/**************************************************************************** Copyright (C) 2002-2007 Gilles Debunne (Gilles.Debunne@imag.fr) This file is part of the QGLViewer library. Version 2.2.6-3, released on August 28, 2007. http://artis.imag.fr/Members/Gilles.Debunne/QGLViewer libQGLViewer is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. libQGLViewer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with libQGLViewer; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA *****************************************************************************/ #include "AppGLWidget_frame.h" #include //using namespace qglviewer; using namespace std; /*! Creates a default Frame. Its position() is (0,0,0) and it has an identity orientation() Quaternion. The referenceFrame() and the constraint() are \c NULL. */ Frame::Frame() : constraint_(NULL), referenceFrame_(NULL) {} /*! Creates a Frame with a position() and an orientation(). See the Vec and Quaternion documentations for convenient constructors and methods. The Frame is defined in the world coordinate system (its referenceFrame() is \c NULL). It has a \c NULL associated constraint(). */ Frame::Frame(const Vec& position, const Quaternion& orientation) : t_(position), q_(orientation), constraint_(NULL), referenceFrame_(NULL) {} /*! Equal operator. The referenceFrame() and constraint() pointers are copied. \attention Signal and slot connections are not copied. */ Frame& Frame::operator=(const Frame& frame) { // Automatic compiler generated version would not emit the modified signals as is done in // setTranslationAndRotation. setTranslationAndRotation(frame.translation(), frame.rotation()); setConstraint(frame.constraint()); setReferenceFrame(frame.referenceFrame()); return *this; } /*! Copy constructor. The translation() and rotation() as well as constraint() and referenceFrame() pointers are copied. */ Frame::Frame(const Frame& frame) { (*this) = frame; } /////////////////////////////// MATRICES ////////////////////////////////////// /*! Returns the 4x4 OpenGL transformation matrix represented by the Frame. This method should be used in conjunction with \c glMultMatrixd() to modify the OpenGL modelview matrix from a Frame hierarchy. With this Frame hierarchy: \code Frame* body = new Frame(); Frame* leftArm = new Frame(); Frame* rightArm = new Frame(); leftArm->setReferenceFrame(body); rightArm->setReferenceFrame(body); \endcode The associated OpenGL drawing code should look like: \code void Viewer::draw() { glPushMatrix(); glMultMatrixd(body->matrix()); drawBody(); glPushMatrix(); glMultMatrixd(leftArm->matrix()); drawArm(); glPopMatrix(); glPushMatrix(); glMultMatrixd(rightArm->matrix()); drawArm(); glPopMatrix(); glPopMatrix(); } \endcode Note the use of nested \c glPushMatrix() and \c glPopMatrix() blocks to represent the frame hierarchy: \c leftArm and \c rightArm are both correctly drawn with respect to the \c body coordinate system. This matrix only represents the local Frame transformation (i.e. with respect to the referenceFrame()). Use worldMatrix() to get the full Frame transformation matrix (i.e. from the world to the Frame coordinate system). These two match when the referenceFrame() is \c NULL. The result is only valid until the next call to matrix(), getMatrix(), worldMatrix() or getWorldMatrix(). Use it immediately (as above) or use getMatrix() instead. \attention The OpenGL format of the result is the transpose of the actual mathematical European representation (translation is on the last \e line instead of the last \e column). \note The scaling factor of the 4x4 matrix is 1.0. */ const GLdouble* Frame::matrix() const { static GLdouble m[4][4]; getMatrix(m); return (const GLdouble*)(m); } /*! \c GLdouble[4][4] version of matrix(). See also getWorldMatrix() and matrix(). */ void Frame::getMatrix(GLdouble m[4][4]) const { q_.getMatrix(m); m[3][0] = t_[0]; m[3][1] = t_[1]; m[3][2] = t_[2]; } /*! \c GLdouble[16] version of matrix(). See also getWorldMatrix() and matrix(). */ void Frame::getMatrix(GLdouble m[16]) const { q_.getMatrix(m); m[12] = t_[0]; m[13] = t_[1]; m[14] = t_[2]; } /*! Returns