Package arc.math.geom
Class Quat
java.lang.Object
arc.math.geom.Quat
A simple quaternion class.
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Field Summary
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Constructor Summary
ConstructorDescriptionQuat()
Quat
(float x, float y, float z, float w) Constructor, sets the four components of the quaternion.Constructor, sets the quaternion components from the given quaternion.Constructor, sets the quaternion from the given axis vector and the angle around that axis in degrees. -
Method Summary
Modifier and TypeMethodDescriptionadd
(float qx, float qy, float qz, float qw) Add the x,y,z,w components of the passed in quaternion to the ones of this quaternionAdd the x,y,z,w components of the passed in quaternion to the ones of this quaternionConjugate the quaternion.cpy()
float
dot
(float x, float y, float z, float w) Get the dot product between this and the other quaternion (commutative).static float
dot
(float x1, float y1, float z1, float w1, float x2, float y2, float z2, float w2) Get the dot product between the two quaternions (commutative).float
Get the dot product between this and the other quaternion (commutative).boolean
exp
(float alpha) Calculates (this quaternion)^alpha where alpha is a real number and stores the result in this quaternion.float
getAngle()
Get the angle in degrees of the rotation this quaternion represents.float
getAngleAround
(float axisX, float axisY, float axisZ) Get the angle in degrees of the rotation around the specified axis.float
getAngleAround
(Vec3 axis) Get the angle in degrees of the rotation around the specified axis.float
getAngleAroundRad
(float axisX, float axisY, float axisZ) Get the angle in radians of the rotation around the specified axis.float
getAngleAroundRad
(Vec3 axis) Get the angle in radians of the rotation around the specified axis.float
Get the angle in radians of the rotation this quaternion represents.float
getAxisAngle
(Vec3 axis) Get the axis angle representation of the rotation in degrees.float
getAxisAngleRad
(Vec3 axis) Get the axis-angle representation of the rotation in radians.int
Get the pole of the gimbal lock, if any.float
getPitch()
Get the pitch euler angle in degrees, which is the rotation around the x axis.float
Get the pitch euler angle in radians, which is the rotation around the x axis.float
getRoll()
Get the roll euler angle in degrees, which is the rotation around the z axis.float
Get the roll euler angle in radians, which is the rotation around the z axis.void
getSwingTwist
(float axisX, float axisY, float axisZ, Quat swing, Quat twist) Get the swing rotation and twist rotation for the specified axis.void
getSwingTwist
(Vec3 axis, Quat swing, Quat twist) Get the swing rotation and twist rotation for the specified axis.float
getYaw()
Get the yaw euler angle in degrees, which is the rotation around the y axis.float
Get the yaw euler angle in radians, which is the rotation around the y axis.int
hashCode()
idt()
Sets the quaternion to an identity Quaternionboolean
boolean
isIdentity
(float tolerance) float
len()
static float
len
(float x, float y, float z, float w) float
len2()
static float
len2
(float x, float y, float z, float w) mul
(float scalar) Multiplies the components of this quaternion with the given scalar.mul
(float x, float y, float z, float w) Multiplies this quaternion with another one in the form of this = this * otherMultiplies this quaternion with another one in the form of this = this * othermulLeft
(float x, float y, float z, float w) Multiplies this quaternion with another one in the form of this = other * thisMultiplies this quaternion with another one in the form of this = other * thisnor()
Normalizes this quaternion to unit lengthset
(float x, float y, float z, float w) Sets the components of the quaternionSets the quaternion components from the given quaternion.Sets the quaternion components from the given axis and angle around that axis.setEulerAngles
(float yaw, float pitch, float roll) Sets the quaternion to the given euler angles in degrees.setEulerAnglesRad
(float yaw, float pitch, float roll) Sets the quaternion to the given euler angles in radians.setFromAxes
(boolean normalizeAxes, float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz) Sets the Quaternion from the given x-, y- and z-axis.setFromAxes
