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#include "MantidKernel/Quat.h"
#include "MantidKernel/Logger.h"
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#include "MantidKernel/Tolerance.h"
#include "MantidKernel/V3D.h"
#include <cmath>
#include <stdexcept>
#include <cstdlib>
#include <float.h>
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namespace Kernel
namespace
{
Logger g_log("Quat");
}
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/** Null Constructor
* Initialize the quaternion with the identity q=1.0+0i+0j+0k;
*/
Quat::Quat():w(1),a(0),b(0),c(0)
{
}
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/**
* Construct a Quat between two vectors;
* The angle between them is defined differently from usual if vectors are not unit or the same length vectors, so quat would be not consistent
*
* v=(src+des)/(src+des)
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* @param src :: the source position
* @param des :: the destination position
*/
Quat::Quat(const V3D& src,const V3D& des)
{
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V3D v = (src+des);
v.normalize();
V3D cross =v.cross_prod(des);
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if (cross.nullVector())
{
w = 1.;
a = b = c = 0.;
}
else
{
w = v.scalar_prod(des);
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a = cross[0];
b = cross[1];
c = cross[2];
double norm = a*a+b*b+c*c+w*w;
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if(fabs(norm-1)>FLT_EPSILON){
norm = sqrt(norm);
w/=norm;
a/=norm;
b/=norm;
c/=norm;
}
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}
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Quat::Quat(const Kernel::DblMatrix &RotMat)
//! Constructor with values
Quat::Quat(const double _w,const double _a, const double _b, const double _c):w(_w),a(_a),b(_b),c(_c)
{
}
//! Copy constructor
Quat::Quat(const Quat& _q)
{
w=_q.w;
a=_q.a;
b=_q.b;
c=_q.c;
}
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/** Constructor from an angle and axis.
* This construct a quaternion to represent a rotation
* of an angle _deg around the _axis. The _axis does not need to be a unit vector
*
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* @param _deg :: angle of rotation
* @param _axis :: axis to rotate about
* */
Quat::Quat(const double _deg,const V3D& _axis)
{
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/**
* Construct a Quaternion that performs a reference frame rotation.
* Specify the X,Y,Z vectors of the rotated reference frame, assuming that
* the initial X,Y,Z vectors are aligned as expected: X=(1,0,0), Y=(0,1,0), Z=(0,0,1).
* The resuting quaternion rotates XYZ axes onto the provided rX, rY, rZ.
*
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* @param rX :: rotated X reference axis; unit vector.
* @param rY :: rotated Y reference axis; unit vector.
* @param rZ :: rotated Z reference axis; unit vector.
*/
Quat::Quat(const V3D& rX, const V3D& rY, const V3D& rZ)
{
//Call the operator to do the setting
this->operator()(rX, rY, rZ);
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* @param q :: the Quat to copy
* @returns a pointer to this
*/
Quat& Quat::operator=(const Quat& q)
{
if (this!=&q)
{
w=q.w;
a=q.a;
b=q.b;
c=q.c;
}
return *this;
}
/** Sets the quat values from four doubles
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* @param ww :: the value for w
* @param aa :: the value for a
* @param bb :: the value for b
* @param cc :: the value for c
*/
void Quat::set(const double ww, const double aa, const double bb, const double cc)
{
w=ww;
a=aa;
b=bb;
c=cc;
return;
}
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/** Constructor from an angle and axis.
* @param _deg :: angle of rotation
* @param _axis :: axis to rotate about
*
* This construct a quaternion to represent a rotation
* of an angle _deg around the _axis. The _axis does not need to be a unit vector
* */
void Quat::setAngleAxis(const double _deg, const V3D& _axis)
{
double deg2rad=M_PI/180.0;
w=cos(0.5*_deg*deg2rad);
double s=sin(0.5*_deg*deg2rad);
V3D temp(_axis);
temp.normalize();
a=s*temp[0];
b=s*temp[1];
c=s*temp[2];
return;
}
bool Quat::isNull(const double tolerance) const
{
using namespace std;
double pw=fabs(w)-1;
return (fabs(pw)<tolerance);
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/// @param _deg :: the angle of rotation
/// @param _ax0 :: The first component of the axis
/// @param _ax1 :: The second component of the axis
/// @param _ax2 :: The third component of the axis
void Quat::getAngleAxis(double& _deg,double& _ax0, double& _ax1, double& _ax2) const
{
// If it represents a rotation of 0(2\pi), get an angle of 0 and axis (0,0,1)
if (isNull(1e-5))
{
_deg=0;
_ax0=0;
_ax1=0;
_ax2=1.0;
return;
}
// Semi-angle in radians
_deg=acos(w);
// Prefactor for the axis part
double s=sin(_deg);
// Angle in degrees
_deg*=360.0/M_PI;
_ax0=a/s;_ax1=b/s;_ax2=c/s;
return;
}
/** Set the rotation (but don't change rotation axis).
