#include <QGLViewer/quaternion.h>
The Quaternion class represents 3D rotations and orientations. More...
The Quaternion class represents 3D rotations and orientations.
The Quaternion is an appropriate (although not very intuitive) representation for 3D rotations and orientations. Many tools are provided to ease the definition of a Quaternion: see constructors, setAxisAngle(), setFromRotationMatrix(), setFromRotatedBasis().
You can apply the rotation represented by the Quaternion to 3D points
using rotate() and inverseRotate(). See also the Frame class that represents a coordinate system and provides other conversion functions like Frame::coordinatesOf() and Frame::transformOf().
You can apply the Quaternion \c q rotation to the OpenGL matrices using: \code glMultMatrixd(q.matrix()); // equivalent to glRotate(q.angle()*180.0/M_PI, q.axis().x, q.axis().y, q.axis().z); \endcode Quaternion is part of the \c qglviewer namespace, specify \c
qglviewer::Quaternion or use the qglviewer namespace:
<h3>Internal representation</h3> The internal representation of a Quaternion corresponding to a rotation
around axis axis
, with an angle alpha
is made of four qreals (i.e. doubles) q[i]:
Note that certain implementations place the cosine term in first
position (instead of last here).
The Quaternion is always normalized, so that its inverse() is actually
its conjugate.
See also the Vec and Frame classes' documentations. \nosubgrouping
Public Member Functions | |
Defining a Quaternion | |
Quaternion () | |
Default constructor, builds an identity rotation. More... | |
Quaternion (const Vec &axis, qreal angle) | |
Constructor from rotation axis (non null) and angle (in radians). More... | |
Quaternion (const Vec &from, const Vec &to) | |
Constructs a Quaternion that will rotate from the from direction to the to direction. More... | |
Quaternion (qreal q0, qreal q1, qreal q2, qreal q3) | |
Constructor from the four values of a Quaternion. More... | |
Quaternion (const Quaternion &Q) | |
Copy constructor. More... | |
Quaternion & | operator= (const Quaternion &Q) |
Equal operator. More... | |
void | setAxisAngle (const Vec &axis, qreal angle) |
Sets the Quaternion as a rotation of axis axis and angle angle (in radians). More... | |
void | setValue (qreal q0, qreal q1, qreal q2, qreal q3) |
Sets the Quaternion value. More... | |
void | setFromRotatedBase (const Vec &X, const Vec &Y, const Vec &Z) |
void | setFromRotationMatrix (const qreal m[3][3]) |
Set the Quaternion from a (supposedly correct) 3x3 rotation matrix. More... | |
void | setFromRotatedBasis (const Vec &X, const Vec &Y, const Vec &Z) |
Sets the Quaternion from the three rotated vectors of an orthogonal basis. More... | |
Accessing values | |
Vec | axis () const |
Returns the normalized axis direction of the rotation represented by the Quaternion. More... | |
qreal | angle () const |
Returns the angle (in radians) of the rotation represented by the Quaternion. More... | |
void | getAxisAngle (Vec &axis, qreal &angle) const |
Returns the axis vector and the angle (in radians) of the rotation represented by the Quaternion. More... | |
qreal | operator[] (int i) const |
Bracket operator, with a constant return value. More... | |
qreal & | operator[] (int i) |
Bracket operator returning an l-value. More... | |
Inversion | |
Quaternion | inverse () const |
Returns the inverse Quaternion (inverse rotation). More... | |
void | invert () |
Inverses the Quaternion (same rotation angle(), but negated axis()). More... | |
void | negate () |
Negates all the coefficients of the Quaternion. More... | |
qreal | normalize () |
Normalizes the Quaternion coefficients. More... | |
Quaternion | normalized () const |
Returns a normalized version of the Quaternion. More... | |
Associated matrix | |
const GLdouble * | matrix () const |
Returns the Quaternion associated 4x4 OpenGL rotation matrix. More... | |
void | getMatrix (GLdouble m[4][4]) const |
Fills m with the OpenGL representation of the Quaternion rotation. More... | |
void | getMatrix (GLdouble m[16]) const |
Same as getMatrix(), but with a GLdouble [16] parameter. More... | |
void | getRotationMatrix (qreal m[3][3]) const |
Fills m with the 3x3 rotation matrix associated with the Quaternion. More... | |
