Class: Geo3d::Quaternion
- Inherits:
-
Object
- Object
- Geo3d::Quaternion
- Defined in:
- lib/quaternion.rb
Instance Attribute Summary collapse
-
#w ⇒ Object
Returns the value of attribute w.
-
#x ⇒ Object
Returns the value of attribute x.
-
#y ⇒ Object
Returns the value of attribute y.
-
#z ⇒ Object
Returns the value of attribute z.
Class Method Summary collapse
- .from_axis(rotation_axis, radians = 0) ⇒ Object
- .from_axis_degrees(rotation_axis, degrees = 0) ⇒ Object
- .from_matrix(pm) ⇒ Object
- .identity ⇒ Object
Instance Method Summary collapse
- #!=(vec) ⇒ Object
- #*(v) ⇒ Object
- #+(quat) ⇒ Object
- #+@ ⇒ Object
- #-(quat) ⇒ Object
- #-@ ⇒ Object
- #/(v) ⇒ Object
- #==(q) ⇒ Object
- #angle ⇒ Object
- #angle_degrees ⇒ Object
- #axis ⇒ Object
- #conjugate ⇒ Object
- #dot(quat) ⇒ Object
- #identity? ⇒ Boolean
-
#initialize(*args) ⇒ Quaternion
constructor
A new instance of Quaternion.
- #inverse ⇒ Object
- #length ⇒ Object
- #length_squared ⇒ Object
- #normalize ⇒ Object
- #normalize! ⇒ Object
- #to_matrix ⇒ Object
Constructor Details
#initialize(*args) ⇒ Quaternion
Returns a new instance of Quaternion.
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# File 'lib/quaternion.rb', line 5 def initialize *args @x = 0.0 @y = 0.0 @z = 0.0 @w = 0.0 @x = args[0].to_f if args.size > 0 @y = args[1].to_f if args.size > 1 @z = args[2].to_f if args.size > 2 @w = args[3].to_f if args.size > 3 end |
Instance Attribute Details
#w ⇒ Object
Returns the value of attribute w.
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# File 'lib/quaternion.rb', line 3 def w @w end |
#x ⇒ Object
Returns the value of attribute x.
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# File 'lib/quaternion.rb', line 3 def x @x end |
#y ⇒ Object
Returns the value of attribute y.
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# File 'lib/quaternion.rb', line 3 def y @y end |
#z ⇒ Object
Returns the value of attribute z.
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# File 'lib/quaternion.rb', line 3 def z @z end |
Class Method Details
.from_axis(rotation_axis, radians = 0) ⇒ Object
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# File 'lib/quaternion.rb', line 48 def self.from_axis rotation_axis, radians = 0 normalized_rotation_axis = rotation_axis.normalize #const float radians = GeoConvertToRadians( degrees ); q = self.new q.x = Math.sin(radians / 2.0) * normalized_rotation_axis.x q.y = Math.sin(radians / 2.0) * normalized_rotation_axis.y q.z = Math.sin(radians / 2.0) * normalized_rotation_axis.z q.w = Math.cos(radians / 2.0) q end |
.from_axis_degrees(rotation_axis, degrees = 0) ⇒ Object
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# File 'lib/quaternion.rb', line 60 def self.from_axis_degrees rotation_axis, degrees = 0 from_axis rotation_axis, Geo3d::Utils.to_radians(degrees) end |
.from_matrix(pm) ⇒ Object
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# File 'lib/quaternion.rb', line 64 def self.from_matrix pm pout = self.new trace = pm._11 + pm._22 + pm._33 + 1.0 if trace > 0 pout.x = (pm._23 - pm._32) / (2.0 * Math.sqrt(trace)) pout.y = (pm._31 - pm._13) / (2.0 * Math.sqrt(trace)) pout.z = (pm._12- pm._21) / (2.0 * Math.sqrt(trace)) pout.w = Math.sqrt(trace) / 2.0 return pout end maxi = 0 maxdiag = pm._11 for i in 1..2 if pm[i, i] > maxdiag #todo: indexing might need to be fixed > maxdiag maxi = i maxdiag = pm[i, i] #todo: indexing might need to be fixed end end case maxi when 0 s = 2.0 * Math.sqrt(1.0 + pm._11 - pm._22 - pm._33) pout.x = 0.25 * s pout.y = (pm._12 + pm._21) / s pout.z = (pm._13 + pm._31) / s pout.w = (pm._23 - pm._32) / s when 1 s = 2.0 * Math.sqrt(1.0 + pm._22 - pm._11 - pm._33) pout.x = (pm._12 + pm._21) / s pout.y = 0.25 * s pout.z = (pm._23 + pm._32) / s pout.w = (pm._31 - pm._13) / s when 2 s = 2.0 * Math.sqrt(1.0 + pm._33 - pm._11 - pm._22) pout.x = (pm._13 + pm._31) / s pout.y = (pm._23 + pm._32) / s pout.z = 0.25 * s pout.w = (pm._12 - pm._21) / s end pout end |
.identity ⇒ Object
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# File 'lib/quaternion.rb', line 214 def self.identity self.new 0, 0, 0, 1 end |
Instance Method Details
#!=(vec) ⇒ Object
