2005-04-15 05:41:28 +08:00
|
|
|
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
|
2003-01-22 00:45:36 +08:00
|
|
|
*
|
|
|
|
* This library is open source and may be redistributed and/or modified under
|
|
|
|
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
|
|
|
|
* (at your option) any later version. The full license is in LICENSE file
|
|
|
|
* included with this distribution, and on the openscenegraph.org website.
|
|
|
|
*
|
|
|
|
* This library 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
|
|
|
|
* OpenSceneGraph Public License for more details.
|
|
|
|
*/
|
2001-10-14 12:28:50 +08:00
|
|
|
#include <stdio.h>
|
2001-10-22 05:27:40 +08:00
|
|
|
#include <osg/Quat>
|
2003-09-06 04:52:36 +08:00
|
|
|
#include <osg/Matrixf>
|
|
|
|
#include <osg/Matrixd>
|
2004-05-21 07:25:26 +08:00
|
|
|
#include <osg/Notify>
|
2001-01-11 00:32:10 +08:00
|
|
|
|
|
|
|
#include <math.h>
|
|
|
|
|
|
|
|
/// Good introductions to Quaternions at:
|
|
|
|
/// http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
|
|
|
|
/// http://mathworld.wolfram.com/Quaternion.html
|
|
|
|
|
|
|
|
using namespace osg;
|
|
|
|
|
|
|
|
|
2003-09-06 04:52:36 +08:00
|
|
|
void Quat::set(const Matrixf& matrix)
|
|
|
|
{
|
|
|
|
matrix.get(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Quat::set(const Matrixd& matrix)
|
|
|
|
{
|
|
|
|
matrix.get(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Quat::get(Matrixf& matrix) const
|
|
|
|
{
|
|
|
|
matrix.set(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Quat::get(Matrixd& matrix) const
|
|
|
|
{
|
|
|
|
matrix.set(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2001-01-11 00:32:10 +08:00
|
|
|
/// Set the elements of the Quat to represent a rotation of angle
|
|
|
|
/// (radians) around the axis (x,y,z)
|
2003-09-29 21:35:02 +08:00
|
|
|
void Quat::makeRotate( value_type angle, value_type x, value_type y, value_type z )
|
2001-01-11 00:32:10 +08:00
|
|
|
{
|
2004-06-04 18:05:18 +08:00
|
|
|
const value_type epsilon = 0.0000001;
|
|
|
|
|
|
|
|
value_type length = sqrt( x*x + y*y + z*z );
|
|
|
|
if (length < epsilon)
|
|
|
|
{
|
|
|
|
// ~zero length axis, so reset rotation to zero.
|
|
|
|
*this = Quat();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
value_type inversenorm = 1.0/length;
|
2003-09-29 21:35:02 +08:00
|
|
|
value_type coshalfangle = cos( 0.5*angle );
|
|
|
|
value_type sinhalfangle = sin( 0.5*angle );
|
|
|
|
|
|
|
|
_v[0] = x * sinhalfangle * inversenorm;
|
|
|
|
_v[1] = y * sinhalfangle * inversenorm;
|
|
|
|
_v[2] = z * sinhalfangle * inversenorm;
|
|
|
|
_v[3] = coshalfangle;
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
|
2001-09-20 05:08:56 +08:00
|
|
|
|
2004-05-20 18:15:48 +08:00
|
|
|
void Quat::makeRotate( value_type angle, const Vec3f& vec )
|
|
|
|
{
|
|
|
|
makeRotate( angle, vec[0], vec[1], vec[2] );
|
|
|
|
}
|
|
|
|
void Quat::makeRotate( value_type angle, const Vec3d& vec )
|
2001-01-11 00:32:10 +08:00
|
|
|
{
|
2001-12-13 04:29:10 +08:00
|
|
|
makeRotate( angle, vec[0], vec[1], vec[2] );
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
|
Added DOFTransform, MatrixTransform and PositionAttitudeTransform to NodeVisitor.
