Fixed issues with Eigen on Windows:

- Define NOMINMAX before any file that includes windows.h to prevent Windows' min and max macros from interfering with the STL template functions of the same name.
- Renamed Celestia's Quaternion class to Quat so that it's name doesn't interfere with the Eigen structure during the port to Eigen (g++ doesn't seem to care...)
sensor-dev
Chris Laurel 2009-07-15 19:54:20 +00:00
parent 8bef7aa232
commit 53e9049aa7
5 changed files with 132 additions and 135 deletions

View File

@ -37,8 +37,8 @@
/>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=".\src;.\windows\inc;.\windows\inc\libintl;.\windows\inc\libpng;.\windows\inc\libz;.\windows\inc\spice;&quot;.\windows\inc\lua-5.1&quot;;.\windows\inc\libjpeg;.\thirdparth\Eigen"
PreprocessorDefinitions="CELX;LUA_VER=0x050100;USE_SPICE;WINVER=0x0400;_WIN32_WINNT=0x0400;_CRT_SECURE_NO_DEPRECATE"
AdditionalIncludeDirectories=".\src;.\windows\inc;.\windows\inc\libintl;.\windows\inc\libpng;.\windows\inc\libz;.\windows\inc\spice;&quot;.\windows\inc\lua-5.1&quot;;.\windows\inc\libjpeg;.\thirdparty\Eigen"
PreprocessorDefinitions="CELX;LUA_VER=0x050100;USE_SPICE;WINVER=0x0400;_WIN32_WINNT=0x0400;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
RuntimeLibrary="3"
DebugInformationFormat="3"
/>
@ -111,7 +111,7 @@
EnableIntrinsicFunctions="true"
OmitFramePointers="true"
AdditionalIncludeDirectories=".\src;.\windows\inc;.\windows\inc\libintl;.\windows\inc\libpng;.\windows\inc\libz;.\windows\inc\spice;&quot;.\windows\inc\lua-5.1&quot;;.\windows\inc\libjpeg;.\thirdparty\Eigen"
PreprocessorDefinitions="CELX;LUA_VER=0x050100;USE_SPICE;WINVER=0x0400;_WIN32_WINNT=0x0400;_CRT_SECURE_NO_DEPRECATE"
PreprocessorDefinitions="CELX;LUA_VER=0x050100;USE_SPICE;WINVER=0x0400;_WIN32_WINNT=0x0400;_CRT_SECURE_NO_DEPRECATE;NOMINMAX"
RuntimeLibrary="2"
EnableEnhancedInstructionSet="0"
FloatingPointModel="0"

View File

@ -259,7 +259,7 @@ void Observer::setAngularVelocity(const Vec3d& v)
*/
// TODO: This is a generally useful function that should be moved to
// the celmath package.
template<class T> static Quaternion<T>
template<class T> static Quat<T>
lookAt(Point3<T> from, Point3<T> to, Vector3<T> up)
{
Vector3<T> n = to - from;
@ -268,7 +268,7 @@ lookAt(Point3<T> from, Point3<T> to, Vector3<T> up)
v.normalize();
Vector3<T> u = v ^ n;
return Quaternion<T>::matrixToQuaternion(Matrix3<T>(v, u, -n));
return Quat<T>::matrixToQuaternion(Matrix3<T>(v, u, -n));
}

View File

@ -450,6 +450,11 @@ win32 {
RC_FILE = celestia/qt/celestia.rc
DEFINES += _CRT_SECURE_NO_WARNINGS
# Disable the regrettable min and max macros in windows.h
DEFINES += NOMINMAX
LIBS += /nodefaultlib:libcmt.lib
}
unix {

View File

@ -17,26 +17,26 @@
#include <celmath/vecmath.h>
template<class T> class Quaternion
template<class T> class Quat
{
public:
inline Quaternion();
inline Quaternion(const Quaternion<T>&);
inline Quaternion(T);
inline Quaternion(const Vector3<T>&);
inline Quaternion(T, const Vector3<T>&);
inline Quaternion(T, T, T, T);
inline Quat();
