mirror of
https://github.com/UberGuidoZ/Flipper.git
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157 lines
6.1 KiB
C++
157 lines
6.1 KiB
C++
/*
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* Copyright 2019 Google Inc. All Rights Reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef CARDBOARD_SDK_UTIL_ROTATION_H_
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#define CARDBOARD_SDK_UTIL_ROTATION_H_
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#include "matrix_3x3.h"
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#include "vector.h"
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#include "vectorutils.h"
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namespace cardboard {
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// The Rotation class represents a rotation around a 3-dimensional axis. It
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// uses normalized quaternions internally to make the math robust.
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class Rotation {
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public:
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// Convenience typedefs for vector of the correct type.
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typedef Vector<3> VectorType;
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typedef Vector<4> QuaternionType;
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// The default constructor creates an identity Rotation, which has no effect.
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Rotation() {
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quat_.Set(0, 0, 0, 1);
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}
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// Returns an identity Rotation, which has no effect.
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static Rotation Identity() {
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return Rotation();
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}
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// Sets the Rotation from a quaternion (4D vector), which is first normalized.
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void SetQuaternion(const QuaternionType& quaternion) {
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quat_ = Normalized(quaternion);
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}
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// Returns the Rotation as a normalized quaternion (4D vector).
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const QuaternionType& GetQuaternion() const {
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return quat_;
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}
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// Sets the Rotation to rotate by the given angle around the given axis,
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// following the right-hand rule. The axis does not need to be unit
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// length. If it is zero length, this results in an identity Rotation.
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void SetAxisAndAngle(const VectorType& axis, double angle);
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// Returns the right-hand rule axis and angle corresponding to the
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// Rotation. If the Rotation is the identity rotation, this returns the +X
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// axis and an angle of 0.
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void GetAxisAndAngle(VectorType* axis, double* angle) const;
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// Convenience function that constructs and returns a Rotation given an axis
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// and angle.
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static Rotation FromAxisAndAngle(const VectorType& axis, double angle) {
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Rotation r;
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r.SetAxisAndAngle(axis, angle);
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return r;
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}
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// Convenience function that constructs and returns a Rotation given a
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// quaternion.
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static Rotation FromQuaternion(const QuaternionType& quat) {
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Rotation r;
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r.SetQuaternion(quat);
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return r;
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}
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// Convenience function that constructs and returns a Rotation given a
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// rotation matrix R with $R^\top R = I && det(R) = 1$.
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static Rotation FromRotationMatrix(const Matrix3x3& mat);
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// Convenience function that constructs and returns a Rotation given Euler
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// angles that are applied in the order of rotate-Z by roll, rotate-X by
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// pitch, rotate-Y by yaw (same as GetRollPitchYaw).
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static Rotation FromRollPitchYaw(double roll, double pitch, double yaw) {
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VectorType x(1, 0, 0), y(0, 1, 0), z(0, 0, 1);
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return FromAxisAndAngle(z, roll) * (FromAxisAndAngle(x, pitch) * FromAxisAndAngle(y, yaw));
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}
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// Convenience function that constructs and returns a Rotation given Euler
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// angles that are applied in the order of rotate-Y by yaw, rotate-X by
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// pitch, rotate-Z by roll (same as GetYawPitchRoll).
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static Rotation FromYawPitchRoll(double yaw, double pitch, double roll) {
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VectorType x(1, 0, 0), y(0, 1, 0), z(0, 0, 1);
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return FromAxisAndAngle(y, yaw) * (FromAxisAndAngle(x, pitch) * FromAxisAndAngle(z, roll));
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}
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// Constructs and returns a Rotation that rotates one vector to another along
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// the shortest arc. This returns an identity rotation if either vector has
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// zero length.
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static Rotation RotateInto(const VectorType& from, const VectorType& to);
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// The negation operator returns the inverse rotation.
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friend Rotation operator-(const Rotation& r) {
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// Because we store normalized quaternions, the inverse is found by
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// negating the vector part.
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return Rotation(-r.quat_[0], -r.quat_[1], -r.quat_[2], r.quat_[3]);
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}
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// Appends a rotation to this one.
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Rotation& operator*=(const Rotation& r) {
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const QuaternionType& qr = r.quat_;
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QuaternionType& qt = quat_;
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SetQuaternion(QuaternionType(
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qr[3] * qt[0] + qr[0] * qt[3] + qr[2] * qt[1] - qr[1] * qt[2],
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qr[3] * qt[1] + qr[1] * qt[3] + qr[0] * qt[2] - qr[2] * qt[0],
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qr[3] * qt[2] + qr[2] * qt[3] + qr[1] * qt[0] - qr[0] * qt[1],
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qr[3] * qt[3] - qr[0] * qt[0] - qr[1] * qt[1] - qr[2] * qt[2]));
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return *this;
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}
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// Binary multiplication operator - returns a composite Rotation.
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friend const Rotation operator*(const Rotation& r0, const Rotation& r1) {
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Rotation r = r0;
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r *= r1;
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return r;
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}
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// Multiply a Rotation and a Vector to get a Vector.
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VectorType operator*(const VectorType& v) const;
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private:
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// Private constructor that builds a Rotation from quaternion components.
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Rotation(double q0, double q1, double q2, double q3)
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: quat_(q0, q1, q2, q3) {
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}
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// Applies a Rotation to a Vector to rotate the Vector. Method borrowed from:
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// http://blog.molecular-matters.com/2013/05/24/a-faster-quaternion-vector-multiplication/
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VectorType ApplyToVector(const VectorType& v) const {
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VectorType im(quat_[0], quat_[1], quat_[2]);
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VectorType temp = 2.0 * Cross(im, v);
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return v + quat_[3] * temp + Cross(im, temp);
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}
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// The rotation represented as a normalized quaternion. (Unit quaternions are
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// required for constructing rotation matrices, so it makes sense to always
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// store them that way.) The vector part is in the first 3 elements, and the
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// scalar part is in the last element.
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QuaternionType quat_;
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};
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} // namespace cardboard
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#endif // CARDBOARD_SDK_UTIL_ROTATION_H_
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