Class: Engine::Quaternion
- Inherits:
-
Object
- Object
- Engine::Quaternion
- Defined in:
- lib/engine/quaternion.rb
Constant Summary collapse
- EULER_ORDER =
"XYZ"
Instance Attribute Summary collapse
-
#euler_order ⇒ Object
Returns the value of attribute euler_order.
-
#w ⇒ Object
Returns the value of attribute w.
-
#x ⇒ Object
Returns the value of attribute x.
-
#y ⇒ Object
Returns the value of attribute y.
-
#z ⇒ Object
Returns the value of attribute z.
Class Method Summary collapse
Instance Method Summary collapse
- #*(other) ⇒ Object
- #==(other) ⇒ Object
-
#initialize(w, x, y, z) ⇒ Quaternion
constructor
A new instance of Quaternion.
- #te ⇒ Object
- #to_angle_axis ⇒ Object
- #to_euler ⇒ Object
- #to_s ⇒ Object
Constructor Details
#initialize(w, x, y, z) ⇒ Quaternion
Returns a new instance of Quaternion.
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# File 'lib/engine/quaternion.rb', line 8 def initialize(w, x, y, z) @w = w @x = x @y = y @z = z end |
Instance Attribute Details
#euler_order ⇒ Object
Returns the value of attribute euler_order.
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# File 'lib/engine/quaternion.rb', line 6 def euler_order @euler_order end |
#w ⇒ Object
Returns the value of attribute w.
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# File 'lib/engine/quaternion.rb', line 6 def w @w end |
#x ⇒ Object
Returns the value of attribute x.
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# File 'lib/engine/quaternion.rb', line 6 def x @x end |
#y ⇒ Object
Returns the value of attribute y.
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# File 'lib/engine/quaternion.rb', line 6 def y @y end |
#z ⇒ Object
Returns the value of attribute z.
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# File 'lib/engine/quaternion.rb', line 6 def z @z end |
Class Method Details
.from_angle_axis(angle, axis) ⇒ Object
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# File 'lib/engine/quaternion.rb', line 210 def self.from_angle_axis(angle, axis) axis = axis.normalize angle = angle * Math::PI / 180 half_angle = angle / 2 sin_half_angle = Math.sin(half_angle) cos_half_angle = Math.cos(half_angle) Quaternion.new( cos_half_angle, axis[0] * sin_half_angle, axis[1] * sin_half_angle, axis[2] * sin_half_angle ) end |
.from_euler(euler) ⇒ Object
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# File 'lib/engine/quaternion.rb', line 35 def self.from_euler(euler) e_1 = euler[0] * Math::PI / 180 e_2 = euler[1] * Math::PI / 180 e_3 = euler[2] * Math::PI / 180 c_1 = Math.cos(e_1 / 2) c_2 = Math.cos(e_2 / 2) c_3 = Math.cos(e_3 / 2) s_1 = Math.sin(e_1 / 2) s_2 = Math.sin(e_2 / 2) s_3 = Math.sin(e_3 / 2) case EULER_ORDER when "XYZ" Quaternion.new( c_1 * c_2 * c_3 - s_1 * s_2 * s_3, s_1 * c_2 * c_3 + c_1 * s_2 * s_3, c_1 * s_2 * c_3 - s_1 * c_2 * s_3, c_1 * c_2 * s_3 + s_1 * s_2 * c_3 ) when "YXZ" Quaternion.new( c_1 * c_2 * c_3 + s_1 * s_2 * s_3, s_1 * c_2 * c_3 + c_1 * s_2 * s_3, c_1 * s_2 * c_3 - s_1 * c_2 * s_3, c_1 * c_2 * s_3 - s_1 * s_2 * c_3 ) when "ZXY" Quaternion.new( c_1 * c_2 * c_3 - s_1 * s_2 * s_3, s_1 * c_2 * c_3 - c_1 * s_2 * s_3, c_1 * s_2 * c_3 + s_1 * c_2 * s_3, c_1 * c_2 * s_3 + s_1 * s_2 * c_3 ) when "ZYX" Quaternion.new( c_1 * c_2 * c_3 + s_1 * s_2 * s_3, s_1 * c_2 * c_3 - c_1 * s_2 * s_3, c_1 * s_2 * c_3 + s_1 * c_2 * s_3, c_1 * c_2 * s_3 - s_1 * s_2 * c_3 ) when "YZX" Quaternion.new( s_1 * c_2 * c_3 + c_1 * s_2 * s_3, c_1 * s_2 * c_3 + s_1 * c_2 * s_3, c_1 * c_2 * s_3 - s_1 * s_2 * c_3, c_1 * c_2 * c_3 - s_1 * s_2 * s_3 ) when "XZY" Quaternion.new( c_1 * c_2 * c_3 + s_1 * s_2 * s_3, s_1 * c_2 * c_3 - c_1 * s_2 * s_3, c_1 * s_2 * c_3 - s_1 * c_2 * s_3, c_1 * c_2 * s_3 + s_1 * s_2 * c_3 ) end end |