a Frame representing the inverse of the Frame space transformation. The rotation() of the new Frame is the Quaternion::inverse() of the original rotation. Its translation() is the negated inverse rotated image of the original translation. If a Frame is considered as a space rigid transformation (translation and rotation), the inverse() Frame performs the inverse transformation. Only the local Frame transformation (i.e. defined with respect to the referenceFrame()) is inverted. Use worldInverse() for a global inverse. The resulting Frame has the same referenceFrame() as the Frame and a \c NULL constraint(). \note The scaling factor of the 4x4 matrix is 1.0. */ Frame Frame::inverse() const { Frame fr(-(q_.inverseRotate(t_)), q_.inverse()); fr.setReferenceFrame(referenceFrame()); return fr; } /*! Returns the 4x4 OpenGL transformation matrix represented by the Frame. This method should be used in conjunction with \c glMultMatrixd() to modify the OpenGL modelview matrix from a Frame: \code // The modelview here corresponds to the world coordinate system. Frame fr(pos, Quaternion(from, to)); glPushMatrix(); glMultMatrixd(fr.worldMatrix()); // draw object in the fr coordinate system. glPopMatrix(); \endcode This matrix represents the global Frame transformation: the entire referenceFrame() hierarchy is taken into account to define the Frame transformation from the world coordinate system. Use matrix() to get the local Frame transformation matrix (i.e. defined with respect to the referenceFrame()). These two match when the referenceFrame() is \c NULL. The OpenGL format of the result is the transpose of the actual mathematical European representation (translation is on the last \e line instead of the last \e column). \attention The result is only valid until the next call to matrix(), getMatrix(), worldMatrix() or getWorldMatrix(). Use it immediately (as above) or use getWorldMatrix() instead. \note The scaling factor of the 4x4 matrix is 1.0. */ const GLdouble* Frame::worldMatrix() const { // This test is done for efficiency reasons (creates lots of temp objects otherwise). if (referenceFrame()) { static Frame fr; fr.setTranslation(position()); fr.setRotation(orientation()); return fr.matrix(); } else return matrix(); } /*! float[4][4] parameter version of worldMatrix(). See also getMatrix() and matrix(). */ void Frame::getWorldMatrix(GLdouble m[4][4]) const { const GLdouble* mat = worldMatrix(); for (int i=0; i<4; ++i) for (int j=0; j<4; ++j) m[i][j] = mat[i*4+j]; } /*! float[16] parameter version of worldMatrix(). See also getMatrix() and matrix(). */ void Frame::getWorldMatrix(GLdouble m[16]) const { const GLdouble* mat = worldMatrix(); for (int i=0; i<16; ++i) m[i] = mat[i]; } /*! This is an overloaded method provided for convenience. Same as setFromMatrix(). */ void Frame::setFromMatrix(const GLdouble m[4][4]) { if (fabs(m[3][3]) < 1E-8) { cout << "Frame::setFromMatrix: Null homogeneous coefficient" << endl; return; } double rot[3][3]; for (int i=0; i<3; ++i) { t_[i] = m[3][i] / m[3][3]; for (int j=0; j<3; ++j) // Beware of the transposition (OpenGL to European math) rot[i][j] = m[j][i] / m[3][3]; } q_.setFromRotationMatrix(rot); } /*! Sets the Frame from an OpenGL matrix representation (rotation in the upper left 3x3 matrix and translation on the last line). Hence, if a code fragment looks like: \code GLdouble m[16]={...}; glMultMatrixd(m); \endcode It is equivalent to write: \code Frame fr; fr.setFromMatrix(m); glMultMatrixd(fr.matrix()); \endcode Using this conversion, you can benefit from the powerful Frame transformation methods to translate points and vectors to and from the Frame coordinate system to any other Frame coordinate system (including the world coordinate system). See coordinatesOf() and transformOf(). Emits the modified() signal. See also matrix(), getMatrix() and Quaternion::setFromRotationMatrix(). \attention A Frame does not contain a scale factor. The possible scaling in \p m will not be converted into the Frame by this method. */ void Frame::setFromMatrix(const GLdouble m[16]) { GLdouble