Added osg::Matrix/Quat::makeRotate(angle1,axis1,angle2,axis2,angle3,axis3) and
osg::Matrix::rotate(angle1,axis1,angle2,axis2,angle3,axis3) method.
Made osg::Matrix/Quat::makeRotate(heading,pitch,roll) and
osg::Matrix::rotate(heading,pitch,roll) all deprecated API.
Fixed the Quat*Quat & Quat*=Quat multiplication methods so that they multiplied
in the correct order - they were reversed originally due to the Quat code being
based on code example which used the v' = M v ordering, rather than the OSG's
v' = v M ordering.
2002-08-18 22:42:43 +08:00
|
|
|
|
2004-05-20 18:15:48 +08:00
|
|
|
void Quat::makeRotate ( value_type angle1, const Vec3f& axis1,
|
|
|
|
value_type angle2, const Vec3f& axis2,
|
|
|
|
value_type angle3, const Vec3f& axis3)
|
|
|
|
{
|
|
|
|
makeRotate(angle1,Vec3d(axis1),
|
|
|
|
angle2,Vec3d(axis2),
|
|
|
|
angle3,Vec3d(axis3));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Quat::makeRotate ( value_type angle1, const Vec3d& axis1,
|
|
|
|
value_type angle2, const Vec3d& axis2,
|
|
|
|
value_type angle3, const Vec3d& axis3)
|
Added DOFTransform, MatrixTransform and PositionAttitudeTransform to NodeVisitor.
Added osg::Matrix/Quat::makeRotate(angle1,axis1,angle2,axis2,angle3,axis3) and
osg::Matrix::rotate(angle1,axis1,angle2,axis2,angle3,axis3) method.
Made osg::Matrix/Quat::makeRotate(heading,pitch,roll) and
osg::Matrix::rotate(heading,pitch,roll) all deprecated API.
Fixed the Quat*Quat & Quat*=Quat multiplication methods so that they multiplied
in the correct order - they were reversed originally due to the Quat code being
based on code example which used the v' = M v ordering, rather than the OSG's
v' = v M ordering.
2002-08-18 22:42:43 +08:00
|
|
|
{
|
|
|
|
Quat q1; q1.makeRotate(angle1,axis1);
|
|
|
|
Quat q2; q2.makeRotate(angle2,axis2);
|
|
|
|
Quat q3; q3.makeRotate(angle3,axis3);
|
|
|
|
|
|
|
|
*this = q1*q2*q3;
|
|
|
|
}
|
2001-09-20 05:08:56 +08:00
|
|
|
|
2004-05-20 18:15:48 +08:00
|
|
|
|
|
|
|
void Quat::makeRotate( const Vec3f& from, const Vec3f& to )
|
|
|
|
{
|
|
|
|
makeRotate( Vec3d(from), Vec3d(to) );
|
|
|
|
}
|
|
|
|
|
2005-01-27 22:39:58 +08:00
|
|
|
/** Make a rotation Quat which will rotate vec1 to vec2
|
|
|
|
|
|
|
|
This routine uses only fast geometric transforms, without costly acos/sin computations.
|
|
|
|
It's exact, fast, and with less degenerate cases than the acos/sin method.
|
|
|
|
|
|
|
|
For an explanation of the math used, you may see for example:
|
|
|
|
http://logiciels.cnes.fr/MARMOTTES/marmottes-mathematique.pdf
|
|
|
|
|
|
|
|
@note This is the rotation with shortest angle, which is the one equivalent to the
|
|
|
|
acos/sin transform method. Other rotations exists, for example to additionally keep
|
|
|
|
a local horizontal attitude.
|
|
|
|
|
|
|
|
@author Nicolas Brodu
|
|
|
|
*/
|
|
|
|
void Quat::makeRotate( const Vec3d& from, const Vec3d& to )
|
|
|
|
{
|
|
|
|
|
|
|
|
// This routine takes any vector as argument but normalized
|
|
|
|
// vectors are necessary, if only for computing the dot product.
|
|
|
|
// Too bad the API is that generic, it leads to performance loss.
