"""Class to represent a rotation in 3D space."""
__all__ = ["Quaternion", "QuaternionDiff"]
import glm
from .vector import Vector3
[docs]class Quaternion:
"""
Class to represent a unit quaternion, also known as a versor.
Parameters
----------
w : float
Real value of Quaternion
x : float
x coordinate of Quaternion
y : float
y coordinate of Quaternion
z : float
z coordinate of Quaternion
"""
def __init__(self, w, x, y, z):
self.w = w
self.x = x
self.y = y
self.z = z
def __repr__(self):
return "Quaternion(%r, %r, %r, %r)" % (self.w, self.x, self.y, self.z)
def __str__(self):
return "Quaternion(%r, %r, %r, %r)" % (self.w, self.x, self.y, self.z)
def __getitem__(self, i):
if i == 0:
return self.w
elif i == 1:
return self.x
elif i == 2:
return self.y
elif i == 3:
return self.z
raise IndexError()
def __iter__(self):
yield self.w
yield self.x
yield self.y
yield self.z
def __list__(self):
return [self.w, self.x, self.y, self.z]
def __len__(self):
return 4
def __eq__(self, other):
if hasattr(other, "__getitem__") and len(other) == 4:
return self.w == other[0] and self.x == other[1] and self.y == other[2] and self.z == other[3]
else:
return False
def __ne__(self, other):
if hasattr(other, "__getitem__") and len(other) == 4:
return self.w != other[0] or self.x != other[1] or self.y != other[2] or self.z != other[3]
else:
return True
def __mul__(self, other):
if isinstance(other, Quaternion):
w = self.w * other.w - self.x * other.x - self.y * other.y - self.z * other.z
x = self.w * other.x + self.x * other.w + self.y * other.z - self.z * other.y
y = self.w * other.y - self.x * other.z + self.y * other.w + self.z * other.x
z = self.w * other.z + self.x * other.y - self.y * other.x + self.z * other.w
return Quaternion(w, x, y, z)
else:
angle, x, y, z = self.angleAxisPair
return Quaternion.FromAxis((angle * other) % 360, Vector3(x, y, z))
def __imul__(self, other):
return other * self
def __sub__(self, other):
if isinstance(other, Quaternion):
return QuaternionDiff(*(self * other.conjugate))
[docs] def abs_diff(self, other):
return abs(other - self)
[docs] def copy(self):
"""
Deep copy of the Quaternion.
Returns
-------
Quaternion
A deep copy
"""
return Quaternion(self.w, self.x, self.y, self.z)
[docs] def normalized(self):
"""
A normalized Quaternion, for rotations.
If the length is 0, then the identity
quaternion is returned.
Returns
-------
Quaternion
A unit quaternion
"""
length = glm.sqrt(self.w ** 2 + self.x ** 2 +
self.y ** 2 + self.z ** 2)
if length:
return Quaternion(self.w / length, self.x / length, self.y / length, self.z / length)
else:
return Quaternion.identity()
@property
def conjugate(self):
"""The conjugate of a unit quaternion"""
return Quaternion(self.w, -self.x, -self.y, -self.z)
@conjugate.setter
def conjugate(self, value):
self.w = value[0]
self.x, self.y, self.z = -value[1], -value[2], -value[3]
[docs] def RotateVector(self, vector):
"""Rotate a vector by the quaternion"""
t = (2 * Vector3(self)).cross(vector)
return vector + self.w * t + Vector3(self).cross(t)
[docs] @staticmethod
def FromAxis(angle, a):
"""
Create a quaternion from an angle and an axis.
Parameters
----------
angle : float
Angle to rotate
a : Vector3
Axis to rotate about
"""
axis = a.normalized()
cos = glm.cos(glm.radians(angle / 2))
sin = glm.sin(glm.radians(angle / 2))
return Quaternion(cos, axis[0] * sin, axis[1] * sin, axis[2] * sin)
[docs] @staticmethod
def Between(v1, v2):
a = v1.cross(v2)
if a.dot(a) == 0:
if v1 == v2 or v1.dot(v1) == 0 or v2.dot(v2) == 0:
return Quaternion.identity()
else:
return Quaternion.FromAxis(180, Vector3.up())
angle = glm.acos(v1.dot(v2) / (glm.sqrt(v1.length * v2.length)))
q = Quaternion.FromAxis(glm.degrees(angle), a)
return q.normalized()
[docs] @staticmethod
def FromDir(v):
a = Quaternion.FromAxis(glm.degrees(glm.atan(v.x, v.z)), Vector3.up())
b = Quaternion.FromAxis(
glm.degrees(glm.atan(-v.y, glm.sqrt(v.z ** 2 + v.x ** 2))),
Vector3.right())
return a * b
@property
def angleAxisPair(self):
"""
Gets or sets the angle and axis pair. Tuple of form (angle, axis).
"""
angle = 2 * glm.degrees(glm.acos(self.w))
if angle == 0:
return (0, Vector3.up())
magnitude = glm.sin(2 * glm.acos(self.w / 2))
return (angle, Vector3(self) / magnitude)
@angleAxisPair.setter
def angleAxisPair(self, value):
angle, axis = value
cos = glm.cos(glm.radians(angle / 2))
sin = glm.sin(glm.radians(angle / 2))
self.w, self.x, self.y, self.z = cos, axis[0] * \
sin, axis[1] * sin, axis[2] * sin
[docs] @staticmethod
def Euler(vector):
"""
Create a quaternion using Euler rotations.
Parameters
----------
vector : Vector3
Euler rotations
Returns
-------
Quaternion
Generated quaternion
"""
a = Quaternion.FromAxis(vector.x, Vector3.right())
b = Quaternion.FromAxis(vector.y, Vector3.up())
c = Quaternion.FromAxis(vector.z, Vector3.forward())
return c * a * b
@property
def eulerAngles(self):
"""Gets or sets the Euler Angles of the quaternion"""
sx = 2 * (self.w * self.x + self.y * self.z)
x = glm.degrees(glm.asin(sx))
if abs(x - 90) > 0.001:
sz = 2 * (self.w * self.z - self.y * self.x)
cz = 1 - 2 * (self.x ** 2 + self.z ** 2)
z = glm.degrees(glm.atan(sz, cz))
sy = 2 * (self.w * self.y - self.x * self.z)
cy = 1 - 2 * (self.y ** 2 + self.x ** 2)
y = glm.degrees(glm.atan(sy, cy))
else:
y = 0
z = glm.degrees(glm.atan(self.y, self.w))
return Vector3(x, y, z)
@eulerAngles.setter
def eulerAngles(self, value):
self.w, self.x, self.y, self.z = Quaternion.Euler(value)
[docs] def SetBackward(self, value):
a = Quaternion.FromAxis(value.x, Vector3.right())
b = Quaternion.FromAxis(value.y, Vector3.up())
c = Quaternion.FromAxis(value.z, Vector3.forward())
self.w, self.x, self.y, self.z = b * a * c
[docs] @staticmethod
def identity():
"""Identity quaternion representing no rotation"""
return Quaternion(1, 0, 0, 0)
[docs]class QuaternionDiff:
def __init__(self, w, x, y, z):
self.w = w
self.x = x
self.y = y
self.z = z
def __abs__(self):
return abs(2 * glm.degrees(glm.acos(self.w)))