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quaternion.h
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quaternion.h
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#pragma once
#include "pvl/Matrix.hpp"
namespace Mpcv {
class Quat {
std::array<float, 4> v_;
public:
Quat() = default;
Quat(const Pvl::Vec3f& axis, const float angle) {
Pvl::Vec3f normAxis = Pvl::normalize(axis);
const float s = std::sin(0.5f * angle);
const float c = std::cos(0.5f * angle);
normAxis *= s;
v_[0] = normAxis[0];
v_[1] = normAxis[1];
v_[2] = normAxis[2];
v_[3] = c;
}
explicit Quat(const Pvl::Mat33f& m) {
const float w = 0.5f * std::sqrt(1.f + m(0, 0) + m(1, 1) + m(2, 2));
const float n = 0.25f / w;
v_[0] = (m(2, 1) - m(1, 2)) * n;
v_[1] = (m(0, 2) - m(2, 0)) * n;
v_[2] = (m(1, 0) - m(0, 1)) * n;
v_[3] = w;
}
Pvl::Vec3f axis() const {
return Pvl::Vec3f(v_[0], v_[1], v_[2]) / std::sqrt(1.f - Pvl::sqr(v_[3]));
}
float angle() const {
return acos(v_[3]) * 2.f;
}
float& operator[](const int idx) {
return v_[idx];
}
float operator[](const int idx) const {
return v_[idx];
}
Pvl::Mat33f convert() const {
const float n = v_[0] * v_[0] + v_[1] * v_[1] + v_[2] * v_[2] + v_[3] * v_[3];
const Pvl::Vec3f s = Pvl::Vec3f(v_[0], v_[1], v_[2]) * (n > 0.f ? 2.f / n : 0.f);
const Pvl::Vec3f w = s * v_[3];
const float xx = v_[0] * s[0];
const float xy = v_[0] * s[1];
const float xz = v_[0] * s[2];
const float yy = v_[1] * s[1];
const float yz = v_[1] * s[2];
const float zz = v_[2] * s[2];
return Pvl::Mat33f( //
Pvl::Vec3f(1.f - yy - zz, xy - w[2], xz + w[1]),
Pvl::Vec3f(xy + w[2], 1.f - xx - zz, yz - w[0]),
Pvl::Vec3f(xz - w[1], yz + w[0], 1.f - xx - yy));
}
};
class ArcBall {
Pvl::Vec3f start_;
Pvl::Vec2i size_ = Pvl::Vec2i(0, 0);
Pvl::Mat33f mat_ = Pvl::Mat33f::identity();
public:
ArcBall() = default;
void initialize(const Pvl::Vec2i newSize, const Pvl::Mat33f& mat) {
size_ = newSize;
mat_ = mat;
}
void click(const Pvl::Vec2i point) {
start_ = mapToSphere(point);
}
Pvl::Mat33f drag(const Pvl::Vec2i point) {
const Pvl::Vec3f end = mapToSphere(point);
const Pvl::Vec3f perp = Pvl::crossProd(start_, end);
if (Pvl::normSqr(perp) > 1.e-6) {
Quat q;
q[0] = perp[0];
q[1] = perp[1];
q[2] = perp[2];
q[3] = Pvl::dotProd(start_, end);
return Pvl::invert(Pvl::invert(mat_) * q.convert() * mat_);
// return mat_ * q.convert() * Pvl::invert(mat_);
} else {
return Pvl::Mat33f::identity();
}
}
private:
Pvl::Vec3f mapToSphere(const Pvl::Vec2i point) {
// rescale to <-1, 1> and invert y
const Pvl::Vec3f p(
2.f * float(point[0]) / size_[0] - 1.f, 2.f * float(point[1]) / size_[1] - 1.f, 0.f);
const float lengthSqr = Pvl::normSqr(p);
if (lengthSqr > 1.f) {
const float length = std::sqrt(lengthSqr);
return p / length;
} else {
return Pvl::Vec3f(p[0], p[1], std::sqrt(1.f - lengthSqr));
}
}
};
} // namespace Mpcv