|
|
|
|
// Even in the case the 2 vectors are not normalized but same length,
|
|
|
|
// the sqrt could be shared, but we have no way to know beforehand
|
|
|
|
// at this point, while the caller may know.
|
|
|
|
// So, we have to test... in the hope of saving at least a sqrt
|
|
|
|
Vec3d sourceVector = from;
|
|
|
|
Vec3d targetVector = to;
|
|
|
|
|
|
|
|
value_type fromLen2 = from.length2();
|
|
|
|
value_type fromLen;
|
|
|
|
// normalize only when necessary, epsilon test
|
|
|
|
if ((fromLen2 < 1.0-1e-7) || (fromLen2 > 1.0+1e-7)) {
|
|
|
|
fromLen = sqrt(fromLen2);
|
|
|
|
sourceVector /= fromLen;
|
|
|
|
} else fromLen = 1.0;
|
|
|
|
|
|
|
|
value_type toLen2 = to.length2();
|
|
|
|
// normalize only when necessary, epsilon test
|
|
|
|
if ((toLen2 < 1.0-1e-7) || (toLen2 > 1.0+1e-7)) {
|
|
|
|
value_type toLen;
|
|
|
|
// re-use fromLen for case of mapping 2 vectors of the same length
|
|
|
|
if ((toLen2 > fromLen2-1e-7) && (toLen2 < fromLen2+1e-7)) {
|
|
|
|
toLen = fromLen;
|
|
|
|
}
|
|
|
|
else toLen = sqrt(toLen2);
|
|
|
|
targetVector /= toLen;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Now let's get into the real stuff
|
|
|
|
// Use "dot product plus one" as test as it can be re-used later on
|
|
|
|
double dotProdPlus1 = 1.0 + sourceVector * targetVector;
|
|
|
|
|
|
|
|
// Check for degenerate case of full u-turn. Use epsilon for detection
|
|
|
|
if (dotProdPlus1 < 1e-7) {
|
|
|
|
|
|
|
|
// Get an orthogonal vector of the given vector
|
|
|
|
// in a plane with maximum vector coordinates.
|
|
|
|
// Then use it as quaternion axis with pi angle
|
|
|
|
// Trick is to realize one value at least is >0.6 for a normalized vector.
|
|
|
|
if (fabs(sourceVector.x()) < 0.6) {
|
|
|
|
const double norm = sqrt(1.0 - sourceVector.x() * sourceVector.x());
|
|
|
|
_v[0] = 0.0;
|
|
|
|
_v[1] = sourceVector.z() / norm;
|
|
|
|
_v[2] = -sourceVector.y() / norm;
|
|
|
|
_v[3] = 0.0;
|
|
|
|
} else if (fabs(sourceVector.y()) < 0.6) {
|
|
|
|
const double norm = sqrt(1.0 - sourceVector.y() * sourceVector.y());
|
|
|
|
_v[0] = -sourceVector.z() / norm;
|
|
|
|
_v[1] = 0.0;
|
|
|
|
_v[2] = sourceVector.x() / norm;
|
|
|
|
_v[3] = 0.0;
|
|
|
|
} else {
|
|
|
|
const double norm = sqrt(1.0 - sourceVector.z() * sourceVector.z());
|
|
|
|
_v[0] = sourceVector.y() / norm;
|
|
|
|
_v[1] = -sourceVector.x() / norm;
|
|
|
|
_v[2] = 0.0;
|
|
|
|
_v[3] = 0.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
else {
|
|
|
|
// Find the shortest angle quaternion that transforms normalized vectors
|
|
|
|
// into one other. Formula is still valid when vectors are colinear
|
|
|
|
const double s = sqrt(0.5 * dotProdPlus1);
|
|
|
|
const Vec3d tmp = sourceVector ^ targetVector / (2.0*s);
|
|
|
|
_v[0] = tmp.x();
|
|
|
|
_v[1] = tmp.y();
|
|
|
|
_v[2] = tmp.z();
|
|
|
|
_v[3] = s;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2001-01-11 00:32:10 +08:00
|
|
|
// Make a rotation Quat which will rotate vec1 to vec2
|
|
|
|
// Generally take adot product to get the angle between these
|
|
|
|
// and then use a cross product to get the rotation axis
|
|
|
|
// Watch out for the two special cases of when the vectors
|
|
|
|
// are co-incident or opposite in direction.
