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- #ifndef IGL_CANONICAL_QUATERNIONS_H
- #define IGL_CANONICAL_QUATERNIONS_H
- #include "igl_inline.h"
- // Define some canonical quaternions for floats and doubles
- // A Quaternion, q, is defined here as an arrays of four scalars (x,y,z,w),
- // such that q = x*i + y*j + z*k + w
- namespace igl
- {
- # define SQRT_2_OVER_2 0.707106781f
- // Float versions
- // Identity
- const float IDENTITY_QUAT_F[4] = {0,0,0,1};
- // The following match the Matlab canonical views
- // X point right, Y pointing up and Z point out
- const float XY_PLANE_QUAT_F[4] = {0,0,0,1};
- // X points right, Y points *in* and Z points up
- const float XZ_PLANE_QUAT_F[4] = {-SQRT_2_OVER_2,0,0,SQRT_2_OVER_2};
- // X points out, Y points right, and Z points up
- const float YZ_PLANE_QUAT_F[4] = {-0.5,-0.5,-0.5,0.5};
- const float CANONICAL_VIEW_QUAT_F[][4] =
- {
- { 0, 0, 0, 1}, // 0
- { 0, 0, SQRT_2_OVER_2, SQRT_2_OVER_2}, // 1
- { 0, 0, 1, 0}, // 2
- { 0, 0, SQRT_2_OVER_2,-SQRT_2_OVER_2}, // 3
- { 0, -1, 0, 0}, // 4
- {-SQRT_2_OVER_2, SQRT_2_OVER_2, 0, 0}, // 5
- { -1, 0, 0, 0}, // 6
- {-SQRT_2_OVER_2,-SQRT_2_OVER_2, 0, 0}, // 7
- { -0.5, -0.5, -0.5, 0.5}, // 8
- { 0,-SQRT_2_OVER_2, 0, SQRT_2_OVER_2}, // 9
- { 0.5, -0.5, 0.5, 0.5}, // 10
- { SQRT_2_OVER_2, 0, SQRT_2_OVER_2, 0}, // 11
- { SQRT_2_OVER_2, 0,-SQRT_2_OVER_2, 0}, // 12
- { 0.5, 0.5, -0.5, 0.5}, // 13
- { 0, SQRT_2_OVER_2, 0, SQRT_2_OVER_2}, // 14
- { -0.5, 0.5, 0.5, 0.5}, // 15
- { 0, SQRT_2_OVER_2, SQRT_2_OVER_2, 0}, // 16
- { -0.5, 0.5, 0.5, -0.5}, // 17
- {-SQRT_2_OVER_2, 0, 0,-SQRT_2_OVER_2}, // 18
- { -0.5, -0.5, -0.5, -0.5}, // 19
- {-SQRT_2_OVER_2, 0, 0, SQRT_2_OVER_2}, // 20
- { -0.5, -0.5, 0.5, 0.5}, // 21
- { 0,-SQRT_2_OVER_2, SQRT_2_OVER_2, 0}, // 22
- { 0.5, -0.5, 0.5, -0.5} // 23
- };
- # undef SQRT_2_OVER_2
- # define SQRT_2_OVER_2 0.707106781186548f
- // Double versions
- // Identity
- const double IDENTITY_QUAT_D[4] = {0,0,0,1};
- // The following match the Matlab canonical views
- // X point right, Y pointing up and Z point out
- const double XY_PLANE_QUAT_D[4] = {0,0,0,1};
- // X points right, Y points *in* and Z points up
- const double XZ_PLANE_QUAT_D[4] = {-SQRT_2_OVER_2,0,0,SQRT_2_OVER_2};
- // X points out, Y points right, and Z points up
- const double YZ_PLANE_QUAT_D[4] = {-0.5,-0.5,-0.5,0.5};
- const double CANONICAL_VIEW_QUAT_D[][4] =
- {
- { 0, 0, 0, 1},
- { 0, 0, SQRT_2_OVER_2, SQRT_2_OVER_2},
- { 0, 0, 1, 0},
- { 0, 0, SQRT_2_OVER_2,-SQRT_2_OVER_2},
-
- { 0, -1, 0, 0},
- {-SQRT_2_OVER_2, SQRT_2_OVER_2, 0, 0},
- { -1, 0, 0, 0},
- {-SQRT_2_OVER_2,-SQRT_2_OVER_2, 0, 0},
-
- { -0.5, -0.5, -0.5, 0.5},
- { 0,-SQRT_2_OVER_2, 0, SQRT_2_OVER_2},
- { 0.5, -0.5, 0.5, 0.5},
- { SQRT_2_OVER_2, 0, SQRT_2_OVER_2, 0},
-
- { SQRT_2_OVER_2, 0,-SQRT_2_OVER_2, 0},
- { 0.5, 0.5, -0.5, 0.5},
- { 0, SQRT_2_OVER_2, 0, SQRT_2_OVER_2},
- { -0.5, 0.5, 0.5, 0.5},
-
- { 0, SQRT_2_OVER_2, SQRT_2_OVER_2, 0},
- { -0.5, 0.5, 0.5, -0.5},
- {-SQRT_2_OVER_2, 0, 0,-SQRT_2_OVER_2},
- { -0.5, -0.5, -0.5, -0.5},
-
- {-SQRT_2_OVER_2, 0, 0, SQRT_2_OVER_2},
- { -0.5, -0.5, 0.5, 0.5},
- { 0,-SQRT_2_OVER_2, SQRT_2_OVER_2, 0},
- { 0.5, -0.5, 0.5, -0.5}
- };
- #define NUM_CANONICAL_VIEW_QUAT 24
- // NOTE: I want to rather be able to return a Q_type[][] but C++ is not
- // making it easy. So instead I've written a per-element accessor
-
- // Return element [i][j] of the corresponding CANONICAL_VIEW_QUAT_* of the
- // given templated type
- // Inputs:
- // i index of quaternion
- // j index of coordinate in quaternion i
- // Returns values of CANONICAL_VIEW_QUAT_*[i][j]
- template <typename Q_type>
- IGL_INLINE Q_type CANONICAL_VIEW_QUAT(int i, int j);
- // Template specializations for float and double
- template <>
- IGL_INLINE float CANONICAL_VIEW_QUAT<float>(int i, int j);
- template <>
- IGL_INLINE double CANONICAL_VIEW_QUAT<double>(int i, int j);
- # undef SQRT_2_OVER_2
- }
- #ifdef IGL_HEADER_ONLY
- # include "canonical_quaternions.cpp"
- #endif
- #endif
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