inline Quat(const Quat<T>&);
inline Quat(T);
inline Quat(const Vector3<T>&);
inline Quat(T, const Vector3<T>&);
inline Quat(T, T, T, T);
inline Quaternion(const Matrix3<T>&);
inline Quat(const Matrix3<T>&);
inline Quaternion& operator+=(Quaternion);
inline Quaternion& operator-=(Quaternion);
inline Quaternion& operator*=(T);
Quaternion& operator*=(Quaternion);
inline Quat& operator+=(Quat);
inline Quat& operator-=(Quat);
inline Quat& operator*=(T);
Quat& operator*=(Quat);
inline Quaternion operator~() const; // conjugate
inline Quaternion operator-() const;
inline Quaternion operator+() const;
inline Quat operator~() const; // conjugate
inline Quat operator-() const;
inline Quat operator+() const;
void setAxisAngle(Vector3<T> axis, T angle);
@ -44,10 +44,10 @@ public:
Matrix4<T> toMatrix4() const;
Matrix3<T> toMatrix3() const;
static Quaternion<T> slerp(const Quaternion<T>&, const Quaternion<T>&, T);
static Quaternion<T> vecToVecRotation(const Vector3<T>& v0,
static Quat<T> slerp(const Quat<T>&, const Quat<T>&, T);
static Quat<T> vecToVecRotation(const Vector3<T>& v0,
const Vector3<T>& v1);
static Quaternion<T> matrixToQuaternion(const Matrix3<T>& m);
static Quat<T> matrixToQuaternion(const Matrix3<T>& m);
void rotate(Vector3<T> axis, T angle);
void xrotate(T angle);
@ -58,46 +58,46 @@ public:
bool isReal() const;
T normalize();
static Quaternion<T> xrotation(T);
static Quaternion<T> yrotation(T);
static Quaternion<T> zrotation(T);
static Quat<T> xrotation(T);
static Quat<T> yrotation(T);
static Quat<T> zrotation(T);
static Quaternion<T> lookAt(const Point3<T>& from, const Point3<T>& to, const Vector3<T>& up);
static Quat<T> lookAt(const Point3<T>& from, const Point3<T>& to, const Vector3<T>& up);
T w, x, y, z;
};
typedef Quaternion<float> Quatf;
typedef Quaternion<double> Quatd;
typedef Quat<float> Quatf;
typedef Quat<double> Quatd;
template<class T> Quaternion<T>::Quaternion() : w(0), x(0), y(0), z(0)
template<class T> Quat<T>::Quat() : w(0), x(0), y(0), z(0)
{
}
template<class T> Quaternion<T>::Quaternion(const Quaternion<T>& q) :
template<class T> Quat<T>::Quat(const Quat<T>& q) :
w(q.w), x(q.x), y(q.y), z(q.z)
{
}
template<class T> Quaternion<T>::Quaternion(T re) :
template<class T> Quat<T>::Quat(T re) :
w(re), x(0), y(0), z(0)
{
}
// Create a 'pure' quaternion
template<class T> Quaternion<T>::Quaternion(const Vector3<T>& im) :
template<class T> Quat<T>::Quat(const Vector3<T>& im) :
w(0), x(im.x), y(im.y), z(im.z)
{
}
template<class T> Quaternion<T>::Quaternion(T re, const Vector3<T>& im) :
template<class T> Quat<T>::Quat(T re, const Vector3<T>& im) :
w(re), x(im.x), y(im.y), z(im.z)
{
}
template<class T> Quaternion<T>::Quaternion(T _w, T _x, T _y, T _z) :
template<class T> Quat<T>::Quat(T _w, T _x, T _y, T _z) :
w(_w), x(_x), y(_y), z(_z)
{
}
@ -105,7 +105,7 @@ template<class T> Quaternion<T>::Quaternion(T _w, T _x, T _y, T _z) :
// Create a quaternion from a rotation matrix
// TODO: purge this from code--it is replaced by the matrixToQuaternion()
// function.