mat[4][4]; for (int i=0; i<4; ++i) for (int j=0; j<4; ++j) mat[i][j] = m[i*4+j]; setFromMatrix(mat); } //////////////////// SET AND GET LOCAL TRANSLATION AND ROTATION /////////////////////////////// /*! Same as setTranslation(), but with \p float parameters. */ void Frame::setTranslation(float x, float y, float z) { setTranslation(Vec(x, y, z)); } /*! Fill \c x, \c y and \c z with the translation() of the Frame. */ void Frame::getTranslation(float& x, float& y, float& z) const { const Vec t = translation(); x = t[0]; y = t[1]; z = t[2]; } /*! Same as setRotation() but with \c float Quaternion parameters. */ void Frame::setRotation(double q0, double q1, double q2, double q3) { setRotation(Quaternion(q0, q1, q2, q3)); } /*! The \p q are set to the rotation() of the Frame. See Quaternion::Quaternion(double, double, double, double) for details on \c q. */ void Frame::getRotation(double& q0, double& q1, double& q2, double& q3) const { const Quaternion q = rotation(); q0 = q[0]; q1 = q[1]; q2 = q[2]; q3 = q[3]; } //////////////////////////////////////////////////////////////////////////////// /*! Translates the Frame of \p t (defined in the Frame coordinate system). The translation actually applied to the Frame may differ from \p t since it can be filtered by the constraint(). Use translate(Vec&) or setTranslationWithConstraint() to retrieve the filtered translation value. Use setTranslation() to directly translate the Frame without taking the constraint() into account. See also rotate(const Quaternion&). Emits the modified() signal. */ void Frame::translate(const Vec& t) { Vec tbis = t; translate(tbis); } /*! Same as translate(const Vec&) but \p t may be modified to satisfy the translation constraint(). Its new value corresponds to the translation that has actually been applied to the Frame. */ void Frame::translate(Vec& t) { if (constraint()) constraint()->constrainTranslation(t, this); t_ += t; } /*! Same as translate(const Vec&) but with \c float parameters. */ void Frame::translate(float x, float y, float z) { Vec t(x,y,z); translate(t); } /*! Same as translate(Vec&) but with \c float parameters. */ void Frame::translate(float& x, float& y, float& z) { Vec t(x,y,z); translate(t); x = t[0]; y = t[1]; z = t[2]; } /*! Rotates the Frame by \p q (defined in the Frame coordinate system): R = R*q. The rotation actually applied to the Frame may differ from \p q since it can be filtered by the constraint(). Use rotate(Quaternion&) or setRotationWithConstraint() to retrieve the filtered rotation value. Use setRotation() to directly rotate the Frame without taking the constraint() into account. See also translate(const Vec&). Emits the modified() signal. */ void Frame::rotate(const Quaternion& q) { Quaternion qbis = q; rotate(qbis); } /*! Same as rotate(const Quaternion&) but \p q may be modified to satisfy the rotation constraint(). Its new value corresponds to the rotation that has actually been applied to the Frame. */ void Frame::rotate(Quaternion& q) { if (constraint()) constraint()->constrainRotation(q, this); q_ *= q; q_.normalize(); // Prevents numerical drift } /*! Same as rotate(Quaternion&) but with \c float Quaternion parameters. */ void Frame::rotate(double& q0, double& q1, double& q2, double& q3) { Quaternion q(q0,q1,q2,q3); rotate(q); q0 = q[0]; q1 = q[1]; q2 = q[2]; q3 = q[3]; } /*! Same as rotate(const Quaternion&) but with \c float Quaternion parameters. */ void Frame::rotate(double q0, double q1, double q2, double q3) { Quaternion q(q0,q1,q2,q3); rotate(q); } /*! Makes the Frame rotate() by \p rotation around \p point. \p point is defined in the world coordinate system, while the \p rotation axis is defined in the Frame coordinate system. If the Frame has a constraint(), \p rotation is first constrained using Constraint::constrainRotation(). The translation which results from the filtered rotation around \p point is then computed and filtered using Constraint::constrainTranslation(). The new \p rotation value corresponds to the rotation that has actually been applied to the Frame. Emits the modified() signal. */ void