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- /*
- * Copyright 2019 Google Inc. All Rights Reserved.
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- #include "rotation.h"
- #include <cmath>
- #include <limits>
- #include "vectorutils.h"
- namespace cardboard {
- void Rotation::SetAxisAndAngle(const VectorType& axis, double angle)
- {
- VectorType unit_axis = axis;
- if (!Normalize(&unit_axis)) {
- *this = Identity();
- } else {
- double a = angle / 2;
- const double s = sin(a);
- const VectorType v(unit_axis * s);
- SetQuaternion(QuaternionType(v[0], v[1], v[2], cos(a)));
- }
- }
- Rotation Rotation::FromRotationMatrix(const Matrix3x3& mat)
- {
- static const double kOne = 1.0;
- static const double kFour = 4.0;
- const double d0 = mat(0, 0), d1 = mat(1, 1), d2 = mat(2, 2);
- const double ww = kOne + d0 + d1 + d2;
- const double xx = kOne + d0 - d1 - d2;
- const double yy = kOne - d0 + d1 - d2;
- const double zz = kOne - d0 - d1 + d2;
- const double max = std::max(ww, std::max(xx, std::max(yy, zz)));
- if (ww == max) {
- const double w4 = sqrt(ww * kFour);
- return Rotation::FromQuaternion(QuaternionType((mat(2, 1) - mat(1, 2)) / w4,
- (mat(0, 2) - mat(2, 0)) / w4, (mat(1, 0) - mat(0, 1)) / w4, w4 / kFour));
- }
- if (xx == max) {
- const double x4 = sqrt(xx * kFour);
- return Rotation::FromQuaternion(QuaternionType(x4 / kFour, (mat(0, 1) + mat(1, 0)) / x4,
- (mat(0, 2) + mat(2, 0)) / x4, (mat(2, 1) - mat(1, 2)) / x4));
- }
- if (yy == max) {
- const double y4 = sqrt(yy * kFour);
- return Rotation::FromQuaternion(QuaternionType((mat(0, 1) + mat(1, 0)) / y4, y4 / kFour,
- (mat(1, 2) + mat(2, 1)) / y4, (mat(0, 2) - mat(2, 0)) / y4));
- }
- // zz is the largest component.
- const double z4 = sqrt(zz * kFour);
- return Rotation::FromQuaternion(QuaternionType((mat(0, 2) + mat(2, 0)) / z4,
- (mat(1, 2) + mat(2, 1)) / z4, z4 / kFour, (mat(1, 0) - mat(0, 1)) / z4));
- }
- void Rotation::GetAxisAndAngle(VectorType* axis, double* angle) const
- {
- VectorType vec(quat_[0], quat_[1], quat_[2]);
- if (Normalize(&vec)) {
- *angle = 2 * acos(quat_[3]);
- *axis = vec;
- } else {
- *axis = VectorType(1, 0, 0);
- *angle = 0.0;
- }
- }
- Rotation Rotation::RotateInto(const VectorType& from, const VectorType& to)
- {
- static const double kTolerance = std::numeric_limits<double>::epsilon() * 100;
- // Directly build the quaternion using the following technique:
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
- const double norm_u_norm_v = sqrt(LengthSquared(from) * LengthSquared(to));
- double real_part = norm_u_norm_v + Dot(from, to);
- VectorType w;
- if (real_part < kTolerance * norm_u_norm_v) {
- // If |from| and |to| are exactly opposite, rotate 180 degrees around an
- // arbitrary orthogonal axis. Axis normalization can happen later, when we
- // normalize the quaternion.
- real_part = 0.0;
- w = (abs(from[0]) > abs(from[2])) ? VectorType(-from[1], from[0], 0)
- : VectorType(0, -from[2], from[1]);
- } else {
- // Otherwise, build the quaternion the standard way.
- w = Cross(from, to);
- }
- // Build and return a normalized quaternion.
- // Note that Rotation::FromQuaternion automatically performs normalization.
- return Rotation::FromQuaternion(QuaternionType(w[0], w[1], w[2], real_part));
- }
- Rotation::VectorType Rotation::operator*(const Rotation::VectorType& v) const
- {
- return ApplyToVector(v);
- }
- } // namespace cardboard
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