template<class T> Quaternion<T>::Quaternion(const Matrix3<T>& m)
template<class T> Quat<T>::Quat(const Matrix3<T>& m)
{
T trace = m[0][0] + m[1][1] + m[2][2];
T root;
@ -140,21 +140,21 @@ template<class T> Quaternion<T>::Quaternion(const Matrix3<T>& m)
}
}
template<class T> Quaternion<T>& Quaternion<T>::operator+=(Quaternion<T> a)
template<class T> Quat<T>& Quat<T>::operator+=(Quat<T> a)
{
x += a.x; y += a.y; z += a.z; w += a.w;
return *this;
}
template<class T> Quaternion<T>& Quaternion<T>::operator-=(Quaternion<T> a)
template<class T> Quat<T>& Quat<T>::operator-=(Quat<T> a)
{
x -= a.x; y -= a.y; z -= a.z; w -= a.w;
return *this;
}
template<class T> Quaternion<T>& Quaternion<T>::operator*=(Quaternion<T> q)
template<class T> Quat<T>& Quat<T>::operator*=(Quat<T> q)
{
*this = Quaternion<T>(w * q.w - x * q.x - y * q.y - z * q.z,
*this = Quat<T>(w * q.w - x * q.x - y * q.y - z * q.z,
w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y + y * q.w + z * q.x - x * q.z,
w * q.z + z * q.w + x * q.y - y * q.x);
@ -162,109 +162,109 @@ template<class T> Quaternion<T>& Quaternion<T>::operator*=(Quaternion<T> q)
return *this;
}
template<class T> Quaternion<T>& Quaternion<T>::operator*=(T s)
template<class T> Quat<T>& Quat<T>::operator*=(T s)
{
x *= s; y *= s; z *= s; w *= s;
return *this;
}
// conjugate operator
template<class T> Quaternion<T> Quaternion<T>::operator~() const
template<class T> Quat<T> Quat<T>::operator~() const
{
return Quaternion<T>(w, -x, -y, -z);
return Quat<T>(w, -x, -y, -z);
}
template<class T> Quaternion<T> Quaternion<T>::operator-() const
template<class T> Quat<T> Quat<T>::operator-() const
{
return Quaternion<T>(-w, -x, -y, -z);
return Quat<T>(-w, -x, -y, -z);
}
template<class T> Quaternion<T> Quaternion<T>::operator+() const
template<class T> Quat<T> Quat<T>::operator+() const
{
return *this;
}
template<class T> Quaternion<T> operator+(Quaternion<T> a, Quaternion<T> b)
template<class T> Quat<T> operator+(Quat<T> a, Quat<T> b)
{
return Quaternion<T>(a.w + b.w, a.x + b.x, a.y + b.y, a.z + b.z);
return Quat<T>(a.w + b.w, a.x + b.x, a.y + b.y, a.z + b.z);
}
template<class T> Quaternion<T> operator-(Quaternion<T> a, Quaternion<T> b)
template<class T> Quat<T> operator-(Quat<T> a, Quat<T> b)
{
return Quaternion<T>(a.w - b.w, a.x - b.x, a.y - b.y, a.z - b.z);
return Quat<T>(a.w - b.w, a.x - b.x, a.y - b.y, a.z - b.z);
}
template<class T> Quaternion<T> operator*(Quaternion<T> a, Quaternion<T> b)
template<class T> Quat<T> operator*(Quat<T> a, Quat<T> b)
{
return Quaternion<T>(a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z,
return Quat<T>(a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z,
a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z,
a.w * b.z + a.z * b.w + a.x * b.y - a.y * b.x);
}
template<class T> Quaternion<T> operator*(T s, Quaternion<T> q)
template<class T> Quat<T> operator*(T s, Quat<T> q)
{
return Quaternion<T>(s * q.w, s * q.x, s * q.y, s * q.z);
return Quat<T>(s * q.w, s * q.x, s * q.y, s * q.z);
}
template<class T> Quaternion<T> operator*(Quaternion<T> q, T s)
template<class T> Quat<T> operator*(Quat<T> q, T s)
{
return Quaternion<T>(s * q.w, s * q.x, s * q.y, s * q.z);
return Quat<T>(s * q.w, s * q.x, s * q.y, s * q.z);
}
// equivalent to multiplying by the quaternion (0, v)