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* @param deg :: angle of rotation
*/
void Quat::setRotation(const double deg)
{
double _deg, ax0, ax1, ax2;
this->getAngleAxis(_deg, ax0, ax1, ax2);
setAngleAxis(deg, V3D(ax0, ax1, ax2));
}
/** Sets the quat values from four doubles
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* @param ww :: the value for w
* @param aa :: the value for a
* @param bb :: the value for b
* @param cc :: the value for c
*/
void Quat::operator()(const double ww, const double aa, const double bb, const double cc)
{
this->set(ww,aa,bb,cc);
}
/** Sets the quat values from an angle and a vector
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* @param angle :: the numbers of degrees
* @param axis :: the axis of rotation
*/
void Quat::operator()(const double angle, const V3D& axis)
{
this->setAngleAxis(angle,axis);
}
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* @param q :: the quat to copy
void Quat::operator()(const Quat& q)
{
w=q.w;
a=q.a;
b=q.b;
c=q.c;
return;
}
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/**
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* Set a Quaternion that performs a reference frame rotation.
* Specify the X,Y,Z vectors of the rotated reference frame, assuming that
* the initial X,Y,Z vectors are aligned as expected: X=(1,0,0), Y=(0,1,0), Z=(0,0,1).
* The resuting quaternion rotates XYZ axes onto the provided rX, rY, rZ.
*
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* @param rX :: rotated X reference axis; unit vector.
* @param rY :: rotated Y reference axis; unit vector.
* @param rZ :: rotated Z reference axis; unit vector.
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*/
void Quat::operator()(const V3D& rX, const V3D& rY, const V3D& rZ)
{
//The quaternion will combine two quaternions.
(void) rZ; //Avoid compiler warning
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//These are the original axes
V3D oX = V3D(1.,0.,0.);
V3D oY = V3D(0.,1.,0.);
V3D oZ = V3D(0.,0.,1.);
//Axis that rotates X
V3D ax1 = oX.cross_prod(rX);
//Rotation angle from oX to rX
double angle1 = oX.angle(rX);
//Create the first quaternion
Quat Q1(angle1 * 180.0/M_PI, ax1);
//Now we rotate the original Y using Q1
V3D roY = oY;
Q1.rotate(roY);
//Find the axis that rotates oYr onto rY
V3D ax2 = roY.cross_prod(rY);
double angle2 = roY.angle(rY);
Quat Q2(angle2 * 180.0/M_PI, ax2);
//Final = those two rotations in succession; Q1 is done first.
Quat final = Q2 * Q1;
//Set it
this->operator()(final);
}
//! Destructor
Quat::~Quat()
{}
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/** Re-initialise a quaternion to identity.
*/
void Quat::init()
{
w=1.0;
a=b=c=0.0;
return;
}
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/** Quaternion addition operator
* @param _q :: the quaternion to add
* @return *this+_q
*/
Quat Quat::operator+(const Quat& _q) const
{
return Quat(w+_q.w,a+_q.a,b+_q.b,c+_q.c);
}
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/** Quaternion self-addition operator
* @param _q :: the quaternion to add
* @return *this+=_q
*/
Quat& Quat::operator+=(const Quat& _q)
{
w+=_q.w;a+=_q.a;b+=_q.b;c+=_q.c;
return *this;
}
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/** Quaternion subtraction operator
* @param _q :: the quaternion to add
* @return *this-_q
*/
Quat Quat::operator-(const Quat& _q) const
{
return Quat(w-_q.w,a-_q.a,b-_q.b,c-_q.c);
}
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/** Quaternion self-substraction operator
* @param _q :: the quaternion to add
* @return *this-=_q
*/
Quat& Quat::operator-=(const Quat& _q)
{
w-=_q.w;
a-=_q.a;
b-=_q.b;
c-=_q.c;
return *this;
}
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/** Quaternion multiplication operator
* @param _q :: the quaternion to multiply
* @return *this*_q
*
* Quaternion multiplication is non commutative
* in the same way multiplication of rotation matrices
* isn't.
