Class QuaternionDouble
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Field Summary
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Constructor Summary
ConstructorDescriptionQuaternionDouble
(double x, double y, double z, double w) Constructor, sets the four components of the quaternion.QuaternionDouble
(com.badlogic.gdx.math.Quaternion quaternion) Constructor, sets the quaternion components from the given quaternion.QuaternionDouble
(QuaternionDouble quaternion) Constructor, sets the quaternion components from the given quaternion.QuaternionDouble
(Vector3d axis, double angle) Constructor, sets the quaternion from the given axis vector and the angle around that axis in degrees. -
Method Summary
Modifier and TypeMethodDescriptionConjugate the quaternion.cpy()
double
dot
(double x, double y, double z, double w) Get the dot product between this and the other quaternion (commutative).static double
dot
(double x1, double y1, double z1, double w1, double x2, double y2, double z2, double w2) Get the dot product between the two quaternions (commutative).double
dot
(QuaternionDouble other) Get the dot product between this and the other quaternion (commutative).boolean
fromAxes
creates aQuaternion
that represents the coordinate system defined by three axes.fromRotationMatrix
(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22) double
getAngle()
Get the angle in degrees of the rotation this quaternion represents.double
getAngleAround
(double axisX, double axisY, double axisZ) Get the angle in degrees of the rotation around the specified axis.double
getAngleAround
(Vector3d axis) Get the angle in degrees of the rotation around the specified axis.double
getAngleAroundRad
(double axisX, double axisY, double axisZ) Get the angle in radians of the rotation around the specified axis.double
getAngleAroundRad
(Vector3d axis) Get the angle in radians of the rotation around the specified axis.double
Get the angle in radians of the rotation this quaternion represents.double
getAxisAngle
(Vector3d axis) Get the axis angle representation of the rotation in degrees.double
getAxisAngleRad
(Vector3d axis) Get the axis-angle representation of the rotation in radians.getDirection
(Vector3d aux) Gets the camera direction vector corresponding to this quaternion rotation.int
Get the pole of the gimbal lock, if any.double
getPitch()
Get the pitch euler angle in degrees, which is the rotation around the x axis.double
Get the pitch euler angle in radians, which is the rotation around the x axis.double
getRoll()
Get the roll euler angle in degrees, which is the rotation around the z axis.double
Get the roll euler angle in radians, which is the rotation around the z axis.void
getSwingTwist
(double axisX, double axisY, double axisZ, QuaternionDouble swing, QuaternionDouble twist) Get the swing rotation and twist rotation for the specified axis.void
getSwingTwist
(Vector3d axis, QuaternionDouble swing, QuaternionDouble twist) Get the swing rotation and twist rotation for the specified axis.Gets the camera up vector corresponding to this quaternion rotation.double
getYaw()
Get the yaw euler angle in degrees, which is the rotation around the y axis.double
Get the yaw euler angle in radians, which is the rotation around the y axis.int
hashCode()
idt()
Sets the quaternion to an identity QuaternionDoubleinverse()
Sets the value of this quaternion to the quaternion inverse of itself.boolean
boolean
isIdentity
(double tolerance) double
len()
static double
len
(double x, double y, double z, double w) double
len2()
static double
len2
(double x, double y, double z, double w) mul
(double scalar) Multiplies the components of this quaternion with the given scalar.mul
(double x, double y, double z, double w) Multiplies this quaternion with another one in the form of this = this * othermul
(QuaternionDouble other) Multiplies this quaternion with another one in the form of this = this * othermulAdd
(QuaternionDouble q, double s) Add quaternion q, scaled by s, to this quaternion (this = this + q * s)Multiplies this quaternion by the inverse of quaternion q1 and places the value into this quaternion.mulLeft
(double x, double y, double z, double w) Multiplies this quaternion with another one in the form of this = other * thismulLeft
(QuaternionDouble other) Multiplies this quaternion with another one in the form of this = other * thisPre-multiplies this quaternion by the inverse of quaternion q and places the value into this quaternion.void
nlerp
(QuaternionDouble q2, double blend) Normalized linear interpolation between the current instance andq2