const GLdouble * | inverseMatrix () const |
Returns the associated 4x4 OpenGL inverse rotation matrix. More... | |
void | getInverseMatrix (GLdouble m[4][4]) const |
Fills m with the OpenGL matrix corresponding to the inverse() rotation. More... | |
void | getInverseMatrix (GLdouble m[16]) const |
Same as getInverseMatrix(), but with a GLdouble [16] parameter. More... | |
void | getInverseRotationMatrix (qreal m[3][3]) const |
m is set to the 3x3 inverse rotation matrix associated with the Quaternion. More... | |
Static Public Member Functions | |
Random Quaternion | |
static Quaternion | randomQuaternion () |
Returns a random unit Quaternion. More... | |
XML representation | |
Quaternion (const QDomElement &element) | |
Constructs a Quaternion from a QDomElement representing an XML code of the form. More... | |
QDomElement | domElement (const QString &name, QDomDocument &document) const |
Returns an XML QDomElement that represents the Quaternion. More... | |
void | initFromDOMElement (const QDomElement &element) |
Restores the Quaternion state from a QDomElement created by domElement(). More... | |
Rotation computations | |
Quaternion & | operator*= (const Quaternion &q) |
Quaternion rotation is composed with q . More... | |
Vec | rotate (const Vec &v) const |
Returns the image of v by the Quaternion rotation. More... | |
Vec | inverseRotate (const Vec &v) const |
Returns the image of v by the Quaternion inverse() rotation. More... | |
Quaternion | operator* (const Quaternion &a, const Quaternion &b) |
Returns the composition of the a and b rotations. More... | |
Vec | operator* (const Quaternion &q, const Vec &v) |
Returns the image of v by the rotation q . More... | |
Slerp interpolation | |
Quaternion | log () |
Returns the logarithm of the Quaternion. More... | |
Quaternion | exp () |
Returns the exponential of the Quaternion. More... | |
static Quaternion | slerp (const Quaternion &a, const Quaternion &b, qreal t, bool allowFlip=true) |
Returns the slerp interpolation of Quaternions a and b , at time t . More... | |
static Quaternion | squad (const Quaternion &a, const Quaternion &tgA, const Quaternion &tgB, const Quaternion &b, qreal t) |
Returns the slerp interpolation of the two Quaternions a and b , at time t , using tangents tgA and tgB . More... | |
static qreal | dot (const Quaternion &a, const Quaternion &b) |
Returns the "dot" product of a and b: a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3]. More... | |
static Quaternion | lnDif (const Quaternion &a, const Quaternion &b) |
Returns log(a. More... | |
static Quaternion | squadTangent (const Quaternion &before, const Quaternion ¢er, const Quaternion &after) |
Returns a tangent Quaternion for center , defined by before and after Quaternions. More... | |
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inline |
Default constructor, builds an identity rotation.
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inline |
Constructor from rotation axis (non null) and angle (in radians).
See also setAxisAngle().
Constructs a Quaternion that will rotate from the from
direction to the to
direction.
Note that this rotation is not uniquely defined. The selected axis is usually orthogonal to from
and to
, minimizing the rotation angle. This method is robust and can handle small or almost identical vectors.
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inline |
Constructor from the four values of a Quaternion.
First three values are axis*sin(angle/2) and last one is cos(angle/2).
\attention The identity Quaternion is Quaternion(0,0,0,1) and \e not
Quaternion(0,0,0,0) (which is not unitary). The default Quaternion() creates such identity Quaternion.
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Copy constructor.
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explicit |
Constructs a Quaternion from a QDomElement
representing an XML code of the form.
If one of these attributes is missing or is not a number, a warning is displayed and the associated value is respectively set to 0, 0, 0 and 1 (identity Quaternion).
See also domElement() and initFromDOMElement().
qreal Quaternion::angle | ( | ) | const |
Returns the angle (in radians) of the rotation represented by the Quaternion.
