/* * Copyright (C) 2015 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.example.android.rs.vr.engine; /** * Generic Quaternion * Written for maximum portability between desktop and Android * Not in performance critical sections */ public class Quaternion { private final double[] x = new double[4]; // w,x,y,z, public void set(double w, double x, double y, double z) { this.x[0] = w; this.x[1] = x; this.x[2] = y; this.x[3] = z; } public void clone(Quaternion src) { System.arraycopy(src.x, 0, x, 0, x.length); } private static double[] cross(double[] a, double[] b) { double out0 = a[1] * b[2] - b[1] * a[2]; double out1 = a[2] * b[0] - b[2] * a[0]; double out2 = a[0] * b[1] - b[0] * a[1]; return new double[]{out0, out1, out2}; } private static double dot(double[] a, double[] b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } private static double[] normal(double[] a) { double norm = Math.sqrt(dot(a, a)); return new double[]{a[0] / norm, a[1] / norm, a[2] / norm}; } public void set(double[] v1, double[] v2) { double[] vec1 = normal(v1); double[] vec2 = normal(v2); double[] axis = normal(cross(vec1, vec2)); double angle = Math.acos(dot(vec1, vec2)); set(angle, axis); } public static double calcAngle(double[] v1, double[] v2) { double[] vec1 = normal(v1); double[] vec2 = normal(v2); return Math.acos(Math.min(dot(vec1, vec2), 1)); } public static double[] calcAxis(double[] v1, double[] v2) { double[] vec1 = normal(v1); double[] vec2 = normal(v2); return normal(cross(vec1, vec2)); } public void set(double angle, double[] axis) { x[0] = Math.cos(angle / 2); double sin = Math.sin(angle / 2); x[1] = axis[0] * sin; x[2] = axis[1] * sin; x[3] = axis[2] * sin; } public Quaternion(double x0, double x1, double x2, double x3) { x[0] = x0; x[1] = x1; x[2] = x2; x[3] = x3; } public Quaternion conjugate() { return new Quaternion(x[0], -x[1], -x[2], -x[3]); } public Quaternion plus(Quaternion b) { Quaternion a = this; return new Quaternion(a.x[0] + b.x[0], a.x[1] + b.x[1], a.x[2] + b.x[2], a.x[3] + b.x[3]); } public Quaternion times(Quaternion b) { Quaternion a = this; double y0 = a.x[0] * b.x[0] - a.x[1] * b.x[1] - a.x[2] * b.x[2] - a.x[3] * b.x[3]; double y1 = a.x[0] * b.x[1] + a.x[1] * b.x[0] + a.x[2] * b.x[3] - a.x[3] * b.x[2]; double y2 = a.x[0] * b.x[2] - a.x[1] * b.x[3] + a.x[2] * b.x[0] + a.x[3] * b.x[1]; double y3 = a.x[0] * b.x[3] + a.x[1] * b.x[2] - a.x[2] * b.x[1] + a.x[3] * b.x[0]; return new Quaternion(y0, y1, y2, y3); } public Quaternion inverse() { double d = x[0] * x[0] + x[1] * x[1] + x[2] * x[2] + x[3] * x[3]; return new Quaternion(x[0] / d, -x[1] / d, -x[2] / d, -x[3] / d); } public Quaternion divides(Quaternion b) { Quaternion a = this; return a.inverse().times(b); } public double[] rotateVec(double[] v) { double v0 = v[0]; double v1 = v[1]; double v2 = v[2]; double s = x[1] * v0 + x[2] * v1 + x[3] * v2; double n0 = 2 * (x[0] * (v0 * x[0] - (x[2] * v2 - x[3] * v1)) + s * x[1]) - v0; double n1 = 2 * (x[0] * (v1 * x[0] - (x[3] * v0 - x[1] * v2)) + s * x[2]) - v1; double n2 = 2 * (x[0] * (v2 * x[0] - (x[1] * v1 - x[2] * v0)) + s * x[3]) - v2; return new double[]{n0, n1, n2}; } void matrix() { double xx = x[1] * x[1]; double xy = x[1] * x[2]; double xz = x[1] * x[3]; double xw = x[1] * x[0]; double yy = x[2] * x[2]; double yz = x[2] * x[3]; double yw = x[2] * x[0]; double zz = x[3] * x[3]; double zw = x[3] * x[0]; double[] m = new double[16]; m[0] = 1 - 2 * (yy + zz); m[1] = 2 * (xy - zw); m[2] = 2 * (xz + yw); m[4] = 2 * (xy + zw); m[5] = 1 - 2 * (xx + zz); m[6] = 2 * (yz - xw); m[8] = 2 * (xz - yw); m[9] = 2 * (yz + xw); m[10] = 1 - 2 * (xx + yy); m[3] = m[7] = m[11] = m[12] = m[13] = m[14] = 0; m[15] = 1; } }