/usr/include/OpenEXR/ImathQuat.h is in libilmbase-dev 2.2.0-11ubuntu2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 | ///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMATHQUAT_H
#define INCLUDED_IMATHQUAT_H
//----------------------------------------------------------------------
//
// template class Quat<T>
//
// "Quaternions came from Hamilton ... and have been an unmixed
// evil to those who have touched them in any way. Vector is a
// useless survival ... and has never been of the slightest use
// to any creature."
//
// - Lord Kelvin
//
// This class implements the quaternion numerical type -- you
// will probably want to use this class to represent orientations
// in R3 and to convert between various euler angle reps. You
// should probably use Imath::Euler<> for that.
//
//----------------------------------------------------------------------
#include "ImathExc.h"
#include "ImathMatrix.h"
#include "ImathNamespace.h"
#include <iostream>
IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
// Disable MS VC++ warnings about conversion from double to float
#pragma warning(disable:4244)
#endif
template <class T>
class Quat
{
public:
T r; // real part
Vec3<T> v; // imaginary vector
//-----------------------------------------------------
// Constructors - default constructor is identity quat
//-----------------------------------------------------
Quat ();
template <class S>
Quat (const Quat<S> &q);
Quat (T s, T i, T j, T k);
Quat (T s, Vec3<T> d);
static Quat<T> identity ();
//-------------------------------------------------
// Basic Algebra - Operators and Methods
// The operator return values are *NOT* normalized
//
// operator^ and euclideanInnnerProduct() both
// implement the 4D dot product
//
// operator/ uses the inverse() quaternion
//
// operator~ is conjugate -- if (S+V) is quat then
// the conjugate (S+V)* == (S-V)
//
// some operators (*,/,*=,/=) treat the quat as
// a 4D vector when one of the operands is scalar
//-------------------------------------------------
const Quat<T> & operator = (const Quat<T> &q);
const Quat<T> & operator *= (const Quat<T> &q);
const Quat<T> & operator *= (T t);
const Quat<T> & operator /= (const Quat<T> &q);
const Quat<T> & operator /= (T t);
const Quat<T> & operator += (const Quat<T> &q);
const Quat<T> & operator -= (const Quat<T> &q);
T & operator [] (int index); // as 4D vector
T operator [] (int index) const;
template <class S> bool operator == (const Quat<S> &q) const;
template <class S> bool operator != (const Quat<S> &q) const;
Quat<T> & invert (); // this -> 1 / this
Quat<T> inverse () const;
Quat<T> & normalize (); // returns this
Quat<T> normalized () const;
T length () const; // in R4
Vec3<T> rotateVector(const Vec3<T> &original) const;
T euclideanInnerProduct(const Quat<T> &q) const;
//-----------------------
// Rotation conversion
//-----------------------
Quat<T> & setAxisAngle (const Vec3<T> &axis, T radians);
Quat<T> & setRotation (const Vec3<T> &fromDirection,
const Vec3<T> &toDirection);
T angle () const;
Vec3<T> axis () const;
Matrix33<T> toMatrix33 () const;
Matrix44<T> toMatrix44 () const;
Quat<T> log () const;
Quat<T> exp () const;
private:
void setRotationInternal (const Vec3<T> &f0,
const Vec3<T> &t0,
Quat<T> &q);
};
template<class T>
Quat<T> slerp (const Quat<T> &q1, const Quat<T> &q2, T t);
template<class T>
Quat<T> slerpShortestArc
(const Quat<T> &q1, const Quat<T> &q2, T t);
template<class T>
Quat<T> squad (const Quat<T> &q1, const Quat<T> &q2,
const Quat<T> &qa, const Quat<T> &qb, T t);
template<class T>
void intermediate (const Quat<T> &q0, const Quat<T> &q1,
const Quat<T> &q2, const Quat<T> &q3,
Quat<T> &qa, Quat<T> &qb);
template<class T>
Matrix33<T> operator * (const Matrix33<T> &M, const Quat<T> &q);
template<class T>
Matrix33<T> operator * (const Quat<T> &q, const Matrix33<T> &M);