(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz) Sets the Quaternion from the given x-, y- and z-axis which have to be orthonormal.setFromAxis
(float x, float y, float z, float degrees) Sets the quaternion components from the given axis and angle around that axis.setFromAxis
(Vec3 axis, float degrees) Sets the quaternion components from the given axis and angle around that axis.setFromAxisRad
(float x, float y, float z, float radians) Sets the quaternion components from the given axis and angle around that axis.setFromAxisRad
(Vec3 axis, float radians) Sets the quaternion components from the given axis and angle around that axis.setFromCross
(float x1, float y1, float z1, float x2, float y2, float z2) Set this quaternion to the rotation between two vectors.setFromCross
(Vec3 v1, Vec3 v2) Set this quaternion to the rotation between two vectors.setFromMatrix
(boolean normalizeAxes, Mat3D matrix) Sets the Quaternion from the given matrix, optionally removing any scaling.setFromMatrix
(boolean normalizeAxes, Mat matrix) Sets the Quaternion from the given matrix, optionally removing any scaling.setFromMatrix
(Mat3D matrix) Sets the Quaternion from the given rotation matrix, which must not contain scaling.setFromMatrix
(Mat matrix) Sets the Quaternion from the given rotation matrix, which must not contain scaling.Spherical linearly interpolates multiple quaternions and stores the result in this Quaternion.Spherical linearly interpolates multiple quaternions by the given weights and stores the result in this Quaternion.Spherical Linear interpolation between this quaternion and the other quaternion, based on the alpha value in the range [0,1].void
toMatrix
(float[] matrix) toString()
Transforms the given vector using this quaternion
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Field Details
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x
public float x -
y
public float y -
z
public float z -
w
public float w
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Constructor Details
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Quat
public Quat(float x, float y, float z, float w) Constructor, sets the four components of the quaternion.- Parameters:
x
- The x-componenty
- The y-componentz
- The z-componentw
- The w-component
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Quat
public Quat() -
Quat
Constructor, sets the quaternion components from the given quaternion.- Parameters:
quat
- The quaternion to copy.
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Quat
Constructor, sets the quaternion from the given axis vector and the angle around that axis in degrees.- Parameters:
axis
- The axisangle
- The angle in degrees.
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Method Details
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len
public static float len(float x, float y, float z, float w) - Returns:
- the euclidean length of the specified quaternion
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len2
public static float len2(float x, float y, float z, float w) -
dot
public static float dot(float x1, float y1, float z1, float w1, float x2, float y2, float z2, float w2) Get the dot product between the two quaternions (commutative).- Parameters:
x1
- the x component of the first quaterniony1
- the y component of the first quaternionz1
- the z component of the first quaternionw1
- the w component of the first quaternionx2
- the x component of the second quaterniony2
- the y component of the second quaternionz2
- the z component of the second quaternionw2
- the w component of the second quaternion- Returns:
- the dot product between the first and second quaternion.
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set
Sets the components of the quaternion- Parameters:
x
- The x-componenty
- The y-componentz
- The z-componentw
- The w-component- Returns:
- This quaternion for chaining
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set
Sets the quaternion components from the given quaternion.- Parameters:
quat
- The quaternion.- Returns:
- This quaternion for chaining.
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set
Sets the quaternion components from the given axis and angle around that axis.- Parameters:
axis
- The axisangle
- The angle in degrees- Returns:
- This quaternion for chaining.