template<class T> Quaternion<T> operator*(Vector3<T> v, Quaternion<T> q)
template<class T> Quat<T> operator*(Vector3<T> v, Quat<T> q)
{
return Quaternion<T>(-v.x * q.x - v.y * q.y - v.z * q.z,
return Quat<T>(-v.x * q.x - v.y * q.y - v.z * q.z,
v.x * q.w + v.y * q.z - v.z * q.y,
v.y * q.w + v.z * q.x - v.x * q.z,
v.z * q.w + v.x * q.y - v.y * q.x);
}
template<class T> Quaternion<T> operator/(Quaternion<T> q, T s)
template<class T> Quat<T> operator/(Quat<T> q, T s)
{
return q * (1 / s);
}
template<class T> Quaternion<T> operator/(Quaternion<T> a, Quaternion<T> b)
template<class T> Quat<T> operator/(Quat<T> a, Quat<T> b)
{
return a * (~b / abs(b));
}
template<class T> bool operator==(Quaternion<T> a, Quaternion<T> b)
template<class T> bool operator==(Quat<T> a, Quat<T> b)
{
return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w;
}
template<class T> bool operator!=(Quaternion<T> a, Quaternion<T> b)
template<class T> bool operator!=(Quat<T> a, Quat<T> b)
{
return a.x != b.x || a.y != b.y || a.z != b.z || a.w != b.w;
}
// elementary functions
template<class T> Quaternion<T> conjugate(Quaternion<T> q)
template<class T> Quat<T> conjugate(Quat<T> q)
{
return Quaternion<T>(q.w, -q.x, -q.y, -q.z);
return Quat<T>(q.w, -q.x, -q.y, -q.z);
}
template<class T> T norm(Quaternion<T> q)
template<class T> T norm(Quat<T> q)
{
return q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
}
template<class T> T abs(Quaternion<T> q)
template<class T> T abs(Quat<T> q)
{
return (T) sqrt(norm(q));
}
template<class T> Quaternion<T> exp(Quaternion<T> q)
template<class T> Quat<T> exp(Quat<T> q)
{
if (q.isReal())
{
return Quaternion<T>((T) exp(q.w));
return Quat<T>((T) exp(q.w));
}
else
{
@ -273,17 +273,17 @@ template<class T> Quaternion<T> exp(Quaternion<T> q)
T c = (T) cos(l);
T e = (T) exp(q.w);
T t = e * s / l;
return Quaternion<T>(e * c, t * q.x, t * q.y, t * q.z);
return Quat<T>(e * c, t * q.x, t * q.y, t * q.z);
}
}
template<class T> Quaternion<T> log(Quaternion<T> q)
template<class T> Quat<T> log(Quat<T> q)
{
if (q.isReal())
{
if (q.w > 0)
{
return Quaternion<T>((T) log(q.w));
return Quat<T>((T) log(q.w));
}
else if (q.w < 0)
{
@ -293,12 +293,12 @@ template<class T> Quaternion<T> log(Quaternion<T> q)
// of (1, 0, 0) here and whereever else a similar choice is
// necessary. Geometrically, the set of roots is a sphere
// of radius PI centered at ln(-w) on the real axis.
return Quaternion<T>((T) log(-q.w), (T) PI, 0, 0);
return Quat<T>((T) log(-q.w), (T) PI, 0, 0);
}
else
{
// error . . . ln(0) not defined
return Quaternion<T>(0);
return Quat<T>(0);
}
}
else
@ -307,28 +307,28 @@ template<class T> Quaternion<T> log(Quaternion<T> q)
T r = (T) sqrt(l * l + q.w * q.w);
T theta = (T) atan2(l, q.w);
T t = theta / l;
return Quaternion<T>((T) log(r), t * q.x, t * q.y, t * q.z);
return Quat<T>((T) log(r), t * q.x, t * q.y, t * q.z);
}
}
template<class T> Quaternion<T> pow(Quaternion<T> q, T s)
template<class T> Quat<T> pow(Quat<T> q, T s)
{
return exp(s * log(q));
}
template<class T> Quaternion<T> pow(Quaternion<T> q, Quaternion<T> p)
template<class T> Quat<T> pow(Quat<T> q, Quat<T> p)
{
return exp(p * log(q));
}
template<class T> Quaternion<T> sin(Quaternion<T> q)
template<class T> Quat<T> sin(Quat<T> q)
