lib/quat.rb in gmath3D-0.2.4 vs lib/quat.rb in gmath3D-0.2.5

- old
+ new

@@ -1,170 +1,170 @@ -require 'gmath3D' - -module GMath3D - # - # Quat represents quaternion. - # - class Quat -public - attr_accessor :x - attr_accessor :y - attr_accessor :z - attr_accessor :w - - # [Input] - # _x_, _y_, _z_, _w_should be Numeric. - # [Output] - # return new instance of Quat. - def initialize(x=0.0,y=0.0,z=0.0,w=0.0) - Util3D.check_arg_type(Numeric, x) - Util3D.check_arg_type(Numeric, y) - Util3D.check_arg_type(Numeric, z) - Util3D.check_arg_type(Numeric, w) - super() - @x = x - @y = y - @z = z - @w = w - end - - # [Input] - # _axsi_ should be Vector3 and _angle_ should be Numeric. - # [Output] - # return new instance of Quat. - def self.from_axis(axis, angle) - Util3D.check_arg_type(Vector3, axis) - Util3D.check_arg_type(Numeric, angle) - s = Math.sin(0.5*angle) - x = s * axis.x - y = s * axis.y - z = s * axis.z - w = Math.cos(0.5*angle) - return Quat.new(x,y,z,w) - end - - # [Input] - # _matrix_ should be Matrix which row and column size are 3. - # [Output] - # return new instance of Quat. - def self.from_matrix(mat) - fourWSquaredMinus1 = mat[0,0] + mat[1,1] + mat[2,2] - fourXSquaredMinus1 = mat[0,0] - mat[1,1] - mat[2,2] - fourYSquaredMinus1 = mat[1,1] - mat[0,0] - mat[2,2] - fourZSquaredMinus1 = mat[2,2] - mat[0,0] - mat[1,1] - - biggestIndex = 0 - fourBiggestSquaredMinus1 = fourWSquaredMinus1 - if(fourXSquaredMinus1 > fourBiggestSquaredMinus1) - fourBiggestSquaredMinus1 = fourXSquaredMinus1 - biggestIndex = 1 - end - if(fourYSquaredMinus1 > fourBiggestSquaredMinus1) - fourBiggestSquaredMinus1 = fourYSquaredMinus1 - biggestIndex = 2 - end - if(fourZSquaredMinus1 > fourBiggestSquaredMinus1) - fourBiggestSquaredMinus1 = fourZSquaredMinus1 - biggestIndex = 3 - end - - biggestVal = Math.sqrt(fourBiggestSquaredMinus1 + 1.0) * 0.5 - multi = 0.25 / biggestVal - - case biggestIndex - when 0 - w = biggestVal - x = (mat[1,2] - mat[2,1]) *multi - y = (mat[2,0] - mat[0,2]) *multi - z = (mat[0,1] - mat[1,0]) *multi - when 1 - x = biggestVal; - w = (mat[1,2] - mat[2,1]) *multi - y = (mat[0,1] + mat[1,0]) *multi - z = (mat[2,0] + mat[0,2]) *multi - when 2 - y = biggestVal; - w = (mat[2,0] - mat[0,2]) *multi - x = (mat[0,1] + mat[1,0]) *multi - z = (mat[1,2] + mat[2,1]) *multi - when 3 - z = biggestVal; - w = (mat[0,1] - mat[1,0]) *multi - x = (mat[2,0] + mat[0,2]) *multi - y = (mat[1,2] + mat[2,1]) *multi - end - return Quat.new(x,y,z,w) - end - - def to_element_s - "[#{@x}, #{@y}, #{@z}, #{@w}]" - end - - def to_s - "Quat" + to_element_s - end - - # [Input] - # _rhs_ should be Quat. - # [Output] - # return true if rhs equals myself. - def ==(rhs) - return false if( !rhs.kind_of?(Quat) ) - return false if(self.x != rhs.x) - return false if(self.y != rhs.y) - return false if(self.z != rhs.z) - return false if(self.w != rhs.w) - true - end - - # [Output] - # return conjugated Quat. - def conjugate - return Quat.new( -self.x, -self.y, -self.z, self.w) - end - - # [Output] - # return normalized result as Quat. - def normalize() - mag = Math.sqrt(self.x*self.x + self.y*self.y + self.z*self.z) - return Quat.new(self.x/mag, self.y/mag, self.z/mag, self.w/mag) - end - - # [Input] - # _rhs_ should be Quat. - # [Output] - # return added result as Quat. - def +(rhs) - Util3D.check_arg_type(Quat, rhs) - t1 = Vector3.new(self.x, self.y, self.z) - t2 = Vector3.new(rhs.x, rhs.y, rhs.z) - dot = t1.dot(t2) - t3 = t2.cross(t1) - - t1 *= rhs.w - t2 *= self.w - - tf = t1 + t2 + t3 - rtn_w = self.w * rhs.w - dot - - return Quat.new(tf.x, tf.y, tf.z, rtn_w) - end - - # [Input] - # _rsh_ should be Quat. - # [Output] - # return (outer products) multiplyed result as Quat. - def *(rhs) - Util3D.check_arg_type(Quat, rhs) - - pw = self.w; px = self.x; py = self.y; pz = self.z; - qw = rhs.w ; qx = rhs.x ; qy = rhs.y ; qz = rhs.z; - - w = pw * qw - px * qx - py * qy - pz * qz - x = pw * qx + px * qw + py * qz - pz * qy - y = pw * qy - px * qz + py * qw + pz * qx - z = pw * qz + px * qy - py * qx + pz * qw - return Quat.new( x,y,z,w ) - end - end -end - +require 'gmath3D' + +module GMath3D + # + # Quat represents quaternion. + # + class Quat +public + attr_accessor :x + attr_accessor :y + attr_accessor :z + attr_accessor :w + + # [Input] + # _x_, _y_, _z_, _w_should be Numeric. + # [Output] + # return new instance of Quat. + def initialize(x=0.0,y=0.0,z=0.0,w=0.0) + Util3D.check_arg_type(Numeric, x) + Util3D.check_arg_type(Numeric, y) + Util3D.check_arg_type(Numeric, z) + Util3D.check_arg_type(Numeric, w) + super() + @x = x + @y = y + @z = z + @w = w + end + + # [Input] + # _axsi_ should be Vector3 and _angle_ should be Numeric. + # [Output] + # return new instance of Quat. + def self.from_axis(axis, angle) + Util3D.check_arg_type(Vector3, axis) + Util3D.check_arg_type(Numeric, angle) + s = Math.sin(0.5*angle) + x = s * axis.x + y = s * axis.y + z = s * axis.z + w = Math.cos(0.5*angle) + return Quat.new(x,y,z,w) + end + + # [Input] + # _matrix_ should be Matrix which row and column size are 3. + # [Output] + # return new instance of Quat. + def self.from_matrix(mat) + fourWSquaredMinus1 = mat[0,0] + mat[1,1] + mat[2,2] + fourXSquaredMinus1 = mat[0,0] - mat[1,1] - mat[2,2] + fourYSquaredMinus1 = mat[1,1] - mat[0,0] - mat[2,2] + fourZSquaredMinus1 = mat[2,2] - mat[0,0] - mat[1,1] + + biggestIndex = 0 + fourBiggestSquaredMinus1 = fourWSquaredMinus1 + if(fourXSquaredMinus1 > fourBiggestSquaredMinus1) + fourBiggestSquaredMinus1 = fourXSquaredMinus1 + biggestIndex = 1 + end + if(fourYSquaredMinus1 > fourBiggestSquaredMinus1) + fourBiggestSquaredMinus1 = fourYSquaredMinus1 + biggestIndex = 2 + end + if(fourZSquaredMinus1 > fourBiggestSquaredMinus1) + fourBiggestSquaredMinus1 = fourZSquaredMinus1 + biggestIndex = 3 + end + + biggestVal = Math.sqrt(fourBiggestSquaredMinus1 + 1.0) * 0.5 + multi = 0.25 / biggestVal + + case biggestIndex + when 0 + w = biggestVal + x = (mat[1,2] - mat[2,1]) *multi + y = (mat[2,0] - mat[0,2]) *multi + z = (mat[0,1] - mat[1,0]) *multi + when 1 + x = biggestVal; + w = (mat[1,2] - mat[2,1]) *multi + y = (mat[0,1] + mat[1,0]) *multi + z = (mat[2,0] + mat[0,2]) *multi + when 2 + y = biggestVal; + w = (mat[2,0] - mat[0,2]) *multi + x = (mat[0,1] + mat[1,0]) *multi + z = (mat[1,2] + mat[2,1]) *multi + when 3 + z = biggestVal; + w = (mat[0,1] - mat[1,0]) *multi + x = (mat[2,0] + mat[0,2]) *multi + y = (mat[1,2] + mat[2,1]) *multi + end + return Quat.new(x,y,z,w) + end + + def to_element_s + "[#{@x}, #{@y}, #{@z}, #{@w}]" + end + + def to_s + "Quat" + to_element_s + end + + # [Input] + # _rhs_ should be Quat. + # [Output] + # return true if rhs equals myself. + def ==(rhs) + return false if( !rhs.kind_of?(Quat) ) + return false if(self.x != rhs.x) + return false if(self.y != rhs.y) + return false if(self.z != rhs.z) + return false if(self.w != rhs.w) + true + end + + # [Output] + # return conjugated Quat. + def conjugate + return Quat.new( -self.x, -self.y, -self.z, self.w) + end + + # [Output] + # return normalized result as Quat. + def normalize() + mag = Math.sqrt(self.x*self.x + self.y*self.y + self.z*self.z) + return Quat.new(self.x/mag, self.y/mag, self.z/mag, self.w/mag) + end + + # [Input] + # _rhs_ should be Quat. + # [Output] + # return added result as Quat. + def +(rhs) + Util3D.check_arg_type(Quat, rhs) + t1 = Vector3.new(self.x, self.y, self.z) + t2 = Vector3.new(rhs.x, rhs.y, rhs.z) + dot = t1.dot(t2) + t3 = t2.cross(t1) + + t1 *= rhs.w + t2 *= self.w + + tf = t1 + t2 + t3 + rtn_w = self.w * rhs.w - dot + + return Quat.new(tf.x, tf.y, tf.z, rtn_w) + end + + # [Input] + # _rsh_ should be Quat. + # [Output] + # return (outer products) multiplyed result as Quat. + def *(rhs) + Util3D.check_arg_type(Quat, rhs) + + pw = self.w; px = self.x; py = self.y; pz = self.z; + qw = rhs.w ; qx = rhs.x ; qy = rhs.y ; qz = rhs.z; + + w = pw * qw - px * qx - py * qy - pz * qz + x = pw * qx + px * qw + py * qz - pz * qy + y = pw * qy - px * qz + py * qw + pz * qx + z = pw * qz + px * qy - py * qx + pz * qw + return Quat.new( x,y,z,w ) + end + end +end +