template<class T>
std::ostream & operator << (std::ostream &o, const Quat<T> &q);
template<class T>
Quat<T> operator * (const Quat<T> &q1, const Quat<T> &q2);
template<class T>
Quat<T> operator / (const Quat<T> &q1, const Quat<T> &q2);
template<class T>
Quat<T> operator / (const Quat<T> &q, T t);
template<class T>
Quat<T> operator * (const Quat<T> &q, T t);
template<class T>
Quat<T> operator * (T t, const Quat<T> &q);
template<class T>
Quat<T> operator + (const Quat<T> &q1, const Quat<T> &q2);
template<class T>
Quat<T> operator - (const Quat<T> &q1, const Quat<T> &q2);
template<class T>
Quat<T> operator ~ (const Quat<T> &q);
template<class T>
Quat<T> operator - (const Quat<T> &q);
template<class T>
Vec3<T> operator * (const Vec3<T> &v, const Quat<T> &q);
//--------------------
// Convenient typedefs
//--------------------
typedef Quat<float> Quatf;
typedef Quat<double> Quatd;
//---------------
// Implementation
//---------------
template<class T>
inline
Quat<T>::Quat (): r (1), v (0, 0, 0)
{
// empty
}
template<class T>
template <class S>
inline
Quat<T>::Quat (const Quat<S> &q): r (q.r), v (q.v)
{
// empty
}
template<class T>
inline
Quat<T>::Quat (T s, T i, T j, T k): r (s), v (i, j, k)
{
// empty
}
template<class T>
inline
Quat<T>::Quat (T s, Vec3<T> d): r (s), v (d)
{
// empty
}
template<class T>
inline Quat<T>
Quat<T>::identity ()
{
return Quat<T>();
}
template<class T>
inline const Quat<T> &
Quat<T>::operator = (const Quat<T> &q)
{
r = q.r;
v = q.v;
return *this;
}
template<class T>
inline const Quat<T> &
Quat<T>::operator *= (const Quat<T> &q)
{
T rtmp = r * q.r - (v ^ q.v);
v = r * q.v + v * q.r + v % q.v;
r = rtmp;
return *this;
}
template<class T>
inline const Quat<T> &
Quat<T>::operator *= (T t)
{
r *= t;
v *= t;
return *this;
}
template<class T>
inline const Quat<T> &
Quat<T>::operator /= (const Quat<T> &q)
{
*this = *this * q.inverse();
return *this;
}
template<class T>
inline const Quat<T> &
Quat<T>::operator /= (T t)
{
r /= t;
v /= t;
return *this;
}
template<class T>
inline const Quat<T> &
Quat<T>::operator += (const Quat<T> &q)
{
r += q.r;
v += q.v;
return *this;
}
template<class T>
inline const Quat<T> &
Quat<T>::operator -= (const Quat<T> &q)
{
r -= q.r;
v -= q.v;
return *this;
}
template<class T>
inline T &
Quat<T>::operator [] (int index)
{
return index ? v[index - 1] : r;
}
template<class T>
inline T
Quat<T>::operator [] (int index) const
{
return index ? v[index - 1] : r;
}
template <class T>
template <class S>
inline bool
Quat<T>::operator == (const Quat<S> &q) const
{
return r == q.r && v == q.v;
}
template <class T>
template <class S>
inline bool
Quat<T>::operator != (const Quat<S> &q) const
{
return r != q.r || v != q.v;
}
template<class T>
inline T
operator ^ (const Quat<T>& q1 ,const Quat<T>& q2)
{
return q1.r * q2.r + (q1.v ^ q2.v);
}
template <class T>
inline T
Quat<T>::length () const
{
return Math<T>::sqrt (r * r + (v ^ v));
}
template <class T>
inline Quat<T> &
Quat<T>::normalize ()
{
if (T l = length())
{
r /= l;
v /= l;
}
else
{
r = 1;
v = Vec3<T> (0);
}
return *this;
}
template <class T>
inline Quat<T>
Quat<T>::normalized () const
{
if (T l = length())
return Quat (r / l, v / l);
return Quat();
}
template<class T>
inline Quat<T>
Quat<T>::inverse () const
{
//
// 1 Q*
// - = ---- where Q* is conjugate (operator~)
// Q Q* Q and (Q* Q) == Q ^ Q (4D dot)
//
T qdot = *this ^ *this;
return Quat (r / qdot, -v / qdot);
}
template<class T>
inline Quat<T> &
Quat<T>::invert ()
{
T qdot = (*this) ^ (*this);
r /= qdot;
v = -v / qdot;
return *this;
}
template<class T>
inline Vec3<T>
Quat<T>::rotateVector(const Vec3<T>& original) const
{
//
// Given a vector p and a quaternion q (aka this),
// calculate p' = qpq*
//
// Assumes unit quaternions (because non-unit
// quaternions cannot be used to rotate vectors
// anyway).
