Added implementations for Quaternions to represent rotation values and Interpolators using the Slerp/Lerp algorithm

We might remove this later as it isn't used and requires the Apache Commons Math Library
This commit is contained in:
CrushedPixel
2015-07-21 03:50:36 +02:00
parent f5a9723646
commit 21b02e7e80
3 changed files with 146 additions and 0 deletions

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package eu.crushedpixel.replaymod.holders;
import lombok.AllArgsConstructor;
import lombok.Data;
import lombok.NoArgsConstructor;
@Data
@AllArgsConstructor
@NoArgsConstructor
public class Quaternion {
private double w, x, y, z;
public double dotProduct(Quaternion other) {
return (this.getX() * other.getX() + this.getY() * other.getY() +
this.getZ() * other.getZ() + this.getW() * other.getW());
}
}

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package eu.crushedpixel.replaymod.interpolation;
import eu.crushedpixel.replaymod.holders.AdvancedPosition;
import eu.crushedpixel.replaymod.holders.Quaternion;
import org.apache.commons.math3.geometry.euclidean.threed.Rotation;
import org.apache.commons.math3.geometry.euclidean.threed.RotationOrder;
import java.util.ArrayList;
import java.util.List;
public class LerpInterpolation extends GenericLinearInterpolation<AdvancedPosition> {
private List<Quaternion> quaternions = new ArrayList<Quaternion>();
@Override
public void prepare() {
for(AdvancedPosition position : points) {
Rotation rot = new Rotation(RotationOrder.XYZ,
position.getYaw(), position.getPitch(), position.getRoll());
quaternions.add(new Quaternion(rot.getQ0(), rot.getQ1(), rot.getQ2(), rot.getQ3()));
}
super.prepare();
}
@Override
public void applyPoint(float position, AdvancedPosition toEdit) {
super.applyPoint(position, toEdit);
Quaternion quaternion = new Quaternion();
//first, get previous and next Quaternion for given position
float relative = position * (quaternions.size()-1);
int previousIndex = (int)Math.floor(relative);
int nextIndex = (int)Math.ceil(relative);
float percentage = relative - previousIndex;
Quaternion previous = quaternions.get(previousIndex);
Quaternion next = quaternions.get(nextIndex);
//interpolate between these Quaternions using the Lerp Algorithm
double c1 = 1.0f - percentage;
double c2 = percentage;
quaternion.setX(c1 * previous.getX() + c2 * next.getX());
quaternion.setY(c1 * previous.getY() + c2 * next.getY());
quaternion.setZ(c1 * previous.getZ() + c2 * next.getZ());
quaternion.setW(c1 * previous.getW() + c2 * next.getW());
Rotation rotation = new Rotation(quaternion.getW(), quaternion.getX(),
quaternion.getY(), quaternion.getZ(), false);
double[] angles = rotation.getAngles(RotationOrder.XYZ);
toEdit.setYaw(angles[0]);
toEdit.setPitch(angles[1]);
toEdit.setRoll(angles[2]);
}
}

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package eu.crushedpixel.replaymod.interpolation;
import eu.crushedpixel.replaymod.holders.AdvancedPosition;
import eu.crushedpixel.replaymod.holders.Quaternion;
import org.apache.commons.math3.geometry.euclidean.threed.Rotation;
import org.apache.commons.math3.geometry.euclidean.threed.RotationOrder;
import java.util.ArrayList;
import java.util.List;
public class SlerpInterpolation extends GenericSplineInterpolation<AdvancedPosition> {
private List<Quaternion> quaternions = new ArrayList<Quaternion>();
@Override
public void prepare() {
for(AdvancedPosition position : points) {
Rotation rot = new Rotation(RotationOrder.XYZ,
position.getYaw(), position.getPitch(), position.getRoll());
quaternions.add(new Quaternion(rot.getQ0(), rot.getQ1(), rot.getQ2(), rot.getQ3()));
}
super.prepare();
}
@Override
public void applyPoint(float position, AdvancedPosition toEdit) {
super.applyPoint(position, toEdit);
Quaternion quaternion = new Quaternion();
//first, get previous and next Quaternion for given position
float relative = position * (quaternions.size()-1);
int previousIndex = (int)Math.floor(relative);
int nextIndex = (int)Math.ceil(relative);
float percentage = relative - previousIndex;
Quaternion previous = quaternions.get(previousIndex);
Quaternion next = quaternions.get(nextIndex);
//interpolate between these Quaternions using the Slerp Algorithm
double cosAngle = previous.dotProduct(next);
double c1, c2;
// Linear interpolation for close orientations
if ((1.0 - Math.abs(cosAngle)) < 0.01) {
c1 = 1.0f - percentage;
c2 = percentage;
} else {
// Spherical interpolation
double angle = Math.acos(Math.abs(cosAngle));
double sinAngle = Math.sin(angle);
c1 = Math.sin(angle * (1.0f - percentage)) / sinAngle;
c2 = Math.sin(angle * percentage) / sinAngle;
}
quaternion.setX(c1 * previous.getX() + c2 * next.getX());
quaternion.setY(c1 * previous.getY() + c2 * next.getY());
quaternion.setZ(c1 * previous.getZ() + c2 * next.getZ());
quaternion.setW(c1 * previous.getW() + c2 * next.getW());
Rotation rotation = new Rotation(quaternion.getW(), quaternion.getX(),
quaternion.getY(), quaternion.getZ(), true);
double[] angles = rotation.getAngles(RotationOrder.XYZ);
toEdit.setYaw(Math.toDegrees(angles[0]));
toEdit.setPitch(Math.toDegrees(angles[1]));
toEdit.setRoll(Math.toDegrees(angles[2]));
}
}