*/
Quat Quat::operator*(const Quat& _q) const
{
double w1,a1,b1,c1;
w1=w*_q.w-a*_q.a-b*_q.b-c*_q.c;
a1=w*_q.a+_q.w*a+b*_q.c-_q.b*c;
b1=w*_q.b+_q.w*b-a*_q.c+c*_q.a;
c1=w*_q.c+_q.w*c+a*_q.b-_q.a*b;
return Quat(w1,a1,b1,c1);
}
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/** Quaternion self-multiplication operator
* @param _q :: the quaternion to multiply
* @return *this*=_q
*/
Quat& Quat::operator*=(const Quat& _q)
{
double w1,a1,b1,c1;
w1=w*_q.w-a*_q.a-b*_q.b-c*_q.c;
a1=w*_q.a+_q.w*a+b*_q.c-_q.b*c;
b1=w*_q.b+_q.w*b-a*_q.c+c*_q.a;
c1=w*_q.c+_q.w*c+a*_q.b-_q.a*b;
w=w1;a=a1;b=b1;c=c1;
return (*this);
}
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/** Quaternion equal operator
* @param q :: the quaternion to compare
*
* Compare two quaternions at 1e-6%tolerance.
* Use boost close_at_tolerance method
*/
bool Quat::operator==(const Quat& q) const
{
using namespace std;
return (fabs(w-q.w)>Tolerance ||
fabs(a-q.a)>Tolerance ||
fabs(b-q.b)>Tolerance ||
fabs(c-q.c)>Tolerance) ?
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false : true;
//return (quat_tol(w,q.w) && quat_tol(a,q.a) && quat_tol(b,q.b) && quat_tol(c,q.c));
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/** Quaternion non-equal operator
* @param _q :: the quaternion to compare
*
* Compare two quaternions at 1e-6%tolerance.
* Use boost close_at_tolerance method
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* @return true if not equal
*/
bool Quat::operator!=(const Quat& _q) const
{
return (!operator==(_q));
}
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/** Quaternion normalization
*
* Divide all elements by the quaternion norm
*/
void Quat::normalize()
{
double overnorm;
if(len2()==0)
overnorm=1.0;
else
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overnorm=1.0/len();
w*=overnorm;
a*=overnorm;
b*=overnorm;
c*=overnorm;
return;
}
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/** Quaternion complex conjugate
*
* Reverse the sign of the 3 imaginary components of the
* quaternion
*/
void Quat::conjugate()
{
a*=-1.0;
b*=-1.0;
c*=-1.0;
return;
}
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/** Quaternion length
* @return the length
*/
double Quat::len() const
{
return sqrt(len2());
}
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/** Quaternion norm (length squared)
* @return the length squared
*/
double Quat::len2() const
{
return (w*w+a*a+b*b+c*c);
}
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/** Inverse a quaternion
*
*/
void Quat::inverse()
{
conjugate();
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double overnorm = len2();
if(overnorm==0)
overnorm=1.0;
else
overnorm=1.0/overnorm;
w*=overnorm;
a*=overnorm;
b*=overnorm;
c*=overnorm;
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/** Rotate a vector.
* @param v :: the vector to be rotated
*
* The quaternion needs to be normalized beforehand to
* represent a rotation. If q is thequaternion, the rotation
* is represented by q.v.q-1 where q-1 is the inverse of
* v.