//
Quat<T> vec (0, original); // temporarily promote grade of original
Quat<T> inv (*this);
inv.v *= -1; // unit multiplicative inverse
Quat<T> result = *this * vec * inv;
return result.v;
}
template<class T>
inline T
Quat<T>::euclideanInnerProduct (const Quat<T> &q) const
{
return r * q.r + v.x * q.v.x + v.y * q.v.y + v.z * q.v.z;
}
template<class T>
T
angle4D (const Quat<T> &q1, const Quat<T> &q2)
{
//
// Compute the angle between two quaternions,
// interpreting the quaternions as 4D vectors.
//
Quat<T> d = q1 - q2;
T lengthD = Math<T>::sqrt (d ^ d);
Quat<T> s = q1 + q2;
T lengthS = Math<T>::sqrt (s ^ s);
return 2 * Math<T>::atan2 (lengthD, lengthS);
}
template<class T>
Quat<T>
slerp (const Quat<T> &q1, const Quat<T> &q2, T t)
{
//
// Spherical linear interpolation.
// Assumes q1 and q2 are normalized and that q1 != -q2.
//
// This method does *not* interpolate along the shortest
// arc between q1 and q2. If you desire interpolation
// along the shortest arc, and q1^q2 is negative, then
// consider calling slerpShortestArc(), below, or flipping
// the second quaternion explicitly.
//
// The implementation of squad() depends on a slerp()
// that interpolates as is, without the automatic
// flipping.
//
// Don Hatch explains the method we use here on his
// web page, The Right Way to Calculate Stuff, at
// http://www.plunk.org/~hatch/rightway.php
//
T a = angle4D (q1, q2);
T s = 1 - t;
Quat<T> q = sinx_over_x (s * a) / sinx_over_x (a) * s * q1 +
sinx_over_x (t * a) / sinx_over_x (a) * t * q2;
return q.normalized();
}
template<class T>
Quat<T>
slerpShortestArc (const Quat<T> &q1, const Quat<T> &q2, T t)
{
//
// Spherical linear interpolation along the shortest
// arc from q1 to either q2 or -q2, whichever is closer.
// Assumes q1 and q2 are unit quaternions.
//
if ((q1 ^ q2) >= 0)
return slerp (q1, q2, t);
else
return slerp (q1, -q2, t);
}
template<class T>
Quat<T>
spline (const Quat<T> &q0, const Quat<T> &q1,
const Quat<T> &q2, const Quat<T> &q3,
T t)
{
//
// Spherical Cubic Spline Interpolation -
// from Advanced Animation and Rendering
// Techniques by Watt and Watt, Page 366:
// A spherical curve is constructed using three
// spherical linear interpolations of a quadrangle
// of unit quaternions: q1, qa, qb, q2.
// Given a set of quaternion keys: q0, q1, q2, q3,
// this routine does the interpolation between
// q1 and q2 by constructing two intermediate
// quaternions: qa and qb. The qa and qb are
// computed by the intermediate function to
// guarantee the continuity of tangents across
// adjacent cubic segments. The qa represents in-tangent
// for q1 and the qb represents the out-tangent for q2.
//
// The q1 q2 is the cubic segment being interpolated.
// The q0 is from the previous adjacent segment and q3 is
// from the next adjacent segment. The q0 and q3 are used
// in computing qa and qb.
//
Quat<T> qa = intermediate (q0, q1, q2);
Quat<T> qb = intermediate (q1, q2, q3);
Quat<T> result = squad (q1, qa, qb, q2, t);
return result;
}
template<class T>
Quat<T>
squad (const Quat<T> &q1, const Quat<T> &qa,
const Quat<T> &qb, const Quat<T> &q2,
T t)
{
//
// Spherical Quadrangle Interpolation -
// from Advanced Animation and Rendering
// Techniques by Watt and Watt, Page 366:
// It constructs a spherical cubic interpolation as
// a series of three spherical linear interpolations
// of a quadrangle of unit quaternions.
