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math: last pass (hopefully) at the quaternion/euler conversions.

undefined
Sam Hocevar 11 år sedan
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353d0a4417
2 ändrade filer med 208 tillägg och 45 borttagningar
  1. +13
    -8
      src/math/vector.cpp
  2. +195
    -37
      test/unit/quat.cpp

+ 13
- 8
src/math/vector.cpp Visa fil

@@ -542,7 +542,19 @@ static inline vec3 quat_toeuler_generic(quat const &q, int i, int j, int k)

vec3 ret;

if (i != k)
/* k == i means X-Y-X style Euler angles; otherwise we’re
* actually handling X-Y-Z style Tait-Bryan angles. */
if (k == i)
{
k = 3 - i - j;

ret[0] = atan2(q[1 + i] * q[1 + j] + sign * (q.w * q[1 + k]),
q.w * q[1 + j] - sign * (q[1 + i] * q[1 + k]));
ret[1] = acos(2.f * (sq(q.w) + sq(q[1 + i])) - 1.f);
ret[2] = atan2(q[1 + i] * q[1 + j] - sign * (q.w * q[1 + k]),
q.w * q[1 + j] + sign * (q[1 + i] * q[1 + k]));
}
else
{
ret[0] = atan2(2.f * (q.w * q[1 + i] - sign * (q[1 + j] * q[1 + k])),
1.f - 2.f * (sq(q[1 + i]) + sq(q[1 + j])));
@@ -550,13 +562,6 @@ static inline vec3 quat_toeuler_generic(quat const &q, int i, int j, int k)
ret[2] = atan2(2.f * (q.w * q[1 + k] - sign * (q[1 + j] * q[1 + i])),
1.f - 2.f * (sq(q[1 + k]) + sq(q[1 + j])));
}
else
{
/* FIXME: TODO */
ret[0] = rand(360.f);
ret[1] = rand(360.f);
ret[2] = rand(360.f);
}

return (180.0f / F_PI / n) * ret;
}


+ 195
- 37
test/unit/quat.cpp Visa fil

@@ -235,6 +235,124 @@ LOLUNIT_FIXTURE(QuaternionTest)
}
}

LOLUNIT_TEST(FirstTwoEulerAngles)
{
for (int i = 0; i < 100; ++i)
{
/* We check that fromeuler_xyx and fromeuler_xyz give the
* same result if the 3rd angle is zero. */
vec3 angles(rand(360.f), rand(360.f), 0.f);
quat q1, q2;

q1 = quat::fromeuler_xyz(angles);
q2 = quat::fromeuler_xyx(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_yzx(angles);
q2 = quat::fromeuler_yzy(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_zxy(angles);
q2 = quat::fromeuler_zxz(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_xzy(angles);
q2 = quat::fromeuler_xzx(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_zyx(angles);
q2 = quat::fromeuler_zyz(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_yxz(angles);
q2 = quat::fromeuler_yxy(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);
}
}

LOLUNIT_TEST(LastTwoEulerAngles)
{
for (int i = 0; i < 100; ++i)
{
/* We check that fromeuler_zyz and fromeuler_xyz give the
* same result if the 1st angle is zero. */
vec3 angles(0.f, rand(360.f), rand(360.f));
quat q1, q2;

q1 = quat::fromeuler_xyz(angles);
q2 = quat::fromeuler_zyz(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_yzx(angles);
q2 = quat::fromeuler_xzx(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_zxy(angles);
q2 = quat::fromeuler_yxy(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_xzy(angles);
q2 = quat::fromeuler_yzy(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_zyx(angles);
q2 = quat::fromeuler_xyx(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);

q1 = quat::fromeuler_yxz(angles);
q2 = quat::fromeuler_zxz(angles);

LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.w, q2.w, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.x, q2.x, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.y, q2.y, 1e-5);
LOLUNIT_ASSERT_DOUBLES_EQUAL(q1.z, q2.z, 1e-5);
}
}

