#include "hamilton-tools.h" #include double VectorLength(const tVector v) { return(sqrt(v.v[0]*v.v[0] + v.v[1]*v.v[1] + v.v[2]*v.v[2])); } double sqr(const double v) { return(v*v); } double VectorDistance(const double v1[], const tVector v2) { return(sqrt(sqr(v2.v[0]-v1[0])+sqr(v2.v[1]-v1[1])+sqr(v2.v[2]-v1[2]))); } tVector Lerp(const tVector s, const double d[], const double alpha) { tVector V; V.v[0] = s.v[0] + (d[0] - s.v[0]) * alpha; V.v[1] = s.v[1] + (d[1] - s.v[1]) * alpha; V.v[2] = s.v[2] + (d[2] - s.v[2]) * alpha; return(V); } tQuat QuatFromAngleAxe(const double angle, const tVector axe) { double a = TO_RAD * 0.5 * angle; double d = sin(a) / VectorLength(axe); return ( tQuat ( axe.v[0] * d, axe.v[1] * d, axe.v[2] * d, cos(a) ) ); } tQuat QuatMultiply(const tQuat qL, const tQuat qR) { tQuat Q; Q.x = qL.w*qR.x + qL.x*qR.w + qL.y*qR.z - qL.z*qR.y; Q.y = qL.w*qR.y + qL.y*qR.w + qL.z*qR.x - qL.x*qR.z; Q.z = qL.w*qR.z + qL.z*qR.w + qL.x*qR.y - qL.y*qR.x; Q.w = qL.w*qR.w - qL.x*qR.x - qL.y*qR.y - qL.z*qR.z; return(Q); } double AngleBetween(const tQuat S, const tQuat D) { return( TO_DEG * 2*acos(fabs(S.x*D.x + S.y*D.y + S.z*D.z + S.w*D.w)) ); } tQuat QuatFromYPR(const double YPR[]) { tQuat Q, Qp, Qy; Q = QuatFromAngleAxe( -YPR[2], {0, 0, 1} ); //Roll, Z axe Qp = QuatFromAngleAxe( -YPR[1], {1, 0, 0} ); //Pitch, X axe Qy = QuatFromAngleAxe( -YPR[0], {0, 1, 0} ); //Yaw, Y axe Q = QuatMultiply(Qp, Q); return(QuatMultiply(Qy, Q)); } void Normalize(tQuat Q) { double m = sqrt(Q.x*Q.x + Q.y*Q.y + Q.z*Q.z + Q.w*Q.w); if (m > EPSILON) { m = 1 / m; Q.x = Q.x * m; Q.y = Q.y * m; Q.z = Q.z * m; Q.w = Q.w * m; } else Q = tQuat(0, 0, 0, 1); } tQuat Slerp(const tQuat S, const tQuat D, const double alpha) { // calc cosine of half angle double cosin = S.x*D.x + S.y*D.y + S.z*D.z + S.w*D.w; // select nearest rotation direction tQuat Q; if (cosin < 0) { cosin = - cosin; Q.x = - D.x; Q.y = - D.y; Q.z = - D.z; Q.w = - D.w; } else Q = D; // calculate coefficients double scale0, scale1; if ((1.0 - cosin) > EPSILON) { double omega = acos(cosin); double sinus = 1 / sin(omega); scale0 = sin((1.0 - alpha) * omega) * sinus; scale1 = sin(alpha * omega)* sinus; } else { scale0 = 1.0 - alpha; scale1 = alpha; } Q.x = scale0 * S.x + scale1 * Q.x; Q.y = scale0 * S.y + scale1 * Q.y; Q.z = scale0 * S.z + scale1 * Q.z; Q.w = scale0 * S.w + scale1 * Q.w; Normalize(Q); return( Q ); } void QuatToYPR(const tQuat Q, double YPR[]) { const double xx = Q.x * Q.x; const double xy = Q.x * Q.y; const double xz = Q.x * Q.z; const double xw = Q.x * Q.w; const double yy = Q.y * Q.y; const double yz = Q.y * Q.z; const double yw = Q.y * Q.w; const double zz = Q.z * Q.z; const double zw = Q.z * Q.w; YPR[0] = TO_DEG * ( -atan2( 2 * ( xz + yw ), 1 - 2 * ( xx + yy ) )); YPR[1] = TO_DEG * ( asin ( 2 * ( yz - xw ) )); YPR[2] = TO_DEG * ( -atan2( 2 * ( xy + zw ), 1 - 2 * ( xx + zz ) )); }