using nlerp, and stores the result in the current instance.nor()
Normalizes this quaternion to unit length.set
(double x, double y, double z, double w) Sets the components of the quaternionset
(com.badlogic.gdx.math.Quaternion quaternion) Sets the quaternion components from the given quaternion.set
(QuaternionDouble quaternion) Sets the quaternion components from the given quaternion.Sets the quaternion components from the given axis and angle around that axis.set
(org.apfloat.Apfloat x, org.apfloat.Apfloat y, org.apfloat.Apfloat z, org.apfloat.Apfloat w) setEulerAngles
(double yaw, double pitch, double roll) Sets the quaternion to the given euler angles in degrees.setEulerAnglesRad
(double yaw, double pitch, double roll) Sets the quaternion to the given euler angles in radians.setFromAxes
(boolean normalizeAxes, double xx, double xy, double xz, double yx, double yy, double yz, double zx, double zy, double zz) Sets the QuaternionDouble from the given x-, y- and z-axis.setFromAxes
(double xx, double xy, double xz, double yx, double yy, double yz, double zx, double zy, double zz) Sets the QuaternionDouble from the given x-, y- and z-axis which have to be orthonormal.setFromAxis
(double x, double y, double z, double degrees) Sets the quaternion components from the given axis and angle around that axis.setFromAxis
(Vector3d axis, double degrees) Sets the quaternion components from the given axis and angle around that axis.setFromAxisRad
(double x, double y, double z, double radians) Sets the quaternion components from the given axis and angle around that axis.setFromAxisRad
(Vector3d axis, double radians) Sets the quaternion components from the given axis and angle around that axis.setFromCamera
(Vector3d direction, Vector3d up) Sets this quaternion from the given camera basis, using its direction and up vectors.setFromCross
(double x1, double y1, double z1, double x2, double y2, double z2) Set this quaternion to the rotation between two vectors.setFromCross
(Vector3d v1, Vector3d v2) Set this quaternion to the rotation between two vectors.setFromMatrix
(boolean normalizeAxes, Matrix4d matrix) Sets the QuaternionDouble from the given matrix, optionally removing any scaling.setFromMatrix
(Matrix4d matrix) Sets the QuaternionDouble from the given rotation matrix, which must not contain scaling.void
slerp
(QuaternionDouble end, double alpha) Spherical linear interpolation between this quaternion and theend
quaternion, based on the alpha value in the range [0,1].void
slerp2
(QuaternionDouble end, double alpha) Second implementation of slerp, slightly different from the default one.void
toMatrix
(double[] matrix) Fills a 4x4 matrix with the rotation matrix represented by this quaternion.toString()
Transforms the given vector using this quaterniondouble[]
values()
Returns the components of this quaternion as an array of [x, y, z, w].
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Field Details
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x
public double x -
y
public double y -
z
public double z -
w
public double w
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Constructor Details
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QuaternionDouble
public QuaternionDouble(double x, double y, double z, double 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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QuaternionDouble
public QuaternionDouble() -
QuaternionDouble
Constructor, sets the quaternion components from the given quaternion.- Parameters:
quaternion
- The quaternion to copy.
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QuaternionDouble
public QuaternionDouble(com.badlogic.gdx.math.Quaternion quaternion) Constructor, sets the quaternion components from the given quaternion.- Parameters:
quaternion
- The quaternion to copy.
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QuaternionDouble
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 double len(double x, double y, double z, double w) - Returns:
- the euclidean length of the specified quaternion
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len2
public static double len2(double x, double y, double z, double w) -
dot
public static double dot(double x1, double y1, double z1, double w1, double x2, double y2, double z2, double 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
public QuaternionDouble set(org.apfloat.Apfloat x, org.apfloat.Apfloat y, org.apfloat.Apfloat z, org.apfloat.Apfloat w) -
set
Sets the quaternion components from the given quaternion.- Parameters:
quaternion
- The quaternion.- Returns:
- This quaternion for chaining.