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cpy
- Returns:
- a copy of this quaternion
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len
public float len()- Returns:
- the euclidean length of this quaternion
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toString
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setEulerAngles
Sets the quaternion to the given euler angles in degrees.- Parameters:
yaw
- the rotation around the y axis in degreespitch
- the rotation around the x axis in degreesroll
- the rotation around the z axis degrees- Returns:
- this quaternion
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setEulerAnglesRad
Sets the quaternion to the given euler angles in radians.- Parameters:
yaw
- the rotation around the y axis in radianspitch
- the rotation around the x axis in radiansroll
- the rotation around the z axis in radians- Returns:
- this quaternion
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getGimbalPole
public int getGimbalPole()Get the pole of the gimbal lock, if any.- Returns:
- positive (+1) for north pole, negative (-1) for south pole, zero (0) when no gimbal lock
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getRollRad
public float getRollRad()Get the roll euler angle in radians, which is the rotation around the z axis. Requires that this quaternion is normalized.- Returns:
- the rotation around the z axis in radians (between -PI and +PI)
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getRoll
public float getRoll()Get the roll euler angle in degrees, which is the rotation around the z axis. Requires that this quaternion is normalized.- Returns:
- the rotation around the z axis in degrees (between -180 and +180)
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getPitchRad
public float getPitchRad()Get the pitch euler angle in radians, which is the rotation around the x axis. Requires that this quaternion is normalized.- Returns:
- the rotation around the x axis in radians (between -(PI/2) and +(PI/2))
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getPitch
public float getPitch()Get the pitch euler angle in degrees, which is the rotation around the x axis. Requires that this quaternion is normalized.- Returns:
- the rotation around the x axis in degrees (between -90 and +90)
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getYawRad
public float getYawRad()Get the yaw euler angle in radians, which is the rotation around the y axis. Requires that this quaternion is normalized.- Returns:
- the rotation around the y axis in radians (between -PI and +PI)
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getYaw
public float getYaw()Get the yaw euler angle in degrees, which is the rotation around the y axis. Requires that this quaternion is normalized.- Returns:
- the rotation around the y axis in degrees (between -180 and +180)
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len2
public float len2()- Returns:
- the length of this quaternion without square root
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nor
Normalizes this quaternion to unit length- Returns:
- the quaternion for chaining
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conjugate
Conjugate the quaternion.- Returns:
- This quaternion for chaining
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transform
Transforms the given vector using this quaternion- Parameters:
v
- Vector to transform
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mul
Multiplies this quaternion with another one in the form of this = this * other- Parameters:
other
- Quaternion to multiply with- Returns:
- This quaternion for chaining
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mul
Multiplies this quaternion with another one in the form of this = this * other- Parameters:
x
- the x component of the other quaternion to multiply withy
- the y component of the other quaternion to multiply withz
- the z component of the other quaternion to multiply withw
- the w component of the other quaternion to multiply with- Returns:
- This quaternion for chaining
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mulLeft
Multiplies this quaternion with another one in the form of this = other * this- Parameters:
other
- Quaternion to multiply with- Returns:
- This quaternion for chaining
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mulLeft
Multiplies this quaternion with another one in the form of this = other * this- Parameters:
x
- the x component of the other quaternion to multiply withy
- the y component of the other quaternion to multiply withz
- the z component of the other quaternion to multiply withw
- the w component of the other quaternion to multiply with- Returns:
- This quaternion for chaining
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add
Add the x,y,z,w components of the passed in quaternion to the ones of this quaternion -
add
Add the x,y,z,w components of the passed in quaternion to the ones of this quaternion -
toMatrix
public void toMatrix(float[] matrix) -
idt
Sets the quaternion to an identity Quaternion- Returns:
- this quaternion for chaining
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isIdentity
public boolean isIdentity()- Returns:
- If this quaternion is an identity Quaternion
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isIdentity
public boolean isIdentity(float tolerance) - Returns:
- If this quaternion is an identity Quaternion
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setFromAxis
Sets the quaternion components from the given axis and angle around that axis.- Parameters:
axis
- The axisdegrees
- The angle in degrees- Returns:
- This quaternion for chaining.
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setFromAxisRad
Sets the quaternion components from the given axis and angle around that axis.- Parameters:
axis
- The axisradians
- The angle in radians- Returns:
- This quaternion for chaining.
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setFromAxis
Sets the quaternion components from the given axis and angle around that axis.- Parameters:
x
- X direction of the axisy
- Y direction of the axisz
- Z direction of the axisdegrees
- The angle in degrees- Returns:
- This quaternion for chaining.
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setFromAxisRad
Sets the quaternion components from the given axis and angle around that axis.- Parameters:
x
- X direction of the axisy
- Y direction of the axisz
- Z direction of the axisradians
- The angle in radians- Returns:
- This quaternion for chaining.