|
2005-01-27 22:39:58 +08:00
|
|
|
void Quat::makeRotate_original( const Vec3d& from, const Vec3d& to )
|
2001-01-11 00:32:10 +08:00
|
|
|
{
|
2004-05-21 07:25:26 +08:00
|
|
|
const value_type epsilon = 0.0000001;
|
2001-01-11 00:32:10 +08:00
|
|
|
|
2003-09-29 21:35:02 +08:00
|
|
|
value_type length1 = from.length();
|
|
|
|
value_type length2 = to.length();
|
2001-09-20 05:08:56 +08:00
|
|
|
|
|
|
|
// dot product vec1*vec2
|
2003-09-29 21:35:02 +08:00
|
|
|
value_type cosangle = from*to/(length1*length2);
|
2001-01-11 00:32:10 +08:00
|
|
|
|
|
|
|
if ( fabs(cosangle - 1) < epsilon )
|
|
|
|
{
|
2004-05-21 07:25:26 +08:00
|
|
|
osg::notify(osg::INFO)<<"*** Quat::makeRotate(from,to) with near co-linear vectors, epsilon= "<<fabs(cosangle-1)<<std::endl;
|
|
|
|
|
2001-09-20 05:08:56 +08:00
|
|
|
// cosangle is close to 1, so the vectors are close to being coincident
|
|
|
|
// Need to generate an angle of zero with any vector we like
|
|
|
|
// We'll choose (1,0,0)
|
2004-05-21 07:25:26 +08:00
|
|
|
makeRotate( 0.0, 0.0, 0.0, 1.0 );
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
else
|
2001-12-12 23:09:11 +08:00
|
|
|
if ( fabs(cosangle + 1.0) < epsilon )
|
2001-01-11 00:32:10 +08:00
|
|
|
{
|
2001-12-12 23:09:11 +08:00
|
|
|
// vectors are close to being opposite, so will need to find a
|
|
|
|
// vector orthongonal to from to rotate about.
|
2004-05-20 18:15:48 +08:00
|
|
|
Vec3d tmp;
|
2001-12-12 23:09:11 +08:00
|
|
|
if (fabs(from.x())<fabs(from.y()))
|
|
|
|
if (fabs(from.x())<fabs(from.z())) tmp.set(1.0,0.0,0.0); // use x axis.
|
|
|
|
else tmp.set(0.0,0.0,1.0);
|
|
|
|
else if (fabs(from.y())<fabs(from.z())) tmp.set(0.0,1.0,0.0);
|
|
|
|
else tmp.set(0.0,0.0,1.0);
|
|
|
|
|
2004-05-20 18:15:48 +08:00
|
|
|
Vec3d fromd(from.x(),from.y(),from.z());
|
|
|
|
|
2001-12-12 23:09:11 +08:00
|
|
|
// find orthogonal axis.
|
2004-05-20 18:15:48 +08:00
|
|
|
Vec3d axis(fromd^tmp);
|
2001-12-12 23:09:11 +08:00
|
|
|
axis.normalize();
|
|
|
|
|
2003-09-29 21:35:02 +08:00
|
|
|
_v[0] = axis[0]; // sin of half angle of PI is 1.0.
|
|
|
|
_v[1] = axis[1]; // sin of half angle of PI is 1.0.
|
|
|
|
_v[2] = axis[2]; // sin of half angle of PI is 1.0.
|
|
|
|
_v[3] = 0; // cos of half angle of PI is zero.
|
2001-10-14 12:28:50 +08:00
|
|
|
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2001-09-20 05:08:56 +08:00
|
|
|
// This is the usual situation - take a cross-product of vec1 and vec2
|
|
|
|
// and that is the axis around which to rotate.