Frame::rotateAroundPoint(Quaternion& rotation, const Vec& point) { if (constraint()) constraint()->constrainRotation(rotation, this); q_ *= rotation; q_.normalize(); // Prevents numerical drift Vec trans = point + Quaternion(inverseTransformOf(rotation.axis()), rotation.angle()).rotate(position()-point) - t_; if (constraint()) constraint()->constrainTranslation(trans, this); t_ += trans; } /*! Same as rotateAroundPoint(), but with a \c const \p rotation Quaternion. Note that the actual rotation may differ since it can be filtered by the constraint(). */ void Frame::rotateAroundPoint(const Quaternion& rotation, const Vec& point) { Quaternion rot = rotation; rotateAroundPoint(rot, point); } //////////////////// SET AND GET WORLD POSITION AND ORIENTATION /////////////////////////////// /*! Sets the position() of the Frame, defined in the world coordinate system. Emits the modified() signal. Use setTranslation() to define the \e local frame translation (with respect to the referenceFrame()). The potential constraint() of the Frame is not taken into account, use setPositionWithConstraint() instead. */ void Frame::setPosition(const Vec& position) { if (referenceFrame()) setTranslation(referenceFrame()->coordinatesOf(position)); else setTranslation(position); } /*! Same as setPosition(), but with \c float parameters. */ void Frame::setPosition(float x, float y, float z) { setPosition(Vec(x, y, z)); } /*! Same as successive calls to setPosition() and then setOrientation(). Only one modified() signal is emitted, which is convenient if this signal is connected to a QGLViewer::updateGL() slot. See also setTranslationAndRotation() and setPositionAndOrientationWithConstraint(). */ void Frame::setPositionAndOrientation(const Vec& position, const Quaternion& orientation) { if (referenceFrame()) { t_ = referenceFrame()->coordinatesOf(position); q_ = referenceFrame()->orientation().inverse() * orientation; } else { t_ = position; q_ = orientation; } } /*! Same as successive calls to setTranslation() and then setRotation(). Only one modified() signal is emitted, which is convenient if this signal is connected to a QGLViewer::updateGL() slot. See also setPositionAndOrientation() and setTranslationAndRotationWithConstraint(). */ void Frame::setTranslationAndRotation(const Vec& translation, const Quaternion& rotation) { t_ = translation; q_ = rotation; } /*! \p x, \p y and \p z are set to the position() of the Frame. */ void Frame::getPosition(float& x, float& y, float& z) const { Vec p = position(); x = p.x; y = p.y; z = p.z; } /*! Sets the orientation() of the Frame, defined in the world coordinate system. Emits the modified() signal. Use setRotation() to define the \e local frame rotation (with respect to the referenceFrame()). The potential constraint() of the Frame is not taken into account, use setOrientationWithConstraint() instead. */ void Frame::setOrientation(const Quaternion& orientation) { if (referenceFrame()) setRotation(referenceFrame()->orientation().inverse() * orientation); else setRotation(orientation); } /*! Same as setOrientation(), but with \c float parameters. */ void Frame::setOrientation(double q0, double q1, double q2, double q3) { setOrientation(Quaternion(q0, q1, q2, q3)); } /*! Get the current orientation of the frame (same as orientation()). Parameters are the orientation Quaternion values. See also setOrientation(). */ /*! The \p q are set to the orientation() of the Frame. See Quaternion::Quaternion(double, double, double, double) for details on \c q. */ void Frame::getOrientation(double& q0, double& q1, double& q2, double& q3) const { Quaternion o = orientation(); q0 = o[0]; q1 = o[1]; q2 = o[2]; q3 = o[3]; } /*! Returns the orientation of the Frame, defined in the world coordinate system. See also position(), setOrientation() and rotation(). */ Quaternion Frame::orientation() const { Quaternion res = rotation(); const Frame* fr = referenceFrame(); while (fr != NULL) { res = fr->rotation() * res; fr = fr->referenceFrame(); } return res; } ////////////////////// C o n s t r a i n t V e r s i o n s ////////////////////////// /*! Same as