//
Quat<T> r1 = slerp (q1, q2, t);
Quat<T> r2 = slerp (qa, qb, t);
Quat<T> result = slerp (r1, r2, 2 * t * (1 - t));
return result;
}
template<class T>
Quat<T>
intermediate (const Quat<T> &q0, const Quat<T> &q1, const Quat<T> &q2)
{
//
// From advanced Animation and Rendering
// Techniques by Watt and Watt, Page 366:
// computing the inner quadrangle
// points (qa and qb) to guarantee tangent
// continuity.
//
Quat<T> q1inv = q1.inverse();
Quat<T> c1 = q1inv * q2;
Quat<T> c2 = q1inv * q0;
Quat<T> c3 = (T) (-0.25) * (c2.log() + c1.log());
Quat<T> qa = q1 * c3.exp();
qa.normalize();
return qa;
}
template <class T>
inline Quat<T>
Quat<T>::log () const
{
//
// For unit quaternion, from Advanced Animation and
// Rendering Techniques by Watt and Watt, Page 366:
//
T theta = Math<T>::acos (std::min (r, (T) 1.0));
if (theta == 0)
return Quat<T> (0, v);
T sintheta = Math<T>::sin (theta);
T k;
if (abs (sintheta) < 1 && abs (theta) >= limits<T>::max() * abs (sintheta))
k = 1;
else
k = theta / sintheta;
return Quat<T> ((T) 0, v.x * k, v.y * k, v.z * k);
}
template <class T>
inline Quat<T>
Quat<T>::exp () const
{
//
// For pure quaternion (zero scalar part):
// from Advanced Animation and Rendering
// Techniques by Watt and Watt, Page 366:
//
T theta = v.length();
T sintheta = Math<T>::sin (theta);
T k;
if (abs (theta) < 1 && abs (sintheta) >= limits<T>::max() * abs (theta))
k = 1;
else
k = sintheta / theta;
T costheta = Math<T>::cos (theta);
return Quat<T> (costheta, v.x * k, v.y * k, v.z * k);
}
template <class T>
inline T
Quat<T>::angle () const
{
return 2 * Math<T>::atan2 (v.length(), r);
}
template <class T>
inline Vec3<T>
Quat<T>::axis () const
{
return v.normalized();
}
template <class T>
inline Quat<T> &
Quat<T>::setAxisAngle (const Vec3<T> &axis, T radians)
{
r = Math<T>::cos (radians / 2);
v = axis.normalized() * Math<T>::sin (radians / 2);
return *this;
}
template <class T>
Quat<T> &
Quat<T>::setRotation (const Vec3<T> &from, const Vec3<T> &to)
{
//
// Create a quaternion that rotates vector from into vector to,
// such that the rotation is around an axis that is the cross
// product of from and to.
//
// This function calls function setRotationInternal(), which is
// numerically accurate only for rotation angles that are not much
// greater than pi/2. In order to achieve good accuracy for angles
// greater than pi/2, we split large angles in half, and rotate in
// two steps.
//
//
// Normalize from and to, yielding f0 and t0.
//
Vec3<T> f0 = from.normalized();
Vec3<T> t0 = to.normalized();
if ((f0 ^ t0) >= 0)
{
//
// The rotation angle is less than or equal to pi/2.
//
setRotationInternal (f0, t0, *this);
}
else
{
//
// The angle is greater than pi/2. After computing h0,
// which is halfway between f0 and t0, we rotate first
// from f0 to h0, then from h0 to t0.
//
Vec3<T> h0 = (f0 + t0).normalized();
if ((h0 ^ h0) != 0)
{
setRotationInternal (f0, h0, *this);
Quat<T> q;
setRotationInternal (h0, t0, q);
*this *= q;
}
else
{
//
// f0 and t0 point in exactly opposite directions.
// Pick an arbitrary axis that is orthogonal to f0,
// and rotate by pi.
//
r = T (0);
Vec3<T> f02 = f0 * f0;
if (f02.x <= f02.y && f02.x <= f02.z)
v = (f0 % Vec3<T> (1, 0, 0)).normalized();
else if (f02.y <= f02.z)
v = (f0 % Vec3<T> (0, 1, 0)).normalized();
else
v = (f0 % Vec3<T> (0, 0, 1)).normalized();
}
}
return *this;
}
template <class T>
void
Quat<T>::setRotationInternal (const Vec3<T> &f0, const Vec3<T> &t0, Quat<T> &q)
{
//
// The following is equivalent to setAxisAngle(n,2*phi),
// where the rotation axis, n, is orthogonal to the f0 and
// t0 vectors, and 2*phi is the angle between f0 and t0.