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# File 'lib/quaternion.rb', line 44 def != vec !(self == vec) end |
#*(v) ⇒ Object
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# File 'lib/quaternion.rb', line 118 def * v if Quaternion == v.class quat = v out = self.class.new out.w = w * quat.w - x * quat.x - y * quat.y - z * quat.z out.x = w * quat.x + x * quat.w + y * quat.z - z * quat.y out.y = w * quat.y - x * quat.z + y * quat.w + z * quat.x out.z = w * quat.z + x * quat.y - y * quat.x + z * quat.w out else self.class.new x*v, y*v, z*v, w*v end end |
#+(quat) ⇒ Object
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# File 'lib/quaternion.rb', line 110 def + quat self.class.new x + quat.x, y + quat.y, z + quat.z, w + quat.w end |
#+@ ⇒ Object
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# File 'lib/quaternion.rb', line 32 def +@ self.class.new x, y, z, w end |
#-(quat) ⇒ Object
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# File 'lib/quaternion.rb', line 114 def - quat self.class.new x - quat.x, y - quat.y, z - quat.z, w - quat.w end |
#-@ ⇒ Object
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# File 'lib/quaternion.rb', line 36 def -@ self.class.new -x, -y, -z, -w end |
#/(v) ⇒ Object
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# File 'lib/quaternion.rb', line 132 def / v self.class.new x/v, y/v, z/v, w/v end |
#==(q) ⇒ Object
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# File 'lib/quaternion.rb', line 40 def == q Geo3d::Utils.float_cmp(x, q.x) && Geo3d::Utils.float_cmp(y, q.y) && Geo3d::Utils.float_cmp(z, q.z) && Geo3d::Utils.float_cmp(w, q.w) end |
#angle ⇒ Object
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# File 'lib/quaternion.rb', line 160 def angle q = normalize Math.acos(q.w) * 2.0 end |
#angle_degrees ⇒ Object
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# File 'lib/quaternion.rb', line 165 def angle_degrees Geo3d::Utils.to_degrees angle end |
#axis ⇒ Object
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# File 'lib/quaternion.rb', line 151 def axis q = normalize v = Vector.new v.x = q.x / Math.sqrt(1-q.w*q.w) v.y = q.y / Math.sqrt(1-q.w*q.w) v.z = q.z / Math.sqrt(1-q.w*q.w) v end |
#conjugate ⇒ Object
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# File 'lib/quaternion.rb', line 197 def conjugate self.class.new -x, -y, -z, w end |
#dot(quat) ⇒ Object
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# File 'lib/quaternion.rb', line 177 def dot quat x * quat.x + y * quat.y + z * quat.z + w * quat.w end |
#identity? ⇒ Boolean
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# File 'lib/quaternion.rb', line 210 def identity? self == self.class.identity end |
#inverse ⇒ Object
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# File 'lib/quaternion.rb', line 201 def inverse norm = length_squared if norm.zero? self.class.new 0, 0, 0, 0 else conjugate / norm end end |
#length ⇒ Object
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# File 'lib/quaternion.rb', line 173 def length Math.sqrt length_squared end |
#length_squared ⇒ Object
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# File 'lib/quaternion.rb', line 169 def length_squared dot self end |
#normalize ⇒ Object
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# File 'lib/quaternion.rb', line 191 def normalize q = self.class.new x, y, z, w q.normalize! q end |
#normalize! ⇒ Object
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# File 'lib/quaternion.rb', line 181 def normalize! len = length if length > 0 @x /= len @y /= len @z /= len @w /= len end end |
#to_matrix ⇒ Object
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# File 'lib/quaternion.rb', line 136 def to_matrix v = Vector.new(x, y, z, w); ## Normalize(); matrix = Matrix.identity matrix._11 = 1.0 - 2.0 * (v.y * v.y + v.z * v.z) matrix._12 = 2.0 * (v.x * v.y + v.z * v.w) matrix._13 = 2.0 * (v.x * v.z - v.y * v.w) matrix._21 = 2.0 * (v.x * v.y - v.z * v.w) matrix._22 = 1.0 - 2.0 * (v.x * v.x + v.z * v.z) matrix._23 = 2.0 * (v.y * v.z + v.x * v.w) matrix._31 = 2.0 * (v.x * v.z + v.y * v.w) matrix._32 = 2.0 * (v.y * v.z - v.x * v.w) matrix._33 = 1.0 - 2.0 * (v.x * v.x + v.y * v.y) matrix end |