setTranslation(), but \p translation is modified so that the potential constraint() of the Frame is satisfied. Emits the modified() signal. See also setRotationWithConstraint() and setPositionWithConstraint(). */ void Frame::setTranslationWithConstraint(Vec& translation) { Vec deltaT = translation - this->translation(); if (constraint()) constraint()->constrainTranslation(deltaT, this); setTranslation(this->translation() + deltaT); translation = this->translation(); } /*! Same as setRotation(), but \p rotation is modified so that the potential constraint() of the Frame is satisfied. Emits the modified() signal. See also setTranslationWithConstraint() and setOrientationWithConstraint(). */ void Frame::setRotationWithConstraint(Quaternion& rotation) { Quaternion deltaQ = this->rotation().inverse() * rotation; if (constraint()) constraint()->constrainRotation(deltaQ, this); // Prevent numerical drift deltaQ.normalize(); setRotation(this->rotation() * deltaQ); q_.normalize(); rotation = this->rotation(); } /*! Same as setTranslationAndRotation(), but \p translation and \p orientation are modified to satisfy the constraint(). Emits the modified() signal. */ void Frame::setTranslationAndRotationWithConstraint(Vec& translation, Quaternion& rotation) { Vec deltaT = translation - this->translation(); Quaternion deltaQ = this->rotation().inverse() * rotation; if (constraint()) { constraint()->constrainTranslation(deltaT, this); constraint()->constrainRotation(deltaQ, this); } // Prevent numerical drift deltaQ.normalize(); t_ += deltaT; q_ *= deltaQ; q_.normalize(); translation = this->translation(); rotation = this->rotation(); } /*! Same as setPosition(), but \p position is modified so that the potential constraint() of the Frame is satisfied. See also setOrientationWithConstraint() and setTranslationWithConstraint(). */ void Frame::setPositionWithConstraint(Vec& position) { if (referenceFrame()) position = referenceFrame()->coordinatesOf(position); setTranslationWithConstraint(position); } /*! Same as setOrientation(), but \p orientation is modified so that the potential constraint() of the Frame is satisfied. See also setPositionWithConstraint() and setRotationWithConstraint(). */ void Frame::setOrientationWithConstraint(Quaternion& orientation) { if (referenceFrame()) orientation = referenceFrame()->orientation().inverse() * orientation; setRotationWithConstraint(orientation); } /*! Same as setPositionAndOrientation() but \p position and \p orientation are modified to satisfy the constraint. Emits the modified() signal. */ void Frame::setPositionAndOrientationWithConstraint(Vec& position, Quaternion& orientation) { if (referenceFrame()) { position = referenceFrame()->coordinatesOf(position); orientation = referenceFrame()->orientation().inverse() * orientation; } setTranslationAndRotationWithConstraint(position, orientation); } ///////////////////////////// REFERENCE FRAMES /////////////////////////////////////// /*! Sets the referenceFrame() of the Frame. The Frame translation() and rotation() are then defined in the referenceFrame() coordinate system. Use position() and orientation() to express these in the world coordinate system. Emits the modified() signal if \p refFrame differs from the current referenceFrame(). Using this method, you can create a hierarchy of Frames. This hierarchy needs to be a tree, which root is the world coordinate system (i.e. a \c NULL referenceFrame()). A warning is printed and no action is performed if setting \p refFrame as the referenceFrame() would create a loop in the Frame hierarchy (see settingAsReferenceFrameWillCreateALoop()). */ void Frame::setReferenceFrame(const Frame* const refFrame) { if (settingAsReferenceFrameWillCreateALoop(refFrame)) cout << "Frame::setReferenceFrame would create a loop in Frame hierarchy" << endl; else { //bool identical = (referenceFrame_ == refFrame); referenceFrame_ = refFrame; } } /*! Returns \c true if setting \p frame as the Frame's referenceFrame() would create a loop in the Frame hierarchy. */ bool Frame::settingAsReferenceFrameWillCreateALoop(const Frame* const frame) { const