//
// This function is called by setRotation(), above; it assumes
// that f0 and t0 are normalized and that the angle between
// them is not much greater than pi/2. This function becomes
// numerically inaccurate if f0 and t0 point into nearly
// opposite directions.
//
//
// Find a normalized vector, h0, that is halfway between f0 and t0.
// The angle between f0 and h0 is phi.
//
Vec3<T> h0 = (f0 + t0).normalized();
//
// Store the rotation axis and rotation angle.
//
q.r = f0 ^ h0; // f0 ^ h0 == cos (phi)
q.v = f0 % h0; // (f0 % h0).length() == sin (phi)
}
template<class T>
Matrix33<T>
Quat<T>::toMatrix33() const
{
return Matrix33<T> (1 - 2 * (v.y * v.y + v.z * v.z),
2 * (v.x * v.y + v.z * r),
2 * (v.z * v.x - v.y * r),
2 * (v.x * v.y - v.z * r),
1 - 2 * (v.z * v.z + v.x * v.x),
2 * (v.y * v.z + v.x * r),
2 * (v.z * v.x + v.y * r),
2 * (v.y * v.z - v.x * r),
1 - 2 * (v.y * v.y + v.x * v.x));
}
template<class T>
Matrix44<T>
Quat<T>::toMatrix44() const
{
return Matrix44<T> (1 - 2 * (v.y * v.y + v.z * v.z),
2 * (v.x * v.y + v.z * r),
2 * (v.z * v.x - v.y * r),
0,
2 * (v.x * v.y - v.z * r),
1 - 2 * (v.z * v.z + v.x * v.x),
2 * (v.y * v.z + v.x * r),
0,
2 * (v.z * v.x + v.y * r),
2 * (v.y * v.z - v.x * r),
1 - 2 * (v.y * v.y + v.x * v.x),
0,
0,
0,
0,
1);
}
template<class T>
inline Matrix33<T>
operator * (const Matrix33<T> &M, const Quat<T> &q)
{
return M * q.toMatrix33();
}
template<class T>
inline Matrix33<T>
operator * (const Quat<T> &q, const Matrix33<T> &M)
{
return q.toMatrix33() * M;
}
template<class T>
std::ostream &
operator << (std::ostream &o, const Quat<T> &q)
{
return o << "(" << q.r
<< " " << q.v.x
<< " " << q.v.y
<< " " << q.v.z
<< ")";
}
template<class T>
inline Quat<T>
operator * (const Quat<T> &q1, const Quat<T> &q2)
{
return Quat<T> (q1.r * q2.r - (q1.v ^ q2.v),
q1.r * q2.v + q1.v * q2.r + q1.v % q2.v);
}
template<class T>
inline Quat<T>
operator / (const Quat<T> &q1, const Quat<T> &q2)
{
return q1 * q2.inverse();
}
template<class T>
inline Quat<T>
operator / (const Quat<T> &q, T t)
{
return Quat<T> (q.r / t, q.v / t);
}
template<class T>
inline Quat<T>
operator * (const Quat<T> &q, T t)
{
return Quat<T> (q.r * t, q.v * t);
}
template<class T>
inline Quat<T>
operator * (T t, const Quat<T> &q)
{
return Quat<T> (q.r * t, q.v * t);
}
template<class T>
inline Quat<T>
operator + (const Quat<T> &q1, const Quat<T> &q2)
{
return Quat<T> (q1.r + q2.r, q1.v + q2.v);
}
template<class T>
inline Quat<T>
operator - (const Quat<T> &q1, const Quat<T> &q2)
{
return Quat<T> (q1.r - q2.r, q1.v - q2.v);
}
template<class T>
inline Quat<T>
operator ~ (const Quat<T> &q)
{
return Quat<T> (q.r, -q.v);
}
template<class T>
inline Quat<T>
operator - (const Quat<T> &q)
{
return Quat<T> (-q.r, -q.v);
}
template<class T>
inline Vec3<T>
operator * (const Vec3<T> &v, const Quat<T> &q)
{
Vec3<T> a = q.v % v;
Vec3<T> b = q.v % a;
return v + T (2) * (q.r * a + b);
}
#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
#pragma warning(default:4244)
#endif
IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
#endif // INCLUDED_IMATHQUAT_H
|