vtk-m/examples/isosurface/quaternion.h
2017-05-25 07:51:37 -04:00

120 lines
3.1 KiB
C++

//=============================================================================
//
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//
// Copyright 2015 Sandia Corporation.
// Copyright 2015 UT-Battelle, LLC.
// Copyright 2015 Los Alamos National Security.
//
// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
// the U.S. Government retains certain rights in this software.
// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
// Laboratory (LANL), the U.S. Government retains certain rights in
// this software.
//
//=============================================================================
/*
* quaternion.h
*
* Created on: Oct 10, 2014
* Author: csewell
*/
#ifndef QUATERNION_H_
#define QUATERNION_H_
#include <math.h>
#include <stdlib.h>
class Quaternion
{
public:
Quaternion()
{
x = y = z = 0.0;
w = 1.0;
}
Quaternion(double ax, double ay, double az, double aw)
: x(ax)
, y(ay)
, z(az)
, w(aw){};
void set(double ax, double ay, double az, double aw)
{
x = ax;
y = ay;
z = az;
w = aw;
}
void normalize()
{
float norm = static_cast<float>(sqrt(x * x + y * y + z * z + w * w));
if (norm > 0.00001)
{
x /= norm;
y /= norm;
z /= norm;
w /= norm;
}
}
void mul(Quaternion q)
{
double tx, ty, tz, tw;
tx = w * q.x + x * q.w + y * q.z - z * q.y;
ty = w * q.y + y * q.w + z * q.x - x * q.z;
tz = w * q.z + z * q.w + x * q.y - y * q.x;
tw = w * q.w - x * q.x - y * q.y - z * q.z;
x = tx;
y = ty;
z = tz;
w = tw;
}
void setEulerAngles(float pitch, float yaw, float roll)
{
w = cos(pitch / 2.0) * cos(yaw / 2.0) * cos(roll / 2.0) -
sin(pitch / 2.0) * sin(yaw / 2.0) * sin(roll / 2.0);
x = sin(pitch / 2.0) * sin(yaw / 2.0) * cos(roll / 2.0) +
cos(pitch / 2.0) * cos(yaw / 2.0) * sin(roll / 2.0);
y = sin(pitch / 2.0) * cos(yaw / 2.0) * cos(roll / 2.0) +
cos(pitch / 2.0) * sin(yaw / 2.0) * sin(roll / 2.0);
z = cos(pitch / 2.0) * sin(yaw / 2.0) * cos(roll / 2.0) -
sin(pitch / 2.0) * cos(yaw / 2.0) * sin(roll / 2.0);
normalize();
}
void getRotMat(float* m) const
{
for (int i = 0; i < 16; i++)
{
m[i] = 0.0;
}
m[0] = static_cast<float>(1.0 - 2.0 * y * y - 2.0 * z * z);
m[1] = static_cast<float>(2.0 * x * y - 2.0 * z * w);
m[2] = static_cast<float>(2.0 * x * z + 2.0 * y * w);
m[4] = static_cast<float>(2.0 * x * y + 2.0 * z * w);
m[5] = static_cast<float>(1.0 - 2.0 * x * x - 2.0 * z * z);
m[6] = static_cast<float>(2.0 * y * z - 2.0 * x * w);
m[8] = static_cast<float>(2.0 * x * z - 2.0 * y * w);
m[9] = static_cast<float>(2.0 * y * z + 2.0 * x * w);
m[10] = static_cast<float>(1.0 - 2.0 * x * x - 2.0 * y * y);
m[15] = 1.0;
}
double x, y, z, w;
};
#endif /* QUATERNION_H_ */