Frame* f = frame; while (f != NULL) { if (f == this) return true; f = f->referenceFrame(); } return false; } ///////////////////////// FRAME TRANSFORMATIONS OF 3D POINTS ////////////////////////////// /*! Returns the Frame coordinates of a point \p src defined in the world coordinate system (converts from world to Frame). inverseCoordinatesOf() performs the inverse convertion. transformOf() converts 3D vectors instead of 3D coordinates. See the frameTransform example for an illustration. */ Vec Frame::coordinatesOf(const Vec& src) const { if (referenceFrame()) return localCoordinatesOf(referenceFrame()->coordinatesOf(src)); else return localCoordinatesOf(src); } /*! Returns the world coordinates of the point whose position in the Frame coordinate system is \p src (converts from Frame to world). coordinatesOf() performs the inverse convertion. Use inverseTransformOf() to transform 3D vectors instead of 3D coordinates. */ Vec Frame::inverseCoordinatesOf(const Vec& src) const { const Frame* fr = this; Vec res = src; while (fr != NULL) { res = fr->localInverseCoordinatesOf(res); fr = fr->referenceFrame(); } return res; } /*! Returns the Frame coordinates of a point \p src defined in the referenceFrame() coordinate system (converts from referenceFrame() to Frame). localInverseCoordinatesOf() performs the inverse convertion. See also localTransformOf(). */ Vec Frame::localCoordinatesOf(const Vec& src) const { return rotation().inverseRotate(src - translation()); } /*! Returns the referenceFrame() coordinates of a point \p src defined in the Frame coordinate system (converts from Frame to referenceFrame()). localCoordinatesOf() performs the inverse convertion. See also localInverseTransformOf(). */ Vec Frame::localInverseCoordinatesOf(const Vec& src) const { return rotation().rotate(src) + translation(); } /*! Returns the Frame coordinates of the point whose position in the \p from coordinate system is \p src (converts from \p from to Frame). coordinatesOfIn() performs the inverse transformation. */ Vec Frame::coordinatesOfFrom(const Vec& src, const Frame* const from) const { if (this == from) return src; else if (referenceFrame()) return localCoordinatesOf(referenceFrame()->coordinatesOfFrom(src, from)); else return localCoordinatesOf(from->inverseCoordinatesOf(src)); } /*! Returns the \p in coordinates of the point whose position in the Frame coordinate system is \p src (converts from Frame to \p in). coordinatesOfFrom() performs the inverse transformation. */ Vec Frame::coordinatesOfIn(const Vec& src, const Frame* const in) const { const Frame* fr = this; Vec res = src; while ((fr != NULL) && (fr != in)) { res = fr->localInverseCoordinatesOf(res); fr = fr->referenceFrame(); } if (fr != in) // in was not found in the branch of this, res is now expressed in the world // coordinate system. Simply convert to in coordinate system. res = in->coordinatesOf(res); return res; } ////// float[3] versions /*! Same as coordinatesOf(), but with \c float parameters. */ void Frame::getCoordinatesOf(const float src[3], float res[3]) const { const Vec r = coordinatesOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as inverseCoordinatesOf(), but with \c float parameters. */ void Frame::getInverseCoordinatesOf(const float src[3], float res[3]) const { const Vec r = inverseCoordinatesOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as localCoordinatesOf(), but with \c float parameters. */ void Frame::getLocalCoordinatesOf(const float src[3], float res[3]) const { const Vec r = localCoordinatesOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as localInverseCoordinatesOf(), but with \c float parameters. */ void Frame::getLocalInverseCoordinatesOf(const float src[3], float res[3]) const { const Vec r = localInverseCoordinatesOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as coordinatesOfIn(), but with \c float parameters. */ void Frame::getCoordinatesOfIn(const float src[3], float res[3], const Frame* const in) const { const Vec r = coordinatesOfIn(Vec(src), in); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as coordinatesOfFrom(), but