate for quaternions (as
mathematical objects) so they are implemented differently.
Also define methods for conjugate and the multiplicative inverse.
------------------------------------------------------------- */
/// Multiply by scalar
inline const Quaternion operator * (value_type rhs) const
{
return Quaternion(theVector[0]*rhs, theVector[1]*rhs, theVector[2]*rhs, theVector[3]*rhs);
}
/// Unary multiply by scalar
inline Quaternion& operator *= (value_type rhs)
{
theVector[0]*=rhs;
theVector[1]*=rhs;
theVector[2]*=rhs;
theVector[3]*=rhs;
return *this; // enable nesting
}
/// Binary multiply
inline const Quaternion operator*(const Quaternion& rhs) const
{
return Quaternion( rhs.theVector[3]*theVector[0] + rhs.theVector[0]*theVector[3] + rhs.theVector[1]*theVector[2] - rhs.theVector[2]*theVector[1],
rhs.theVector[3]*theVector[1] - rhs.theVector[0]*theVector[2] + rhs.theVector[1]*theVector[3] + rhs.theVector[2]*theVector[0],
rhs.theVector[3]*theVector[2] + rhs.theVector[0]*theVector[1] - rhs.theVector[1]*theVector[0] + rhs.theVector[2]*theVector[3],
rhs.theVector[3]*theVector[3] - rhs.theVector[0]*theVector[0] - rhs.theVector[1]*theVector[1] - rhs.theVector[2]*theVector[2] );
}
/// Unary multiply
inline Quaternion& operator*=(const Quaternion& rhs)
{
value_type x = rhs.theVector[3]*theVector[0] + rhs.theVector[0]*theVector[3] + rhs.theVector[1]*theVector[2] - rhs.theVector[2]*theVector[1];
value_type y = rhs.theVector[3]*theVector[1] - rhs.theVector[0]*theVector[2] + rhs.theVector[1]*theVector[3] + rhs.theVector[2]*theVector[0];
value_type z = rhs.theVector[3]*theVector[2] + rhs.theVector[0]*theVector[1] - rhs.theVector[1]*theVector[0] + rhs.theVector[2]*theVector[3];
theVector[3] = rhs.theVector[3]*theVector[3] - rhs.theVector[0]*theVector[0] - rhs.theVector[1]*theVector[1] - rhs.theVector[2]*theVector[2];
theVector[2] = z;
theVector[1] = y;
theVector[0] = x;
return (*this); // enable nesting
}
/// Divide by scalar
inline Quaternion operator / (value_type rhs) const
{
value_type div = 1.0/rhs;
return Quaternion(theVector[0]*div, theVector[1]*div, theVector[2]*div, theVector[3]*div);
}
/// Unary divide by scalar
inline Quaternion& operator /= (value_type rhs)
{
value_type div = 1.0/rhs;
theVector[0]*=div;
theVector[1]*=div;
theVector[2]*=div;
theVector[3]*=div;
return *this;
}
/// Binary divide
inline const Quaternion operator/(const Quaternion& denom) const
{
return ( (*this) * denom.inverse() );
}
/// Unary divide
inline Quaternion& operator/=(const Quaternion& denom)
{
(*this) = (*this) * denom.inverse();
return (*this); // enable nesting
}
/// Binary addition
inline const Quaternion operator + (const Quaternion& rhs) const
{
return Quaternion(theVector[0]+rhs.theVector[0], theVector[1]+rhs.theVector[1],
theVector[2]+rhs.theVector[2], theVector[3]+rhs.theVector[3]);
}
/// Unary addition
inline Quaternion& operator += (const Quaternion& rhs)
{
theVector[0] += rhs.theVector[0];
theVector[1] += rhs.theVector[1];
theVector[2] += rhs.theVector[2];
theVector[3] += rhs.theVector[3];
return *this; // enable nesting
}
/// Binary subtraction
inline const Quaternion operator - (const Quaternion& rhs) const
{
return Quaternion(theVector[0]-rhs.theVector[0], theVector[1]-rhs.theVector[1],
theVector[2]-rhs.theVector[2], theVector[3]-rhs.theVector[3] );
}
/// Unary subtraction
inline Quaternion& operator -= (const Quaternion& rhs)
{
theVector[0]-=rhs.theVector[0];
theVector[1]-=rhs.theVector[1];
theVector[2]-=rhs.theVector[2];
theVector[3]-=rhs.theVector[3];
return *this; // enable nesting
}
/** Negation operator - returns the negative of the quaternion.