|
2004-05-20 18:15:48 +08:00
|
|
|
Vec3d axis(from^to);
|
2003-09-29 21:35:02 +08:00
|
|
|
value_type angle = acos( cosangle );
|
2001-12-13 04:29:10 +08:00
|
|
|
makeRotate( angle, axis );
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-05-20 18:15:48 +08:00
|
|
|
void Quat::getRotate( value_type& angle, Vec3f& vec ) const
|
|
|
|
{
|
|
|
|
value_type x,y,z;
|
|
|
|
getRotate(angle,x,y,z);
|
|
|
|
vec[0]=x;
|
|
|
|
vec[1]=y;
|
|
|
|
vec[2]=z;
|
|
|
|
}
|
|
|
|
void Quat::getRotate( value_type& angle, Vec3d& vec ) const
|
2001-01-11 00:32:10 +08:00
|
|
|
{
|
2003-09-29 21:35:02 +08:00
|
|
|
value_type x,y,z;
|
|
|
|
getRotate(angle,x,y,z);
|
|
|
|
vec[0]=x;
|
|
|
|
vec[1]=y;
|
|
|
|
vec[2]=z;
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
|
2001-09-20 05:08:56 +08:00
|
|
|
|
2002-12-11 03:58:03 +08:00
|
|
|
// Get the angle of rotation and axis of this Quat object.
|
|
|
|
// Won't give very meaningful results if the Quat is not associated
|
|
|
|
// with a rotation!
|
2003-09-29 21:35:02 +08:00
|
|
|
void Quat::getRotate( value_type& angle, value_type& x, value_type& y, value_type& z ) const
|
2001-01-11 00:32:10 +08:00
|
|
|
{
|
2003-09-29 21:35:02 +08:00
|
|
|
value_type sinhalfangle = sqrt( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] );
|
2001-01-11 00:32:10 +08:00
|
|
|
|
2003-09-29 21:35:02 +08:00
|
|
|
angle = 2.0 * atan2( sinhalfangle, _v[3] );
|
2002-12-11 03:58:03 +08:00
|
|
|
if(sinhalfangle)
|
|
|
|
{
|
2003-09-29 21:35:02 +08:00
|
|
|
x = _v[0] / sinhalfangle;
|
|
|
|
y = _v[1] / sinhalfangle;
|
|
|
|
z = _v[2] / sinhalfangle;
|
2002-12-11 03:58:03 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2003-09-29 21:35:02 +08:00
|
|
|
x = 0.0;
|
|
|
|
y = 0.0;
|
|
|
|
z = 1.0;
|
2002-12-11 03:58:03 +08:00
|
|
|
}
|
|
|
|
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Spherical Linear Interpolation
|
|
|
|
/// As t goes from 0 to 1, the Quat object goes from "from" to "to"
|
|
|
|
/// Reference: Shoemake at SIGGRAPH 89
|
|
|
|
/// See also
|
|
|
|
/// http://www.gamasutra.com/features/programming/19980703/quaternions_01.htm
|
2003-09-29 21:35:02 +08:00
|
|
|
void Quat::slerp( value_type t, const Quat& from, const Quat& to )
|
2001-01-11 00:32:10 +08:00
|
|
|
{
|
|
|
|
const double epsilon = 0.00001;
|
|
|
|
double omega, cosomega, sinomega, scale_from, scale_to ;
|
2002-06-26 04:36:17 +08:00
|
|
|
|
|
|
|
osg::Quat quatTo(to);
|
|
|
|
// this is a dot product
|
|
|
|
|
|
|
|
cosomega = from.asVec4() * to.asVec4();
|
|
|
|
|
|
|
|
if ( cosomega <0.0 )
|
|
|
|
{
|
|
|
|
cosomega = -cosomega;
|
2003-09-29 21:35:02 +08:00
|
|
|
quatTo = -to;
|
2002-06-26 04:36:17 +08:00
|
|
|
}
|
2001-01-11 00:32:10 +08:00
|
|
|
|
|
|
|
if( (1.0 - cosomega) > epsilon )
|
|
|
|
{
|
2001-09-20 05:08:56 +08:00
|
|
|
omega= acos(cosomega) ; // 0 <= omega <= Pi (see man acos)
|
|
|
|
sinomega = sin(omega) ; // this sinomega should always be +ve so
|
|
|
|
// could try sinomega=sqrt(1-cosomega*cosomega) to avoid a sin()?
