Code archives/3D Graphics - Maths/Quaternions
This code has been declared by its author to be Public Domain code.
Download source code
| |||||
Quaternions are useful for getting over some problems with Euler angles (i.e. pitch, yaw and roll). Briefly: you can interpolate between them easily, and they can help prevent gimbal lock. Here's a little library of quaternion functions I have gathered from various sources and languages. Have a look at http://www.dscho.co.uk/blitz/tutorials/quaternions.shtml for information on how to use the functions here, example source code, and a description of what quaternions are useful for. (The original places I found the algorithms are also listed on the page) Good luck! | |||||
; Quat.bb : v1.0 : 15/11/02 ; A tutorial on how to use this file is at http://www.dscho.co.uk/blitz/tutorials/quaternions.shtml ; Types Type Rotation Field pitch#, yaw#, roll# End Type Type Quat Field w#, x#, y#, z# End Type ; Change these constants if you notice slips in accuracy Const QuatToEulerAccuracy# = 0.001 Const QuatSlerpAccuracy# = 0.0001 ; convert a Rotation to a Quat Function EulerToQuat(out.Quat, src.Rotation) ; NB roll is inverted due to change in handedness of coordinate systems Local cr# = Cos(-src\roll/2) Local cp# = Cos(src\pitch/2) Local cy# = Cos(src\yaw/2) Local sr# = Sin(-src\roll/2) Local sp# = Sin(src\pitch/2) Local sy# = Sin(src\yaw/2) ; These variables are only here to cut down on the number of multiplications Local cpcy# = cp * cy Local spsy# = sp * sy Local spcy# = sp * cy Local cpsy# = cp * sy ; Generate the output quat out\w = cr * cpcy + sr * spsy out\x = sr * cpcy - cr * spsy out\y = cr * spcy + sr * cpsy out\z = cr * cpsy - sr * spcy End Function ; convert a Quat to a Rotation Function QuatToEuler(out.Rotation, src.Quat) Local sint#, cost#, sinv#, cosv#, sinf#, cosf# Local cost_temp# sint = (2 * src\w * src\y) - (2 * src\x * src\z) cost_temp = 1.0 - (sint * sint) If Abs(cost_temp) > QuatToEulerAccuracy cost = Sqr(cost_temp) Else cost = 0 EndIf If Abs(cost) > QuatToEulerAccuracy sinv = ((2 * src\y * src\z) + (2 * src\w * src\x)) / cost cosv = (1 - (2 * src\x * src\x) - (2 * src\y * src\y)) / cost sinf = ((2 * src\x * src\y) + (2 * src\w * src\z)) / cost cosf = (1 - (2 * src\y * src\y) - (2 * src\z * src\z)) / cost Else sinv = (2 * src\w * src\x) - (2 * src\y * src\z) cosv = 1 - (2 * src\x * src\x) - (2 * src\z * src\z) sinf = 0 cosf = 1 EndIf ; Generate the output rotation out\roll = -ATan2(sinv, cosv) ; inverted due to change in handedness of coordinate system out\pitch = ATan2(sint, cost) out\yaw = ATan2(sinf, cosf) End Function ; use this to interpolate between quaternions Function QuatSlerp(res.Quat, start.Quat, fin.Quat, t#) Local scaler_w#, scaler_x#, scaler_y#, scaler_z# Local omega#, cosom#, sinom#, scale0#, scale1# cosom = start\x * fin\x + start\y * fin\y + start\z * fin\z + start\w * fin\w If cosom <= 0.0 cosom = -cosom scaler_w = -fin\w scaler_x = -fin\x scaler_y = -fin\y scaler_z = -fin\z Else scaler_w = fin\w scaler_x = fin\x scaler_y = fin\y scaler_z = fin\z EndIf If (1 - cosom) > QuatSlerpAccuracy omega = ACos(cosom) sinom = Sin(omega) scale0 = Sin((1 - t) * omega) / sinom scale1 = Sin(t * omega) / sinom Else ; Angle too small: use linear interpolation instead scale0 = 1 - t scale1 = t EndIf res\x = scale0 * start\x + scale1 * scaler_x res\y = scale0 * start\y + scale1 * scaler_y res\z = scale0 * start\z + scale1 * scaler_z res\w = scale0 * start\w + scale1 * scaler_w End Function ; result will be the same rotation as doing q1 then q2 (order matters!) Function MultiplyQuat(result.Quat, q1.Quat, q2.Quat) Local a#, b#, c#, d#, e#, f#, g#, h# a = (q1\w + q1\x) * (q2\w + q2\x) b = (q1\z - q1\y) * (q2\y - q2\z) c = (q1\w - q1\x) * (q2\y + q2\z) d = (q1\y + q1\z) * (q2\w - q2\x) e = (q1\x + q1\z) * (q2\x + q2\y) f = (q1\x - q1\z) * (q2\x - q2\y) g = (q1\w + q1\y) * (q2\w - q2\z) h = (q1\w - q1\y) * (q2\w + q2\z) result\w = b + (-e - f + g + h) / 2 result\x = a - ( e + f + g + h) / 2 result\y = c + ( e - f + g - h) / 2 result\z = d + ( e - f - g + h) / 2 End Function ; convenience function to fill in a rotation structure Function FillRotation(r.Rotation, pitch#, yaw#, roll#) r\pitch = pitch r\yaw = yaw r\roll = roll End Function |
Comments
| ||
you can further optimize this by changing al the ' /2 ' to ' *0.5 ' |
Code Archives Forum