Basically just calls operator - () on the Vec4 */
inline const Quaternion operator - () const
{
return Quaternion (-theVector[0], -theVector[1], -theVector[2], -theVector[3]);
}
/// Length of the quaternion = sqrt( vec . vec )
value_type length() const
{
return std::sqrt( theVector[0]*theVector[0] + theVector[1]*theVector[1] + theVector[2]*theVector[2] + theVector[3]*theVector[3]);
}
/// Length of the quaternion = vec . vec
value_type length2() const
{
return theVector[0]*theVector[0] + theVector[1]*theVector[1] + theVector[2]*theVector[2] + theVector[3]*theVector[3];
}
/// Conjugate
inline Quaternion conj () const
{
return Quaternion( -theVector[0], -theVector[1], -theVector[2], theVector[3] );
}
/// Multiplicative inverse method: q^(-1) = q^*/(q.q^*)
inline const Quaternion inverse () const
{
return conj() / length2();
}
/* --------------------------------------------------------
METHODS RELATED TO ROTATIONS
Set a quaternion which will perform a rotation of an
angle around the axis given by the vector (x,y,z).
Should be written to also accept an angle and a Vec3?
Define Spherical Linear interpolation method also
Not inlined - see the Quat.cpp file for implementation
-------------------------------------------------------- */
void makeRotate( value_type angle,
value_type x, value_type y, value_type z );
void makeRotate ( value_type angle, const ossimColumnVector3d& vec )
{ makeRotate(angle, vec[0], vec[1], vec[2]);}
void makeRotate ( value_type angle, const ossimDpt3d& vec )
{ makeRotate(angle, vec.x, vec.y, vec.z);}
void makeRotate ( value_type angle1, const ossimColumnVector3d& axis1,
value_type angle2, const ossimColumnVector3d& axis2,
value_type angle3, const ossimColumnVector3d& axis3);
void makeRotate ( value_type angle1, const ossimDpt3d& axis1,
value_type angle2, const ossimDpt3d& axis2,
value_type angle3, const ossimDpt3d& axis3);
/** Make a rotation Quaternion which will rotate vec1 to vec2.
Generally take a dot product to get the angle between these
and then use a cross product to get the rotation axis
Watch out for the two special cases when the vectors
are co-incident or opposite in direction.*/
void makeRotate( const ossimColumnVector3d& vec1, const ossimColumnVector3d& vec2 );
/** Make a rotation Quaternion which will rotate vec1 to vec2.
Generally take a dot product to get the angle between these
and then use a cross product to get the rotation axis
Watch out for the two special cases of when the vectors
are co-incident or opposite in direction.*/
void makeRotate( const ossimDpt3d& vec1, const ossimDpt3d& vec2 );
/* void makeRotate_original( const Vec3d& vec1, const Vec3d& vec2 ); */
/**
* Return the angle and vector components represented by the quaternion.
* Angle returned is in degrees.
*/
void getRotate ( value_type & angle, value_type & x, value_type & y, value_type & z ) const;
/**
* Return the angle and vector components represented by the quaternion.
* Angle returned is in degrees.
*/
void getRotate ( value_type& angle, ossimDpt3d& vec ) const
{ getRotate(angle, vec.x, vec.y, vec.z);}
/** Spherical Linear Interpolation.
As it goes from 0 to 1, the Quaternion object goes from "from" to "to". */
void slerp ( value_type t, const Quaternion& from, const Quaternion& to);
/** Rotate a vector by this quaternion.*/
ossimDpt3d operator* (const ossimDpt3d& v) const
{
// nVidia SDK implementation
ossimDpt3d uv, uuv;
ossimDpt3d qvec(theVector[0], theVector[1], theVector[2]);
uv = qvec ^ v;
uuv = qvec ^ uv;
uv *= ( 2.0f * theVector[3] );
uuv *= 2.0f;
return v + uv + uuv;
}
friend ossimDpt3d operator *( const ossimDpt3d& lhs, const ossim::Quaternion& rhs)
{
ossimDpt3d uv, uuv;
ossimDpt3d qvec(rhs.theVector[0], rhs.theVector[1], rhs.theVector[2]);
uv = qvec ^ lhs;
uuv = qvec ^ uv;
uv *= ( 2.0f * rhs.theVector[3] );
uuv *= 2.0f;
return lhs + uv + uuv;
}
}; // end of class prototype
} // end of namespace
#endif
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