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set
Sets the quaternion components from the given quaternion.- Parameters:
quaternion
- 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 double 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 double 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 double 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 double 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 double 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 double 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 double 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 double 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
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transform
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transform
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inverse
Sets the value of this quaternion to the quaternion inverse of itself. Warning: this quaternion will NOT be normalized. Note that if q not normalized, then q*qinverse=(0,0,0,1) whereas q*qconjugate =(0,0,0,Norm(q)*Norm(q))- Returns:
- Quaternion
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mul
Multiplies this quaternion with another one in the form of this = this * other- Parameters:
other
- QuaternionDouble 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
- QuaternionDouble 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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mulInverse
Multiplies this quaternion by the inverse of quaternion q1 and places the value into this quaternion. The value of the argument quaternion is preserved (this = this * q^-1). Warning: this quaternion will NOT be normalized.- Parameters:
q1
- the other quaternion- Returns:
- QuaternionDouble
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mulLeftInverse
Pre-multiplies this quaternion by the inverse of quaternion q and places the value into this quaternion. The value of the argument quaternion is preserved (this = q^-1 * this). Warning: this quaternion will NOT be normalized.- Parameters:
q1
- the other quaternion- Returns:
- QuaternionDouble
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toMatrix
public void toMatrix(double[] matrix) Fills a 4x4 matrix with the rotation matrix represented by this quaternion.- Parameters:
matrix
- Matrix to fill
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idt
Sets the quaternion to an identity QuaternionDouble- Returns:
- this quaternion for chaining
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isIdentity
public boolean isIdentity()- Returns:
- If this quaternion is an identity QuaternionDouble
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isIdentity
public boolean isIdentity(double tolerance) - Returns:
- If this quaternion is an identity QuaternionDouble
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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 QuaternionDouble from the given matrix, optionally removing any scaling. -
setFromMatrix
Sets the QuaternionDouble from the given rotation matrix, which must not contain scaling. -
setFromAxes
public QuaternionDouble setFromAxes(double xx, double xy, double xz, double yx, double yy, double yz, double zx, double zy, double zz) Sets the QuaternionDouble 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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setFromCamera
Sets this quaternion from the given camera basis, using its direction and up vectors.- Parameters:
direction
- The camera direction vector.up
- The camera up vector.- Returns:
- The quaternion representing the current camera orientation.
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getDirection
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getUp
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fromAxes
fromAxes
creates aQuaternion
that represents the coordinate system defined by three axes. These axes are assumed to be orthogonal and no error checking is applied. Thus, the user must ensure that the three axes being provided indeed represents a proper right-handed coordinate system.- Parameters:
xAxis
- vector representing the x-axis of the coordinate system.yAxis
- vector representing the y-axis of the coordinate system.zAxis
- vector representing the z-axis of the coordinate system.
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fromRotationMatrix
public QuaternionDouble fromRotationMatrix(double m00, double m01, double m02, double m10, double m11, double m12, double m20, double m21, double m22) -
setFromAxes
public QuaternionDouble setFromAxes(boolean normalizeAxes, double xx, double xy, double xz, double yx, double yy, double yz, double zx, double zy, double zz) Sets the QuaternionDouble 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
public QuaternionDouble setFromCross(double x1, double y1, double z1, double x2, double y2, double z2) 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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nlerp
Normalized linear interpolation between the current instance andq2
using nlerp, and stores the result in the current instance.This method is often faster than
slerp(QuaternionDouble, double)
, but less accurate.- Parameters:
q2
- the desired value when blend=1 (not null, unaffected).blend
- the fractional change amount.
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slerp
Spherical linear interpolation between this quaternion and theend
quaternion, based on the alpha value in the range [0,1]. Taken from. Taken from Bones framework for JPCT, see here.- Parameters:
end
- the end quaternion.alpha
- alpha in the range [0,1].
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slerp2
Second implementation of slerp, slightly different from the default one.- Parameters:
end
- The end quaternion.alpha
- The fractional change amount in [0,1].
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hashCode
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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 double dot(double x, double y, double z, double 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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mulAdd
Add quaternion q, scaled by s, to this quaternion (this = this + q * s)- 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
- See Also:
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getAngleRad
public double getAngleRad()Get the angle in radians of the rotation this quaternion represents. Does not normalize the quaternion. UsegetAxisAngleRad(Vector3d)
to get both the axis and the angle of this rotation. UsegetAngleAroundRad(Vector3d)
to get the angle around a specific axis.- Returns:
- the angle in radians of the rotation
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getAngle
public double getAngle()Get the angle in degrees of the rotation this quaternion represents. UsegetAxisAngle(Vector3d)
to get both the axis and the angle of this rotation. UsegetAngleAround(Vector3d)
to get the angle around a specific axis.- Returns:
- the angle in degrees of the rotation
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getSwingTwist
public void getSwingTwist(double axisX, double axisY, double axisZ, QuaternionDouble swing, QuaternionDouble twist) 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 double getAngleAroundRad(double axisX, double axisY, double 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 double getAngleAround(double axisX, double axisY, double 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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values
public double[] values()Returns the components of this quaternion as an array of [x, y, z, w].- Returns:
- The components of this quaternion as an array.
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