{
if (q.isReal())
{
return Quaternion<T>((T) sin(q.w));
return Quat<T>((T) sin(q.w));
}
else
{
@ -343,16 +343,16 @@ template<class T> Quaternion<T> sin(Quaternion<T> q)
T c0 = (T) -0.5 * e0 * il * c;
T c1 = (T) 0.5 * e1 * il * c;
return Quaternion<T>((T) 0.5 * e0 * s, c0 * q.x, c0 * q.y, c0 * q.z) +
Quaternion<T>((T) 0.5 * e1 * s, c1 * q.x, c1 * q.y, c1 * q.z);
return Quat<T>((T) 0.5 * e0 * s, c0 * q.x, c0 * q.y, c0 * q.z) +
Quat<T>((T) 0.5 * e1 * s, c1 * q.x, c1 * q.y, c1 * q.z);
}
}
template<class T> Quaternion<T> cos(Quaternion<T> q)
template<class T> Quat<T> cos(Quat<T> q)
{
if (q.isReal())
{
return Quaternion<T>((T) cos(q.w));
return Quat<T>((T) cos(q.w));
}
else
{
@ -367,12 +367,12 @@ template<class T> Quaternion<T> cos(Quaternion<T> q)
T c0 = (T) 0.5 * e0 * il * s;
T c1 = (T) -0.5 * e1 * il * s;
return Quaternion<T>((T) 0.5 * e0 * c, c0 * q.x, c0 * q.y, c0 * q.z) +
Quaternion<T>((T) 0.5 * e1 * c, c1 * q.x, c1 * q.y, c1 * q.z);
return Quat<T>((T) 0.5 * e0 * c, c0 * q.x, c0 * q.y, c0 * q.z) +
Quat<T>((T) 0.5 * e1 * c, c1 * q.x, c1 * q.y, c1 * q.z);
}
}
template<class T> Quaternion<T> sqrt(Quaternion<T> q)
template<class T> Quat<T> sqrt(Quat<T> q)
{
// In general, the square root of a quaternion has two values, one
// of which is the negative of the other. However, any negative purely
@ -382,9 +382,9 @@ template<class T> Quaternion<T> sqrt(Quaternion<T> q)
if (q.isReal())
{
if (q.w >= 0)
return Quaternion<T>((T) sqrt(q.w), 0, 0, 0);
return Quat<T>((T) sqrt(q.w), 0, 0, 0);
else
return Quaternion<T>(0, (T) sqrt(-q.w), 0, 0);
return Quat<T>(0, (T) sqrt(-q.w), 0, 0);
}
else
{
@ -395,42 +395,42 @@ template<class T> Quaternion<T> sqrt(Quaternion<T> q)
T m = (T) sqrt((T) 0.5 * (r + q.w));
T l = b / (2 * m);
T t = l / b;
return Quaternion<T>(m, q.x * t, q.y * t, q.z * t);
return Quat<T>(m, q.x * t, q.y * t, q.z * t);
}
else
{
T l = (T) sqrt((T) 0.5 * (r - q.w));
T m = b / (2 * l);
T t = l / b;
return Quaternion<T>(m, q.x * t, q.y * t, q.z * t);
return Quat<T>(m, q.x * t, q.y * t, q.z * t);
}
}
}
template<class T> T real(Quaternion<T> q)
template<class T> T real(Quat<T> q)
{
return q.w;
}
template<class T> Vector3<T> imag(Quaternion<T> q)
template<class T> Vector3<T> imag(Quat<T> q)
{
return Vector3<T>(q.x, q.y, q.z);
}
// Quaternion methods
// Quat methods
template<class T> bool Quaternion<T>::isReal() const
template<class T> bool Quat<T>::isReal() const
{
return (x == 0 && y == 0 && z == 0);
}
template<class T> bool Quaternion<T>::isPure() const
template<class T> bool Quat<T>::isPure() const
{
return w == 0;
}
template<class T> T Quaternion<T>::normalize()
template<class T> T Quat<T>::normalize()
{
T s = (T) sqrt(w * w + x * x + y * y + z * z);
T invs = (T) 1 / (T) s;
@ -444,7 +444,7 @@ template<class T> T Quaternion<T>::normalize()
// Set to the unit quaternion representing an axis angle rotation. Assume
// that axis is a unit vector
template<class T> void Quaternion<T>::setAxisAngle(Vector3<T> axis, T angle)
template<class T> void Quat<T>::setAxisAngle(Vector3<T> axis, T angle)
{
T s, c;
@ -458,7 +458,7 @@ template<class T> void Quaternion<T>::setAxisAngle(Vector3<T> axis, T angle)
// Assuming that this a unit quaternion, return the in axis/angle form the
// orientation which it represents.