This value is always in the range [0-pi]. Larger rotational angles are obtained by inverting the axis() direction.
See also axis() and getAxisAngle().
Vec Quaternion::axis | ( | ) | const |
Returns the normalized axis direction of the rotation represented by the Quaternion.
It is null for an identity Quaternion. See also angle() and getAxisAngle().
QDomElement Quaternion::domElement | ( | const QString & | name, |
QDomDocument & | document | ||
) | const |
Returns an XML QDomElement
that represents the Quaternion.
name
is the name of the QDomElement tag. doc
is the QDomDocument
factory used to create QDomElement.
When output to a file, the resulting QDomElement will look like:
Use initFromDOMElement() to restore the Quaternion state from the resulting QDomElement
. See also the Quaternion(const QDomElement&) constructor.
See the Vec::domElement() documentation for a complete QDomDocument creation and saving example.
See also Frame::domElement(), Camera::domElement(), KeyFrameInterpolator::domElement()...
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inlinestatic |
Returns the "dot" product of a
and b:
a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3].
Quaternion Quaternion::exp | ( | ) |
Returns the exponential of the Quaternion.
See also log().
void Quaternion::getAxisAngle | ( | Vec & | axis, |
qreal & | angle | ||
) | const |
Returns the axis vector and the angle (in radians) of the rotation represented by the Quaternion.
void Quaternion::getInverseMatrix | ( | GLdouble | m[16] | ) | const |
Same as getInverseMatrix(), but with a GLdouble
[16] parameter.
See also getMatrix().
void Quaternion::getInverseMatrix | ( | GLdouble | m[4][4] | ) | const |
Fills m
with the OpenGL matrix corresponding to the inverse() rotation.
Use inverseMatrix() if you do not need to store this matrix and simply want to alter the current OpenGL matrix. See also getMatrix().
void Quaternion::getInverseRotationMatrix | ( | qreal | m[3][3] | ) | const |
m
is set to the 3x3 inverse rotation matrix associated with the Quaternion.
void Quaternion::getMatrix | ( | GLdouble | m[16] | ) | const |
Same as getMatrix(), but with a GLdouble
[16] parameter.
See also getInverseMatrix() and Frame::getMatrix().
void Quaternion::getMatrix | ( | GLdouble | m[4][4] | ) | const |
Fills m
with the OpenGL representation of the Quaternion rotation.
Use matrix() if you do not need to store this matrix and simply want to alter the current OpenGL matrix. See also getInverseMatrix() and Frame::getMatrix().
void Quaternion::getRotationMatrix | ( | qreal | m[3][3] | ) | const |
Fills m
with the 3x3 rotation matrix associated with the Quaternion.
See also getInverseRotationMatrix().
m
uses the European mathematical representation of the rotation matrix. Use matrix() and getMatrix() to retrieve the OpenGL transposed version. void Quaternion::initFromDOMElement | ( | const QDomElement & | element | ) |
Restores the Quaternion state from a QDomElement
created by domElement().
The QDomElement
should contain the q0
, q1
, q2
and q3
attributes. If one of these attributes is missing or is not a number, a warning is displayed and these fields are respectively set to 0.0, 0.0, 0.0 and 1.0 (identity Quaternion).
See also the Quaternion(const QDomElement&) constructor.
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Returns the inverse Quaternion (inverse rotation).
Result has a negated axis() direction and the same angle(). A
composition (see operator*()) of a Quaternion and its inverse() results in an identity function.
Use invert() to actually modify the Quaternion.
const GLdouble * Quaternion::inverseMatrix | ( | ) | const |
Returns the associated 4x4 OpenGL inverse rotation matrix.
This is simply the matrix() of the inverse().
glMultMatrixd
(q.inverseMatrix())) or use getInverseMatrix() instead.Returns the image of v
by the Quaternion inverse() rotation.
rotate() performs an inverse transformation. Same as inverse().rotate(v).
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Inverses the Quaternion (same rotation angle(), but negated axis()).
See also inverse().
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static |
Returns log(a.
inverse() * b). Useful for squadTangent().
Quaternion Quaternion::log | ( | ) |
Returns the logarithm of the Quaternion.