Instance Method Details
#*(other) ⇒ Object
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# File 'lib/engine/quaternion.rb', line 25 def *(other) Quaternion.new( @w * other.w - @x * other.x - @y * other.y - @z * other.z, @w * other.x + @x * other.w + @y * other.z - @z * other.y, @w * other.y - @x * other.z + @y * other.w + @z * other.x, @w * other.z + @x * other.y - @y * other.x + @z * other.w ) end |
#==(other) ⇒ Object
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# File 'lib/engine/quaternion.rb', line 19 def ==(other) return false unless other.is_a?(Quaternion) @w == other.w && @x == other.x && @y == other.y && @z == other.z end |
#te ⇒ Object
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# File 'lib/engine/quaternion.rb', line 172 def te x2 = x + x y2 = y + y z2 = z + z xx = x * x2 xy = x * y2 xz = x * z2 yy = y * y2 yz = y * z2 zz = z * z2 wx = w * x2 wy = w * y2 wz = w * z2 [ 1 - (yy + zz), xy + wz, xz - wy, 0, xy - wz, 1 - (xx + zz), yz + wx, 0, xz + wy, yz - wx, 1 - (xx + yy), 0, 0, 0, 0, 1, ] end |
#to_angle_axis ⇒ Object
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# File 'lib/engine/quaternion.rb', line 226 def to_angle_axis angle = 2 * Math.acos(@w) s = Math.sqrt(1 - @w * @w) s = 1 if s < 0.0001 axis = Vector[@x / s, @y / s, @z / s] [angle * 180 / Math::PI, axis] end |
#to_euler ⇒ Object
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# File 'lib/engine/quaternion.rb', line 95 def to_euler m11 = te[0] m12 = te[4] m13 = te[8] m21 = te[1] m22 = te[5] m23 = te[9] m31 = te[2] m32 = te[6] m33 = te[10] case EULER_ORDER when "XYZ" e_y = Math.asin(m13.clamp(-1, 1)) if m13.abs < 0.9999999 e_x = Math.atan2(-m23, m33) e_z = Math.atan2(-m12, m11) else e_x = Math.atan2(m32, m22) e_z = 0 end when "YXZ" e_x = Math.asin(-m23.clamp(-1, 1)) if m23.abs < 0.9999999 e_y = Math.atan2(m13, m33) e_z = Math.atan2(m21, m22) else e_y = Math.atan2(-m31, m11) e_z = 0 end when "ZXY" e_x = Math.asin(m32.clamp(-1, 1)) if m32.abs < 0.9999999 e_y = Math.atan2(-m31, m33) e_z = Math.atan2(-m12, m22) else e_y = 0 e_z = Math.atan2(m21, m11) end when "ZYX" e_y = Math.asin(-m31.clamp(-1, 1)) if m31.abs < 0.9999999 e_x = Math.atan2(m32, m33) e_z = Math.atan2(m21, m11) else e_x = 0 e_z = Math.atan2(-m12, m22) end when "YZX" e_z = Math.asin(m21.clamp(-1, 1)) if m21.abs < 0.9999999 e_x = Math.atan2(-m23, m22) e_y = Math.atan2(-m31, m11) else e_x = 0 e_y = Math.atan2(m13, m33) end when "XZY" e_z = Math.asin(-m12.clamp(-1, 1)) if m12.abs < 0.9999999 e_x = Math.atan2(m32, m22) e_y = Math.atan2(m13, m11) else e_x = Math.atan2(-m23, m33) e_y = 0 end end Vector[e_x, e_y, e_z] * 180 / Math::PI end |
#to_s ⇒ Object
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# File 'lib/engine/quaternion.rb', line 15 def to_s "Quaternion(w: #{@w}, x: #{@x}, y: #{@y}, z: #{@z})" end |