/*========================================================================= Program: Visualization Toolkit Module: vtkQuaternionInterpolator.cxx Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ #include "vtkMath.h" #include "vtkObjectFactory.h" #include "vtkQuaternion.h" #include "vtkQuaternionInterpolator.h" #include vtkStandardNewMacro(vtkQuaternionInterpolator); //---------------------------------------------------------------------------- // PIMPL STL encapsulation for list of quaternions. The list is sorted on // the spline parameter T (or Time) using a STL list. // Here we define a quaternion class that includes extra information including // a unit quaternion representation. struct TimedQuaternion { double Time; vtkQuaterniond Q; //VTK's quaternion: unit rotation axis with angles in degrees TimedQuaternion() : Q(0.0) { this->Time = 0.0; } TimedQuaternion(double t, const vtkQuaterniond& q) { this->Time = t; this->Q = q; } }; // The list is arranged in increasing order in T class vtkQuaternionList : public std::vector {}; typedef vtkQuaternionList::iterator QuaternionListIterator; //---------------------------------------------------------------------------- vtkQuaternionInterpolator::vtkQuaternionInterpolator() { // Set up the interpolation this->QuaternionList = new vtkQuaternionList; this->InterpolationType = INTERPOLATION_TYPE_SPLINE; } //---------------------------------------------------------------------------- vtkQuaternionInterpolator::~vtkQuaternionInterpolator() { this->Initialize(); delete this->QuaternionList; } //---------------------------------------------------------------------------- int vtkQuaternionInterpolator::GetNumberOfQuaternions() { return static_cast(this->QuaternionList->size()); } //---------------------------------------------------------------------------- double vtkQuaternionInterpolator::GetMinimumT() { if (!this->QuaternionList->empty()) { return this->QuaternionList->front().Time; } else { return 0.0; } } //---------------------------------------------------------------------------- double vtkQuaternionInterpolator::GetMaximumT() { if (!this->QuaternionList->empty()) { return this->QuaternionList->back().Time; } else { return 0.0; } } //---------------------------------------------------------------------------- void vtkQuaternionInterpolator::Initialize() { // Wipe out old data this->QuaternionList->clear(); } //---------------------------------------------------------------------------- void vtkQuaternionInterpolator::AddQuaternion(double t, double q[4]) { vtkQuaterniond quat(q); this->AddQuaternion(t, quat); } //---------------------------------------------------------------------------- void vtkQuaternionInterpolator::AddQuaternion(double t, const vtkQuaterniond& q) { int size = static_cast(this->QuaternionList->size()); // Check special cases: t at beginning or end of list if ( size <= 0 || t < this->QuaternionList->front().Time ) { this->QuaternionList->insert(this->QuaternionList->begin(),TimedQuaternion(t,q)); return; } else if ( t > this->QuaternionList->back().Time ) { this->QuaternionList->push_back(TimedQuaternion(t,q)); return; } else if ( size == 1 && t == this->QuaternionList->front().Time ) { this->QuaternionList->front() = TimedQuaternion(t,q); return; } // Okay, insert in sorted order QuaternionListIterator iter = this->QuaternionList->begin(); QuaternionListIterator nextIter = iter + 1; for (int i=0; i < (size-1); i++, ++iter, ++nextIter) { if ( t == iter->Time ) { (*iter) = TimedQuaternion(t,q); //overwrite break; } else if ( t > iter->Time && t < nextIter->Time ) { this->QuaternionList->insert(nextIter, TimedQuaternion(t,q)); break; } }//for not in the right spot this->Modified(); } //---------------------------------------------------------------------------- void