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setFromMatrix
Sets the Quaternion from the given matrix, optionally removing any scaling. -
setFromMatrix
Sets the Quaternion from the given rotation matrix, which must not contain scaling. -
setFromMatrix
Sets the Quaternion from the given matrix, optionally removing any scaling. -
setFromMatrix
Sets the Quaternion from the given rotation matrix, which must not contain scaling. -
setFromAxes
public Quat setFromAxes(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz) Sets the Quaternion from the given x-, y- and z-axis which have to be orthonormal.
Taken from Bones framework for JPCT, see http://www.aptalkarga.com/bones/ which in turn took it from Graphics Gem code at ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z.
- Parameters:
xx
- x-axis x-coordinatexy
- x-axis y-coordinatexz
- x-axis z-coordinateyx
- y-axis x-coordinateyy
- y-axis y-coordinateyz
- y-axis z-coordinatezx
- z-axis x-coordinatezy
- z-axis y-coordinatezz
- z-axis z-coordinate
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setFromAxes
public Quat setFromAxes(boolean normalizeAxes, float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz) Sets the Quaternion from the given x-, y- and z-axis.
Taken from Bones framework for JPCT, see http://www.aptalkarga.com/bones/ which in turn took it from Graphics Gem code at ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z.
- Parameters:
normalizeAxes
- whether to normalize the axes (necessary when they contain scaling)xx
- x-axis x-coordinatexy
- x-axis y-coordinatexz
- x-axis z-coordinateyx
- y-axis x-coordinateyy
- y-axis y-coordinateyz
- y-axis z-coordinatezx
- z-axis x-coordinatezy
- z-axis y-coordinatezz
- z-axis z-coordinate
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setFromCross
Set this quaternion to the rotation between two vectors.- Parameters:
v1
- The base vector, which should be normalized.v2
- The target vector, which should be normalized.- Returns:
- This quaternion for chaining
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setFromCross
Set this quaternion to the rotation between two vectors.- Parameters:
x1
- The base vectors x value, which should be normalized.y1
- The base vectors y value, which should be normalized.z1
- The base vectors z value, which should be normalized.x2
- The target vector x value, which should be normalized.y2
- The target vector y value, which should be normalized.z2
- The target vector z value, which should be normalized.- Returns:
- This quaternion for chaining
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slerp
Spherical Linear interpolation between this quaternion and the other quaternion, based on the alpha value in the range [0,1]. Taken from Bones framework for JPCT, see http://www.aptalkarga.com/bones/- Parameters:
end
- the end quaternionalpha
- alpha in the range [0,1]- Returns:
- this quaternion for chaining
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slerp
Spherical linearly interpolates multiple quaternions and stores the result in this Quaternion. Will not destroy the data previously inside the elements of q. result = (q_1^w_1)*(q_2^w_2)* ... *(q_n^w_n) where w_i=1/n.- Parameters:
q
- List of quaternions- Returns:
- This quaternion for chaining
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slerp
Spherical linearly interpolates multiple quaternions by the given weights and stores the result in this Quaternion. Will not destroy the data previously inside the elements of q or w. result = (q_1^w_1)*(q_2^w_2)* ... *(q_n^w_n) where the sum of w_i is 1. Lists must be equal in length.- Parameters:
q
- List of quaternionsw
- List of weights- Returns:
- This quaternion for chaining
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exp
Calculates (this quaternion)^alpha where alpha is a real number and stores the result in this quaternion. See http://en.wikipedia.org/wiki/Quaternion#Exponential.2C_logarithm.2C_and_power- Parameters:
alpha
- Exponent- Returns:
- This quaternion for chaining
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hashCode
public int hashCode() -
equals
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dot
Get the dot product between this and the other quaternion (commutative).- Parameters:
other
- the other quaternion.- Returns:
- the dot product of this and the other quaternion.
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dot
public float dot(float x, float y, float z, float w) Get the dot product between this and the other quaternion (commutative).- Parameters:
x
- the x component of the other quaterniony
- the y component of the other quaternionz
- the z component of the other quaternionw
- the w component of the other quaternion- Returns:
- the dot product of this and the other quaternion.
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mul
Multiplies the components of this quaternion with the given scalar.- Parameters:
scalar
- the scalar.- Returns:
- this quaternion for chaining.