template<class T> void Quaternion<T>::getAxisAngle(Vector3<T>& axis,
template<class T> void Quat<T>::getAxisAngle(Vector3<T>& axis,
T& angle) const
{
// The quaternion has the form:
@ -488,7 +488,7 @@ template<class T> void Quaternion<T>::getAxisAngle(Vector3<T>& axis,
// Convert this (assumed to be normalized) quaternion to a rotation matrix
template<class T> Matrix4<T> Quaternion<T>::toMatrix4() const
template<class T> Matrix4<T> Quat<T>::toMatrix4() const
{
T wx = w * x * 2;
T wy = w * y * 2;
@ -508,7 +508,7 @@ template<class T> Matrix4<T> Quaternion<T>::toMatrix4() const
// Convert this (assumed to be normalized) quaternion to a rotation matrix
template<class T> Matrix3<T> Quaternion<T>::toMatrix3() const
template<class T> Matrix3<T> Quat<T>::toMatrix3() const
{
T wx = w * x * 2;
T wy = w * y * 2;
@ -526,7 +526,7 @@ template<class T> Matrix3<T> Quaternion<T>::toMatrix3() const
}
template<class T> T dot(Quaternion<T> a, Quaternion<T> b)
template<class T> T dot(Quat<T> a, Quat<T> b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
@ -536,8 +536,8 @@ template<class T> T dot(Quaternion<T> a, Quaternion<T> b)
* interpolating rotations, so shortest path between rotations will be
* taken.
*/
template<class T> Quaternion<T> Quaternion<T>::slerp(const Quaternion<T>& q0,
const Quaternion<T>& q1,
template<class T> Quat<T> Quat<T>::slerp(const Quat<T>& q0,
const Quat<T>& q1,
T t)
{
const double Nlerp_Threshold = 0.99999;
@ -547,7 +547,7 @@ template<class T> Quaternion<T> Quaternion<T>::slerp(const Quaternion<T>& q0,
// Assuming the quaternions representat rotations, ensure that we interpolate
// through the shortest path by inverting one of the quaternions if the
// angle between them is negative.
Quaternion qstart;
Quat qstart;
if (cosAngle < 0)
{
qstart = -q0;
@ -563,7 +563,7 @@ template<class T> Quaternion<T> Quaternion<T>::slerp(const Quaternion<T>& q0,
// very small angles.
if (cosAngle > (T) Nlerp_Threshold)
{
Quaternion<T> q = (1 - t) * qstart + t * q1;
Quat<T> q = (1 - t) * qstart + t * q1;
q.normalize();
return q;
}
@ -581,7 +581,7 @@ template<class T> Quaternion<T> Quaternion<T>::slerp(const Quaternion<T>& q0,
T interpolatedAngle = t * angle;
// qstart and q2 will form an orthonormal basis in the plane of interpolation.
Quaternion q2 = q1 - qstart * cosAngle;
Quat q2 = q1 - qstart * cosAngle;
q2.normalize();
return qstart * (T) cos(interpolatedAngle) + q2 * (T) sin(interpolatedAngle);
@ -600,7 +600,7 @@ template<class T> Quaternion<T> Quaternion<T>::slerp(const Quaternion<T>& q0,
* vectors point in opposite directions, there is no unique axis and
* (arbitrarily) a rotation about the x axis will be chosen.
*/
template<class T> Quaternion<T> Quaternion<T>::vecToVecRotation(const Vector3<T>& v0,
template<class T> Quat<T> Quat<T>::vecToVecRotation(const Vector3<T>& v0,
const Vector3<T>& v1)
{
// We need sine and cosine of half the angle between v0 and v1, so
@ -619,23 +619,23 @@ template<class T> Quaternion<T> Quaternion<T>::vecToVecRotation(const Vector3<T>
// v0 and v1.
Vector3<T> rotAxis = half ^ v1;
T cosAngle = half * v1;
return Quaternion<T>(cosAngle, rotAxis.x, rotAxis.y, rotAxis.z);
return Quat<T>(cosAngle, rotAxis.x, rotAxis.y, rotAxis.z);
}
else
{
// The vectors point in exactly opposite directions, so there is
// no unique axis of rotation. Rotating v0 180 degrees about any
// axis will map it to v1; we'll choose the x-axis.