LOLUNIT_TEST(TaitBryanAngles)
{
for (int i = 0; i < 100; ++i)
@@ -243,12 +361,12 @@ LOLUNIT_FIXTURE(QuaternionTest)
* to check whether going to Tait-Bryan angles and back to
* quaternion creates the same transform. */
vec3 p(rand(1.f, 2.f), rand(1.f, 2.f), rand(1.f, 2.f));
quat q = normalize(quat(rand(-1.f, 1.f), rand(-1.f, 1.f),
rand(-1.f, 1.f), rand(-1.f, 1.f)));
vec3 p0 = q.transform(p);
quat q0 = normalize(quat(rand(-1.f, 1.f), rand(-1.f, 1.f),
rand(-1.f, 1.f), rand(-1.f, 1.f)));
vec3 p0 = q0.transform(p);

/* x-y-z */
quat q1 = quat::fromeuler_xyz(vec3::toeuler_xyz(q));
quat q1 = quat::fromeuler_xyz(vec3::toeuler_xyz(q0));
vec3 p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
@@ -256,44 +374,44 @@ LOLUNIT_FIXTURE(QuaternionTest)
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* y-z-x */
quat q2 = quat::fromeuler_yzx(vec3::toeuler_yzx(q));
vec3 p2 = q2.transform(p);
q1 = quat::fromeuler_yzx(vec3::toeuler_yzx(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p2.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p2.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p2.z, p0.z, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* z-x-y */
quat q3 = quat::fromeuler_zxy(vec3::toeuler_zxy(q));
vec3 p3 = q3.transform(p);
q1 = quat::fromeuler_zxy(vec3::toeuler_zxy(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p3.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p3.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p3.z, p0.z, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* x-z-y */
quat q4 = quat::fromeuler_xzy(vec3::toeuler_xzy(q));
vec3 p4 = q4.transform(p);
q1 = quat::fromeuler_xzy(vec3::toeuler_xzy(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p4.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p4.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p4.z, p0.z, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* z-y-x */
quat q5 = quat::fromeuler_zyx(vec3::toeuler_zyx(q));
vec3 p5 = q5.transform(p);
q1 = quat::fromeuler_zyx(vec3::toeuler_zyx(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p5.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p5.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p5.z, p0.z, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* y-x-z */
quat q6 = quat::fromeuler_yxz(vec3::toeuler_yxz(q));
vec3 p6 = q6.transform(p);
q1 = quat::fromeuler_yxz(vec3::toeuler_yxz(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p6.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p6.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p6.z, p0.z, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);
}
}

@@ -305,17 +423,57 @@ LOLUNIT_FIXTURE(QuaternionTest)
* to check whether going to Euler angles and back to
* quaternion creates the same transform. */
vec3 p(rand(1.f, 2.f), rand(1.f, 2.f), rand(1.f, 2.f));
quat q = normalize(quat(rand(-1.f, 1.f), rand(-1.f, 1.f),
rand(-1.f, 1.f), rand(-1.f, 1.f)));
vec3 p0 = q.transform(p);
quat q0 = normalize(quat(rand(-1.f, 1.f), rand(-1.f, 1.f),
rand(-1.f, 1.f), rand(-1.f, 1.f)));
vec3 p0 = q0.transform(p);

/* x-y-z */
quat q1 = quat::fromeuler_xyx(vec3::toeuler_xyx(q));
/* x-y-x */
quat q1 = quat::fromeuler_xyx(vec3::toeuler_xyx(q0));
vec3 p1 = q1.transform(p);

// LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
// LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
// LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* y-z-y */
q1 = quat::fromeuler_yzy(vec3::toeuler_yzy(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* z-x-z */
q1 = quat::fromeuler_zxz(vec3::toeuler_zxz(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* x-z-x */
q1 = quat::fromeuler_xzx(vec3::toeuler_xzx(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* z-y-z */
q1 = quat::fromeuler_zyz(vec3::toeuler_zyz(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);

/* y-x-y */
q1 = quat::fromeuler_yxy(vec3::toeuler_yxy(q0));
p1 = q1.transform(p);

LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.x, p0.x, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.y, p0.y, 1e-4);
LOLUNIT_ASSERT_DOUBLES_EQUAL(p1.z, p0.z, 1e-4);
}
}
};


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