*/
void Quat::rotate(V3D& v) const
{
Quat qinvert(*this);
qinvert.inverse();
Quat pos(0.0,v[0],v[1],v[2]);
pos*=qinvert;
pos=(*this)*pos;
v[0]=pos[1];
v[1]=pos[2];
v[2]=pos[3];
}
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/** Convert quaternion rotation to an OpenGL matrix [4x4] matrix
* The function glRotated must be called
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* @param mat :: The output matrix
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*/
void Quat::GLMatrix(double* mat) const
{
double aa = a * a;
double ab = a * b;
double ac = a * c;
double aw = a * w;
double bb = b * b;
double bc = b * c;
double bw = b * w;
double cc = c * c;
double cw = c * w;
*mat = 1.0 - 2.0 * ( bb + cc );++mat;
*mat = 2.0 * ( ab + cw );++mat;
*mat = 2.0 * ( ac - bw );++mat;
*mat =0;++mat;
*mat = 2.0 * ( ab - cw );++mat;
*mat = 1.0 - 2.0 * ( aa + cc );++mat;
*mat = 2.0 * ( bc + aw );++mat;
*mat = 0;++mat;
*mat = 2.0 * ( ac + bw );mat++;
*mat = 2.0 * ( bc - aw );mat++;
*mat = 1.0 - 2.0 * ( aa + bb );mat++;
for (int i=0;i<4;++i)
{
*mat=0;mat++;
}
*mat=1.0;
return;
}
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///using convention at http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
std::vector<double>
Quat::getRotation(bool check_normalisation,bool throw_on_errors)const
{
double aa = a * a;
double ab = a * b;
double ac = a * c;
double aw = a * w;
double bb = b * b;
double bc = b * c;
double bw = b * w;
double cc = c * c;
double cw = c * w;
if(check_normalisation){
double normSq=aa+bb+cc+w*w;
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if(fabs(normSq-1)>FLT_EPSILON){
g_log.error()<<" A non-unit quaternion used to obtain a rotation matrix; need to notmalize it first\n";
throw(std::invalid_argument("Attempt to use non-normalized quaternion to define rotation matrix; need to notmalize it first"));
}else{
g_log.information()<<" Warning; a non-unit quaternion used to obtain the rotation matrix; using normalized quat\n";
aa/=normSq;
ab/=normSq;
ac/=normSq;
aw/=normSq;
bb/=normSq;
bc/=normSq;
bw/=normSq;
cc/=normSq;
cw/=normSq;
}
}
}
std::vector<double> out(9);
out[0]= (1.0 - 2.0 * ( bb + cc ));
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out[1]= 2.0 * ( ab - cw );
out[2]= 2.0 * ( ac + bw );
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out[3]= 2.0 * ( ab + cw );
out[4]= (1.0 - 2.0 * ( aa + cc ));
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out[5]= 2.0 * ( bc - aw );
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out[6]=2.0 * ( ac - bw );
out[7]=2.0 * ( bc + aw );
out[8]=(1.0 - 2.0 * ( aa + bb ));
return out;
}
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/**
* Converts the GL Matrix into Quat
*/
void Quat::setQuat(double mat[16])
{
double tr,s,q[4];
int nxt[3]={1,2,0};
tr=mat[0]+mat[5]+mat[10];
if(tr>0.0)
{
s=sqrt(tr+1.0);
w=s/2.0;
s=0.5/s;
a=(mat[6]-mat[9])*s;
b=(mat[8]-mat[2])*s;
c=(mat[1]-mat[4])*s;
}else{
if(mat[5]>mat[0])i=1;
if(mat[10]>mat[i*5])i=2;
s=sqrt(mat[i*5]-(mat[j*5]+mat[k*5])+1.0);
q[i]=s*0.5;
if(s!=0.0)s=0.5/s;
q[3]=(mat[j*4+k]-mat[k*4+j])*s;
q[j]=(mat[i*4+j]+mat[j*4+i])*s;
q[k]=(mat[i*4+k]+mat[k*4+i])*s;
a=q[0];
b=q[1];
c=q[2];
w=q[3];
}
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}
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/// Using the convention at http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
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void
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Quat::setQuat(const Kernel::DblMatrix &rMat)
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{
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int i=0,j,k;
if (rMat[1][1]>rMat[0][0]) i=1;
if (rMat[2][2]>rMat[1][1]) i=2;
j=(i+1)%3;
k=(j+1)%3;
double r=sqrt(1.+rMat[i][i]-rMat[j][j]-rMat[k][k]);
if (r==0)
{
a=0.;b=0.;c=0.;w=1.;
}
else
{
double q[4],f=0.5/r;
q[i]=0.5*r;
q[j]=f*(rMat[i][j]+rMat[j][i]);
q[k]=f*(rMat[k][i]+rMat[i][k]);
q[3]=f*(rMat[k][j]-rMat[j][k]);
a=q[0];
b=q[1];
c=q[2];
w=q[3];
}
}
/** Bracket operator overload
* returns the internal representation values based on an index
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* @param Index :: the index of the value required 0=w, 1=a, 2=b, 3=c
* @returns a double of the value requested
*/
const double& Quat::operator[](const int Index) const
{
switch (Index)
{
case 0: return w;
case 1: return a;
case 2: return b;
case 3: return c;
default:
throw std::runtime_error("Quat::operator[] range error");
}
}
/** Bracket operator overload
* returns the internal representation values based on an index
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* @param Index :: the index of the value required 0=w, 1=a, 2=b, 3=c
* @returns a double of the value requested
*/
double& Quat::operator[](const int Index)
{
switch (Index)
{
case 0: return w;
case 1: return a;
case 2: return b;
case 3: return c;
default:
throw std::runtime_error("Quat::operator[] range error");
}
}
/** Prints a string representation of itself
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* @param os :: the stream to output to
*/
void Quat::printSelf(std::ostream& os) const
{
os << "[" << w << "," << a << "," << b << "," << c << "]";
return;
}
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/** Read data from a stream in the format returned by printSelf ("[w,a,b,c]").