|
|
|
|
scale_from = sin((1.0-t)*omega)/sinomega ;
|
|
|
|
scale_to = sin(t*omega)/sinomega ;
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2001-09-20 05:08:56 +08:00
|
|
|
/* --------------------------------------------------
|
|
|
|
The ends of the vectors are very close
|
|
|
|
we can use simple linear interpolation - no need
|
|
|
|
to worry about the "spherical" interpolation
|
|
|
|
-------------------------------------------------- */
|
|
|
|
scale_from = 1.0 - t ;
|
|
|
|
scale_to = t ;
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
|
2003-09-29 21:35:02 +08:00
|
|
|
*this = (from*scale_from) + (quatTo*scale_to);
|
2002-06-26 04:36:17 +08:00
|
|
|
|
2001-09-20 05:08:56 +08:00
|
|
|
// so that we get a Vec4
|
2001-01-11 00:32:10 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2003-09-29 21:35:02 +08:00
|
|
|
#define QX _v[0]
|
|
|
|
#define QY _v[1]
|
|
|
|
#define QZ _v[2]
|
|
|
|
#define QW _v[3]
|
2001-01-11 00:32:10 +08:00
|
|
|
|
2002-04-20 03:55:48 +08:00
|
|
|
|
|
|
|
#ifdef OSG_USE_UNIT_TESTS
|
2003-09-29 21:35:02 +08:00
|
|
|
void test_Quat_Eueler(value_type heading,value_type pitch,value_type roll)
|
2002-04-20 03:55:48 +08:00
|
|
|
{
|
|
|
|
osg::Quat q;
|
|
|
|
q.makeRotate(heading,pitch,roll);
|
|
|
|
|
|
|
|
osg::Matrix q_m;
|
|
|
|
q.get(q_m);
|
|
|
|
|
|
|
|
osg::Vec3 xAxis(1,0,0);
|
|
|
|
osg::Vec3 yAxis(0,1,0);
|
|
|
|
osg::Vec3 zAxis(0,0,1);
|
|
|
|
|
|
|
|
cout << "heading = "<<heading<<" pitch = "<<pitch<<" roll = "<<roll<<endl;
|
|
|
|
|
|
|
|
cout <<"q_m = "<<q_m;
|
|
|
|
cout <<"xAxis*q_m = "<<xAxis*q_m << endl;
|
|
|
|
cout <<"yAxis*q_m = "<<yAxis*q_m << endl;
|
|
|
|
cout <<"zAxis*q_m = "<<zAxis*q_m << endl;
|
|
|
|
|
|
|
|
osg::Matrix r_m = osg::Matrix::rotate(roll,0.0,1.0,0.0)*
|
|
|
|
osg::Matrix::rotate(pitch,1.0,0.0,0.0)*
|
|
|
|
osg::Matrix::rotate(-heading,0.0,0.0,1.0);
|
|
|
|
|
|
|
|
cout << "r_m = "<<r_m;
|
|
|
|
cout <<"xAxis*r_m = "<<xAxis*r_m << endl;
|
|
|
|
cout <<"yAxis*r_m = "<<yAxis*r_m << endl;
|
|
|
|
cout <<"zAxis*r_m = "<<zAxis*r_m << endl;
|
|
|
|
|
|
|
|
cout << endl<<"*****************************************" << endl<< endl;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void test_Quat()
|
|
|
|
{
|
|
|
|
|
|
|
|
test_Quat_Eueler(osg::DegreesToRadians(20),0,0);
|
|
|
|
test_Quat_Eueler(0,osg::DegreesToRadians(20),0);
|
|
|
|
test_Quat_Eueler(0,0,osg::DegreesToRadians(20));
|
|
|
|
test_Quat_Eueler(osg::DegreesToRadians(20),osg::DegreesToRadians(20),osg::DegreesToRadians(20));
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
#endif
|