with \c float parameters. */ void Frame::getCoordinatesOfFrom(const float src[3], float res[3], const Frame* const from) const { const Vec r = coordinatesOfFrom(Vec(src), from); for (int i=0; i<3 ; ++i) res[i] = r[i]; } ///////////////////////// FRAME TRANSFORMATIONS OF VECTORS ////////////////////////////// /*! Returns the Frame transform of a vector \p src defined in the world coordinate system (converts vectors from world to Frame). inverseTransformOf() performs the inverse transformation. coordinatesOf() converts 3D coordinates instead of 3D vectors (here only the rotational part of the transformation is taken into account). See the frameTransform example for an illustration. */ Vec Frame::transformOf(const Vec& src) const { if (referenceFrame()) return localTransformOf(referenceFrame()->transformOf(src)); else return localTransformOf(src); } /*! Returns the world transform of the vector whose coordinates in the Frame coordinate system is \p src (converts vectors from Frame to world). transformOf() performs the inverse transformation. Use inverseCoordinatesOf() to transform 3D coordinates instead of 3D vectors. */ Vec Frame::inverseTransformOf(const Vec& src) const { const Frame* fr = this; Vec res = src; while (fr != NULL) { res = fr->localInverseTransformOf(res); fr = fr->referenceFrame(); } return res; } /*! Returns the Frame transform of a vector \p src defined in the referenceFrame() coordinate system (converts vectors from referenceFrame() to Frame). localInverseTransformOf() performs the inverse transformation. See also localCoordinatesOf(). */ Vec Frame::localTransformOf(const Vec& src) const { return rotation().inverseRotate(src); } /*! Returns the referenceFrame() transform of a vector \p src defined in the Frame coordinate system (converts vectors from Frame to referenceFrame()). localTransformOf() performs the inverse transformation. See also localInverseCoordinatesOf(). */ Vec Frame::localInverseTransformOf(const Vec& src) const { return rotation().rotate(src); } /*! Returns the Frame transform of the vector whose coordinates in the \p from coordinate system is \p src (converts vectors from \p from to Frame). transformOfIn() performs the inverse transformation. */ Vec Frame::transformOfFrom(const Vec& src, const Frame* const from) const { if (this == from) return src; else if (referenceFrame()) return localTransformOf(referenceFrame()->transformOfFrom(src, from)); else return localTransformOf(from->inverseTransformOf(src)); } /*! Returns the \p in transform of the vector whose coordinates in the Frame coordinate system is \p src (converts vectors from Frame to \p in). transformOfFrom() performs the inverse transformation. */ Vec Frame::transformOfIn(const Vec& src, const Frame* const in) const { const Frame* fr = this; Vec res = src; while ((fr != NULL) && (fr != in)) { res = fr->localInverseTransformOf(res); fr = fr->referenceFrame(); } if (fr != in) // in was not found in the branch of this, res is now expressed in the world // coordinate system. Simply convert to in coordinate system. res = in->transformOf(res); return res; } ///////////////// float[3] versions ////////////////////// /*! Same as transformOf(), but with \c float parameters. */ void Frame::getTransformOf(const float src[3], float res[3]) const { Vec r = transformOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as inverseTransformOf(), but with \c float parameters. */ void Frame::getInverseTransformOf(const float src[3], float res[3]) const { Vec r = inverseTransformOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as localTransformOf(), but with \c float parameters. */ void Frame::getLocalTransformOf(const float src[3], float res[3]) const { Vec r = localTransformOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as localInverseTransformOf(), but with \c float parameters. */ void Frame::getLocalInverseTransformOf(const float src[3], float res[3]) const { Vec r = localInverseTransformOf(Vec(src)); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as transformOfIn(), but with \c float parameters. */ void Frame::getTransformOfIn(const