* @param IX :: Input Stream
* @throw std::runtime_error if the input is of wrong format
*/
void Quat::readPrinted(std::istream& IX)
{
std::string in;
std::getline(IX,in);
size_t i = in.find_first_of('[');
if (i == std::string::npos) throw std::runtime_error("Wrong format for Quat input: "+in);
size_t j = in.find_last_of(']');
if (j == std::string::npos || j < i + 8) throw std::runtime_error("Wrong format for Quat input: "+in);
size_t c1 = in.find_first_of(',');
size_t c2 = in.find_first_of(',',c1+1);
size_t c3 = in.find_first_of(',',c2+1);
if (c1 == std::string::npos || c2 == std::string::npos || c3 == std::string::npos)
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throw std::runtime_error("Wrong format for Quat input: ["+in+"]");
w = atof(in.substr(i+1,c1-i-1).c_str());
a = atof(in.substr(c1+1,c2-c1-1).c_str());
b = atof(in.substr(c2+1,c3-c2-1).c_str());
c = atof(in.substr(c3+1,j-c3-1).c_str());
return;
}
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* @param os :: the stream to output to
* @param q :: the quat to output
* @returns the stream
*/
std::ostream& operator<<(std::ostream& os,const Quat& q)
{
q.printSelf(os);
return os;
}
/** Reads in a quat from an input stream
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* @param ins :: The input stream
* @param q :: The quat
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std::istream& operator>>(std::istream& ins,Quat& q)
{
q.readPrinted(ins);
return ins;
/** @return the quat as a string "[w,a,b,c]" */
std::string Quat::toString() const
{
std::ostringstream mess;
this->printSelf(mess);
return mess.str();
}
/** Sets the Quat using a string
* @param str :: the Quat as a string "[w,a,b,c]" */
void Quat::fromString(const std::string & str)
{
std::istringstream mess(str);
this->readPrinted(mess);
}
void Quat::rotateBB(double& xmin, double& ymin, double& zmin, double& xmax, double& ymax, double& zmax) const
{
// Defensive
if (xmin>xmax) std::swap(xmin,xmax);
if (ymin>ymax) std::swap(ymin,ymax);
if (zmin>zmax) std::swap(zmin,zmax);
// Get the min and max of the cube, and remove centring offset
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committed
Mantid::Kernel::V3D minT(xmin,ymin,zmin), maxT(xmax,ymax,zmax);
// Get the rotation matrix
double rotMatr[16];
GLMatrix(&rotMatr[0]);
// Now calculate new min and max depending on the sign of matrix components
// Much faster than creating 8 points and rotate them. The new min (max)
// can only be obtained by summing the smallest (largest) components
//
Gigg, Martyn Anthony
committed
Mantid::Kernel::V3D minV, maxV;
// Looping on rows of matrix
int index;
for (int i=0;i<3;i++)
{
for (int j=0;j<3;j++)
{
index=j+i*4; // The OpenGL matrix is linear and represent a 4x4 matrix but only the 3x3 upper-left inner part
// contains the rotation
minV[j]+=(rotMatr[index]>0)?rotMatr[index]*minT[i]:rotMatr[index]*maxT[i];
maxV[j]+=(rotMatr[index]>0)?rotMatr[index]*maxT[i]:rotMatr[index]*minT[i];
}
}
// Adjust value.
xmin=minV[0]; ymin=minV[1]; zmin=minV[2];
xmax=maxV[0]; ymax=maxV[1]; zmax=maxV[2];
return;
}
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} // Namespace Kernel