vtkQuaternionInterpolator::RemoveQuaternion(double t) { if ( t < this->QuaternionList->front().Time || t > this->QuaternionList->back().Time ) { return; } QuaternionListIterator iter = this->QuaternionList->begin(); for ( ; iter->Time != t && iter != this->QuaternionList->end(); ++iter ) { } if ( iter != this->QuaternionList->end() ) { this->QuaternionList->erase(iter); } this->Modified(); } //---------------------------------------------------------------------------- void vtkQuaternionInterpolator::InterpolateQuaternion(double t, double q[4]) { vtkQuaterniond quat(q); this->InterpolateQuaternion(t, quat); for (int i = 0; i < 4; ++i) { q[i] = quat[i]; } } //---------------------------------------------------------------------------- void vtkQuaternionInterpolator::InterpolateQuaternion(double t, vtkQuaterniond& q) { // The quaternion may be clamped if it is outside the range specified if ( t <= this->QuaternionList->front().Time ) { TimedQuaternion &Q = this->QuaternionList->front(); q = Q.Q; return; } else if ( t >= this->QuaternionList->back().Time ) { TimedQuaternion &Q = this->QuaternionList->front(); q = Q.Q; return; } // Depending on the interpolation type we do the right thing. // The code above guarantees that there are at least two quaternions defined. int numQuats = this->GetNumberOfQuaternions(); if ( this->InterpolationType == INTERPOLATION_TYPE_LINEAR || numQuats < 3 ) { QuaternionListIterator iter = this->QuaternionList->begin(); QuaternionListIterator nextIter = iter + 1; for ( ; nextIter != this->QuaternionList->end(); ++iter, ++nextIter) { if ( iter->Time <= t && t <= nextIter->Time ) { double T = (t - iter->Time) / (nextIter->Time - iter->Time); q = iter->Q.Slerp(T,nextIter->Q); break; } } }//if linear quaternion interpolation else // this->InterpolationType == INTERPOLATION_TYPE_SPLINE { QuaternionListIterator iter = this->QuaternionList->begin(); QuaternionListIterator nextIter = iter + 1; QuaternionListIterator iter0, iter1, iter2, iter3; //find the interval double T=0.0; int i; for (i=0; nextIter != this->QuaternionList->end(); ++iter, ++nextIter, ++i) { if ( iter->Time <= t && t <= nextIter->Time ) { T = (t - iter->Time) / (nextIter->Time - iter->Time); break; } } vtkQuaterniond ai, bi, qc, qd; if ( i == 0 ) //initial interval { iter1 = iter; iter2 = nextIter; iter3 = nextIter + 1; ai = iter1->Q.Normalized(); //just duplicate first quaternion vtkQuaterniond q1 = iter1->Q.Normalized(); bi = q1.InnerPoint(iter2->Q.Normalized(), iter3->Q.Normalized()); } else if ( i == (numQuats-2) ) //final interval { iter0 = iter - 1; iter1 = iter; iter2 = nextIter; vtkQuaterniond q0 = iter0->Q.Normalized(); ai = q0.InnerPoint(iter1->Q.Normalized(), iter2->Q.Normalized()); bi = iter2->Q.Normalized(); //just duplicate last quaternion } else //in a middle interval somewhere { iter0 = iter - 1; iter1 = iter; iter2 = nextIter; iter3 = nextIter + 1; vtkQuaterniond q0 = iter0->Q.Normalized(); ai = q0.InnerPoint(iter1->Q.Normalized(), iter2->Q.Normalized()); vtkQuaterniond q1 = iter1->Q.Normalized(); bi = q1.InnerPoint(iter2->Q.Normalized(), iter3->Q.Normalized()); } // These three Slerp operations implement a Squad interpolation vtkQuaterniond q1 = iter1->Q.Normalized(); qc = q1.Slerp(T,iter2->Q.Normalized()); qd = ai.Slerp(T,bi); q = qc.Slerp(2.0*T*(1.0-T),qd); q.NormalizeWithAngleInDegrees(); } } //---------------------------------------------------------------------------- void vtkQuaternionInterpolator::PrintSelf(ostream& os, vtkIndent indent) { this->Superclass::PrintSelf(os, indent); os << indent << "QuaternionList: " << this->QuaternionList->size() << " quaternions to interpolate\n"; os << indent << "InterpolationType: " << (this->InterpolationType == INTERPOLATION_TYPE_LINEAR ? "Linear\n" : "Spline\n"); }