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getAxisAngle
Get the axis angle representation of the rotation in degrees. The supplied vector will receive the axis (x, y and z values) of the rotation and the value returned is the angle in degrees around that axis. Note that this method will alter the supplied vector, the existing value of the vector is ignored. This will normalize this quaternion if needed. The received axis is a unit vector. However, if this is an identity quaternion (no rotation), then the length of the axis may be zero.- Parameters:
axis
- vector which will receive the axis- Returns:
- the angle in degrees
- See Also:
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getAxisAngleRad
Get the axis-angle representation of the rotation in radians. The supplied vector will receive the axis (x, y and z values) of the rotation and the value returned is the angle in radians around that axis. Note that this method will alter the supplied vector, the existing value of the vector is ignored. This will normalize this quaternion if needed. The received axis is a unit vector. However, if this is an identity quaternion (no rotation), then the length of the axis may be zero.- Parameters:
axis
- vector which will receive the axis- Returns:
- the angle in radians
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getAngleRad
public float getAngleRad()Get the angle in radians of the rotation this quaternion represents. Does not normalize the quaternion. UsegetAxisAngleRad(Vec3)
to get both the axis and the angle of this rotation. UsegetAngleAroundRad(Vec3)
to get the angle around a specific axis.- Returns:
- the angle in radians of the rotation
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getAngle
public float getAngle()Get the angle in degrees of the rotation this quaternion represents. UsegetAxisAngle(Vec3)
to get both the axis and the angle of this rotation. UsegetAngleAround(Vec3)
to get the angle around a specific axis.- Returns:
- the angle in degrees of the rotation
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getSwingTwist
Get the swing rotation and twist rotation for the specified axis. The twist rotation represents the rotation around the specified axis. The swing rotation represents the rotation of the specified axis itself, which is the rotation around an axis perpendicular to the specified axis. The swing and twist rotation can be used to reconstruct the original quaternion: this = swing * twist- Parameters:
axisX
- the X component of the normalized axis for which to get the swing and twist rotationaxisY
- the Y component of the normalized axis for which to get the swing and twist rotationaxisZ
- the Z component of the normalized axis for which to get the swing and twist rotationswing
- will receive the swing rotation: the rotation around an axis perpendicular to the specified axistwist
- will receive the twist rotation: the rotation around the specified axis- See Also:
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getSwingTwist
Get the swing rotation and twist rotation for the specified axis. The twist rotation represents the rotation around the specified axis. The swing rotation represents the rotation of the specified axis itself, which is the rotation around an axis perpendicular to the specified axis. The swing and twist rotation can be used to reconstruct the original quaternion: this = swing * twist- Parameters:
axis
- the normalized axis for which to get the swing and twist rotationswing
- will receive the swing rotation: the rotation around an axis perpendicular to the specified axistwist
- will receive the twist rotation: the rotation around the specified axis- See Also:
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getAngleAroundRad
public float getAngleAroundRad(float axisX, float axisY, float axisZ) Get the angle in radians of the rotation around the specified axis. The axis must be normalized.- Parameters:
axisX
- the x component of the normalized axis for which to get the angleaxisY
- the y component of the normalized axis for which to get the angleaxisZ
- the z component of the normalized axis for which to get the angle- Returns:
- the angle in radians of the rotation around the specified axis
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getAngleAroundRad
Get the angle in radians of the rotation around the specified axis. The axis must be normalized.- Parameters:
axis
- the normalized axis for which to get the angle- Returns:
- the angle in radians of the rotation around the specified axis
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getAngleAround
public float getAngleAround(float axisX, float axisY, float axisZ) Get the angle in degrees of the rotation around the specified axis. The axis must be normalized.- Parameters:
axisX
- the x component of the normalized axis for which to get the angleaxisY
- the y component of the normalized axis for which to get the angleaxisZ
- the z component of the normalized axis for which to get the angle- Returns:
- the angle in degrees of the rotation around the specified axis
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getAngleAround
Get the angle in degrees of the rotation around the specified axis. The axis must be normalized.- Parameters:
axis
- the normalized axis for which to get the angle- Returns:
- the angle in degrees of the rotation around the specified axis
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