See also exp().
const GLdouble * Quaternion::matrix | ( | ) | const |
Returns the Quaternion associated 4x4 OpenGL rotation matrix.
Use glMultMatrixd
(q.matrix()) to apply the rotation represented by Quaternion q
to the current OpenGL matrix.
See also getMatrix(), getRotationMatrix() and inverseMatrix().
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Negates all the coefficients of the Quaternion.
This results in an other representation of the \e same rotation
(opposite rotation angle, but with a negated axis direction: the two cancel out). However, note that the results of axis() and angle() are unchanged after a call to this method since angle() always returns a value in [0,pi].
This method is mainly useful for Quaternion interpolation, so that the
spherical interpolation takes the shortest path on the unit sphere. See slerp() for details.
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Normalizes the Quaternion coefficients.
This method should not need to be called since we only deal with unit
Quaternions. This is however useful to prevent numerical drifts, especially with small rotational increments. See also normalized().
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Returns a normalized version of the Quaternion.
See also normalize().
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Quaternion rotation is composed with q
.
See operator*(), since this is equivalent to \c this = \c this * \p q. \note For efficiency reasons, the resulting Quaternion is not
normalized. You may normalize() it after each application in case of numerical drift.
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Equal operator.
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Bracket operator returning an l-value.
i
must range in [0..3]. See the Quaternion(qreal, qreal, qreal, qreal) documentation.
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Bracket operator, with a constant return value.
i
must range in [0..3]. See the Quaternion(qreal, qreal, qreal, qreal) documentation.
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static |
Returns a random unit Quaternion.
You can create a randomly directed unit vector using:
Returns the image of v
by the Quaternion rotation.
See also inverseRotate() and operator*(const Quaternion&, const Vec&).
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inline |
Sets the Quaternion as a rotation of axis axis
and angle angle
(in radians).
\p axis does not need to be normalized. A null \p axis will result in
an identity Quaternion.
Sets the Quaternion from the three rotated vectors of an orthogonal basis.
The three vectors do not have to be normalized but must be orthogonal and direct (X^Y=k*Z, with k>0).
See also setFromRotationMatrix() and Quaternion(const Vec&, const Vec&).
void Quaternion::setFromRotationMatrix | ( | const qreal | m[3][3] | ) |
Set the Quaternion from a (supposedly correct) 3x3 rotation matrix.
The matrix is expressed in European format: its three columns are the images by the rotation of the three vectors of an orthogonal basis. Note that OpenGL uses a symmetric representation for its matrices.
setFromRotatedBasis() sets a Quaternion from the three axis of a rotated frame. It actually fills the three columns of a matrix with these rotated basis vectors and calls this method.
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Sets the Quaternion value.
See the Quaternion(qreal, qreal, qreal, qreal) constructor documentation.
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Returns the slerp interpolation of Quaternions a
and b
, at time t
.
t
should range in [0,1]. Result is a
when t=0
and b
when t=1
.
When allowFlip
is true
(default) the slerp interpolation will always use the "shortest path" between the Quaternions' orientations, by "flipping" the source Quaternion if needed (see negate()).
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static |
Returns the slerp interpolation of the two Quaternions a
and b
, at time t
, using tangents tgA
and tgB
.
The resulting Quaternion is "between" a
and b
(result is a
when t=0
and b
for t=1
).
Use squadTangent() to define the Quaternion tangents tgA
and tgB
.
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Returns a tangent Quaternion for center
, defined by before
and after
Quaternions.
Useful for smooth spline interpolation of Quaternion with squad() and slerp().
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Returns the composition of the a
and b
rotations.
The order is important. When applied to a Vec \c v (see
operator*(const Quaternion&, const Vec&) and rotate()) the resulting Quaternion acts as if b
was applied first and then a
was applied. This is obvious since the image v'
of v
by the composited rotation satisfies:
Note that a*b usually differs from b*a. \attention For efficiency reasons, the resulting Quaternion is not
normalized. Use normalize() in case of numerical drift with small rotation composition.
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Returns the image of v
by the rotation q
.
Same as q.rotate(v). See rotate() and inverseRotate().