float src[3], float res[3], const Frame* const in) const { Vec r = transformOfIn(Vec(src), in); for (int i=0; i<3 ; ++i) res[i] = r[i]; } /*! Same as transformOfFrom(), but with \c float parameters. */ void Frame::getTransformOfFrom(const float src[3], float res[3], const Frame* const from) const { Vec r = transformOfFrom(Vec(src), from); for (int i=0; i<3 ; ++i) res[i] = r[i]; } ///////////////////////////////// ALIGN ///////////////////////////////// /*! Aligns the Frame with \p frame, so that two of their axis are parallel. If one of the X, Y and Z axis of the Frame is almost parallel to any of the X, Y, or Z axis of \p frame, the Frame is rotated so that these two axis actually become parallel. If, after this first rotation, two other axis are also almost parallel, a second alignment is performed. The two frames then have identical orientations, up to 90 degrees rotations. \p threshold measures how close two axis must be to be considered parallel. It is compared with the absolute values of the dot product of the normalized axis. When \p move is set to \c true, the Frame position() is also affected by the alignment. The new Frame position() is such that the \p frame position (computed with coordinatesOf(), in the Frame coordinates system) does not change. \p frame may be \c NULL and then represents the world coordinate system (same convention than for the referenceFrame()). The rotation (and translation when \p move is \c true) applied to the Frame are filtered by the possible constraint(). */ void Frame::alignWithFrame(const Frame* const frame, bool move, float threshold) { Vec directions[2][3]; for (int d=0; d<3; ++d) { Vec dir((d==0)? 1.0 : 0.0, (d==1)? 1.0 : 0.0, (d==2)? 1.0 : 0.0); if (frame) directions[0][d] = frame->inverseTransformOf(dir); else directions[0][d] = dir; directions[1][d] = inverseTransformOf(dir); } float maxProj = 0.0f; float proj; unsigned short index[2]; index[0] = index[1] = 0; for (int i=0; i<3; ++i) for (int j=0; j<3; ++j) if ( (proj=fabs(directions[0][i]*directions[1][j])) >= maxProj ) { index[0] = i; index[1] = j; maxProj = proj; } Frame old; old=*this; float coef = directions[0][index[0]] * directions[1][index[1]]; if (fabs(coef) >= threshold) { const Vec axis = cross(directions[0][index[0]], directions[1][index[1]]); float angle = asin(axis.norm()); if (coef >= 0.0) angle = -angle; // setOrientation(Quaternion(axis, angle) * orientation()); rotate(rotation().inverse() * Quaternion(axis, angle) * orientation()); // Try to align an other axis direction unsigned short d = (index[1]+1) % 3; Vec dir((d==0)? 1.0 : 0.0, (d==1)? 1.0 : 0.0, (d==2)? 1.0 : 0.0); dir = inverseTransformOf(dir); float max = 0.0f; for (int i=0; i<3; ++i) { float proj = fabs(directions[0][i]*dir); if (proj > max) { index[0] = i; max = proj; } } if (max >= threshold) { const Vec axis = cross(directions[0][index[0]], dir); float angle = asin(axis.norm()); if (directions[0][index[0]] * dir >= 0.0) angle = -angle; // setOrientation(Quaternion(axis, angle) * orientation()); rotate(rotation().inverse() * Quaternion(axis, angle) * orientation()); } } if (move) { Vec center; if (frame) center = frame->position(); // setPosition(center - orientation().rotate(old.coordinatesOf(center))); translate(center - orientation().rotate(old.coordinatesOf(center)) - translation()); } } /*! Translates the Frame so that its position() lies on the line defined by \p origin and \p direction (defined in the world coordinate system). Simply uses an orthogonal projection. \p direction does not need to be normalized. */ void Frame::projectOnLine(const Vec& origin, const Vec& direction) { // If you are trying to find a bug here, because of memory problems, you waste your time. // This is a bug in the gcc 3.3 compiler. Compile the library in debug mode and test. // Uncommenting this line also seems to solve the problem. Horrible. // cout << "position = " << position() << endl; // If you found a problem or are using a different compiler, please let me know. const Vec shift = origin - position(); Vec proj = shift; proj.projectOnAxis(direction); translate(shift-proj); }