return Quaternion<T>((T) 0.0, (T) 1.0, (T) 0.0, (T) 0.0);
return Quat<T>((T) 0.0, (T) 1.0, (T) 0.0, (T) 0.0);
}
}
/*! Create a quaternion from a rotation matrix
*/
template<class T> Quaternion<T> Quaternion<T>::matrixToQuaternion(const Matrix3<T>& m)
template<class T> Quat<T> Quat<T>::matrixToQuaternion(const Matrix3<T>& m)
{
Quaternion<T> q;
Quat<T> q;
T trace = m[0][0] + m[1][1] + m[2][2];
T root;
T epsilon = std::numeric_limits<T>::epsilon() * (T) 1e3;
@ -676,9 +676,9 @@ template<class T> Quaternion<T> Quaternion<T>::matrixToQuaternion(const Matrix3<
/*! Assuming that this is a unit quaternion representing an orientation,
* apply a rotation of angle radians about the specfied axis
*/
template<class T> void Quaternion<T>::rotate(Vector3<T> axis, T angle)
template<class T> void Quat<T>::rotate(Vector3<T> axis, T angle)
{
Quaternion q;
Quat q;
q.setAxisAngle(axis, angle);
*this = q * *this;
}
@ -686,62 +686,62 @@ template<class T> void Quaternion<T>::rotate(Vector3<T> axis, T angle)
// Assuming that this is a unit quaternion representing an orientation,
// apply a rotation of angle radians about the x-axis
template<class T> void Quaternion<T>::xrotate(T angle)
template<class T> void Quat<T>::xrotate(T angle)
{
T s, c;
Math<T>::sincos(angle * (T) 0.5, s, c);
*this = Quaternion<T>(c, s, 0, 0) * *this;
*this = Quat<T>(c, s, 0, 0) * *this;
}
// Assuming that this is a unit quaternion representing an orientation,
// apply a rotation of angle radians about the y-axis
template<class T> void Quaternion<T>::yrotate(T angle)
template<class T> void Quat<T>::yrotate(T angle)
{
T s, c;
Math<T>::sincos(angle * (T) 0.5, s, c);
*this = Quaternion<T>(c, 0, s, 0) * *this;
*this = Quat<T>(c, 0, s, 0) * *this;
}
// Assuming that this is a unit quaternion representing an orientation,
// apply a rotation of angle radians about the z-axis
template<class T> void Quaternion<T>::zrotate(T angle)
template<class T> void Quat<T>::zrotate(T angle)
{
T s, c;
Math<T>::sincos(angle * (T) 0.5, s, c);
*this = Quaternion<T>(c, 0, 0, s) * *this;
*this = Quat<T>(c, 0, 0, s) * *this;
}
template<class T> Quaternion<T> Quaternion<T>::xrotation(T angle)
template<class T> Quat<T> Quat<T>::xrotation(T angle)
{
T s, c;
Math<T>::sincos(angle * (T) 0.5, s, c);
return Quaternion<T>(c, s, 0, 0);
return Quat<T>(c, s, 0, 0);
}
template<class T> Quaternion<T> Quaternion<T>::yrotation(T angle)
template<class T> Quat<T> Quat<T>::yrotation(T angle)
{
T s, c;
Math<T>::sincos(angle * (T) 0.5, s, c);
return Quaternion<T>(c, 0, s, 0);
return Quat<T>(c, 0, s, 0);
}
template<class T> Quaternion<T> Quaternion<T>::zrotation(T angle)
template<class T> Quat<T> Quat<T>::zrotation(T angle)
{
T s, c;
Math<T>::sincos(angle * (T) 0.5, s, c);
return Quaternion<T>(c, 0, 0, s);
return Quat<T>(c, 0, 0, s);
}
/*! Determine an orientation that will make the negative z-axis point from
* from the observer to the target, with the y-axis pointing in direction
* of the component of 'up' that is orthogonal to the z-axis.
*/
template<class T> Quaternion<T>
Quaternion<T>::lookAt(const Point3<T>& from, const Point3<T>& to, const Vector3<T>& up)
template<class T> Quat<T>
Quat<T>::lookAt(const Point3<T>& from, const Point3<T>& to, const Vector3<T>& up)
{
Vector3<T> n = to - from;
n.normalize();
@ -749,7 +749,7 @@ Quaternion<T>::lookAt(const Point3<T>& from, const Point3<T>& to, const Vector3<
v.normalize();
Vector3<T> u = v ^ n;
return Quaternion<T>::matrixToQuaternion(Matrix3<T>(v, u, -n));
return Quat<T>::matrixToQuaternion(Matrix3<T>(v, u, -n));
}
#endif // _QUATERNION_H_

View File

@ -20,14 +20,6 @@
#define COMPILE_TIME_ASSERT(pred) \
switch(0){case 0: case pred:;}
#ifdef _WIN32
// The Windows header files define min and max macros. We prefer the min and
// max templates from STL because they don't result in unexpected multiple
// evaluations of arguments. In order to use them, we need to set NOMINMAX
// to prevent namespace pollution by the Windows macros.
#define NOMINMAX
#endif
// gettext / libintl setup
#define _(string) gettext (string)