transformation.cpp
/*
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REGENTS SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT
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FOR A PARTICULAR PURPOSE. THE SOFTWARE AND ACCOMPANYING
DOCUMENTATION, IF ANY, PROVIDED HEREUNDER IS PROVIDED "AS
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*/
#include "transformation.hpp"
using namespace std;
Transformation tform::identity () {
return Transformation();
}
Transformation inverse(const Transformation &tr) {
Transformation in;
in.scale = 1.f / tr.scale;
in.rotation = inverse(tr.rotation);
in.translation = Vec3(0.) -
in.rotation.rotate(
in.scale * (
tr.translation
)
);
return in;
}
Quaternion inverse(const Quaternion &q) {
Quaternion in;
double divisor = norm2(q);
in.s = q.s / divisor;
in.v = -q.v / divisor;
return in;
}
Quaternion Quaternion::from_axisangle(const Vec3 &axis, double angle) {
Quaternion q;
if (angle == 0) {
q.s = 1;
q.v = Vec3(0);
} else {
q.s = cos(angle/2);
q.v = sin(angle/2)*normalize(axis);
}
return q;
}
pair<Vec3, double> Quaternion::to_axisangle() const {
double angle = 2 * acos(s);
Vec3 axis;
if(angle == 0) {
axis = Vec3(1);
} else {
axis = v / sqrt(1.0-s*s);
}
return pair<Vec3, double>(axis, angle);
}
Transformation::Transformation(double factor) {
translation = Vec3(0);
scale = factor;
rotation = Quaternion::from_axisangle(Vec3(1), 0)*factor;
}
Transformation Transformation::operator-(const Transformation& other) const {
Transformation t;
t.scale = this->scale - other.scale;
t.translation = this->translation - other.translation;
t.rotation = this->rotation - other.rotation;
return t;
}
Transformation Transformation::operator+(const Transformation& other) const {
Transformation t;
t.scale = this->scale + other.scale;
t.translation = this->translation + other.translation;
t.rotation = this->rotation + other.rotation;
return t;
}
Transformation Transformation::operator*(const Transformation& other) const {
Transformation t;
t.scale = this->scale * other.scale;
t.translation = this->translation +
this->rotation.rotate(other.translation * this->scale);
t.rotation = this->rotation * other.rotation;
return t;
}
Transformation Transformation::operator*(double s) const {
Transformation t;
t.scale = this->scale * s;
t.translation = this->translation * s;
t.rotation = this->rotation * s;
return t;
}
Transformation Transformation::operator/(double s) const {
return (*this)*(1./s);
}
Quaternion Quaternion::operator+(const Quaternion& other) const {
Quaternion q;
q.v = this->v + other.v;
q.s = this->s + other.s;
return q;
}
Quaternion Quaternion::operator-(const Quaternion& other) const {
Quaternion q;
q.v = this->v - other.v;
q.s = this->s - other.s;
return q;
}
Quaternion Quaternion::operator-() const {
Quaternion q;
q.v = -this->v;
q.s = -this->s;
return q;
}
Quaternion Quaternion::operator*(const Quaternion& other) const {
Quaternion q;
q.v = (this->s * other.v) + (other.s * this->v) +
cross(this->v, other.v);
q.s = (this->s * other.s) - dot(this->v, other.v);
return q;
}
Quaternion Quaternion::operator*(double s) const {
Quaternion q;
q.v = this->v * s;
q.s = this->s * s;
return q;
}
Quaternion Quaternion::operator/(double s) const {
return (*this)*(1./s);
}
Vec3 Quaternion::rotate (const Vec3 &x) const {
return x*(sq(s) - dot(v,v)) +
2.*v*dot(v,x) + 2.*cross(v,x)*s;
}
Vec3 Transformation::apply (const Vec3 &x) const {
return translation + scale*rotation.rotate(x);
}
Vec3 Transformation::apply_vec (const Vec3 &v) const {
return rotation.rotate(v);
}
double norm2(const Quaternion &q) {
return sq(q.s) + norm2(q.v);
}
Quaternion normalize (const Quaternion &q) {
double norm = sqrt(norm2(q));
Quaternion p;
p.s = q.s/norm;
p.v = q.v/norm;
return p;
}
//void clean_up_quaternions (Motion &motion) {
// for (int p = 1; p < motion.points.size(); p++) {
// const Quaternion &q0 = motion.points[p-1].x.rotation;
// Quaternion &q1 = motion.points[p].x.rotation;
// double d = dot(q0.v, q1.v) + q0.s*q1.s;
// if (d < 0)
// q1 = -q1;
// }
//}
//Transformation get_trans (const Motion &motion, double t) {
// Transformation T = motion.pos(t);
// T.rotation = normalize(T.rotation);
// return T;
//}
//
//DTransformation get_dtrans (const Motion &motion, double t) {
// Transformation T = motion.pos(t), dT = motion.vel(t);
// Quaternion q = T.rotation, dq = dT.rotation;
// double qq = sq(q.s) + norm2(q.v),
// qdq = q.s*dq.s + dot(q.v, dq.v);
// double normq = sqrt(qq);
// T.rotation = q/normq;
// dT.rotation = dq/normq - q/normq*qdq/qq;
// return make_pair(T, dT);
//}
//Vec3 apply_dtrans (const DTransformation &dtrans, const Vec3 &x0, Vec3 *vel) {
// const Transformation &T = dtrans.first, &dT = dtrans.second;
// Vec3 x = T.apply(x0);
// if (vel) {
// Vec3 w = 2.*(dT.rotation*inverse(T.rotation)).v;
// *vel = dT.translation + dT.scale*T.rotation.rotate(x0)
// + T.scale*cross(w, T.rotation.rotate(x0));
// }
// return x;
//}
//
//Vec3 apply_dtrans_vec (const DTransformation &dtrans, const Vec3 &v0) {
// return dtrans.first.apply_vec(v0);
//}