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[feat] dual quanternion class from JingeTu
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/* | ||
* @Author: Yuhao Li | ||
* @Date: 2021-12-24 16:24:43 | ||
* @LastEditTime: 2021-12-24 16:44:10 | ||
* @LastEditors: Yuhao Li | ||
* @Description: class of dual quaternion | ||
* @FilePath: \Math\DualQuaternion.h | ||
*/ | ||
#pragma once | ||
#include <Eigen/Core> | ||
#include <Eigen/Geometry> | ||
#define PI 3.1415926f | ||
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namespace math | ||
{ | ||
/* | ||
Benefits | ||
eliminates skin collapsing artifacts | ||
GPU friendly implementation | ||
easy rigging: uses the same model files as standard linear blend skinning | ||
very simple update of a 3D engine or similar software | ||
Limitations | ||
slightly slower than linear blend skinning (in our implementation: 7 more vertex shader instructions) | ||
scale/shear is now supported (via two-phase skinning - extra 29 vertex shader instructions) | ||
flipping artifacts (skin always goes the shorter way round) | ||
*/ | ||
class DualQuaternion | ||
{ | ||
private: | ||
Eigen::Quaterniond r_; | ||
Eigen::Vector3d t_; | ||
Eigen::Quaterniond d_; | ||
friend DualQuaternion operator*(const DualQuaternion &_lhs, | ||
const DualQuaternion &_rhs); | ||
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public: | ||
DualQuaternion(const Eigen::Quaterniond &_r, const Eigen::Vector3d &_t) | ||
: r_{ _r }, t_{ _t }, | ||
d_{ Eigen::Quaterniond(0, _t[0] / 2, _t[1] / 2, _t[2] / 2) * _r } {} | ||
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DualQuaternion(const Eigen::Quaterniond &_r) | ||
: DualQuaternion(_r, Eigen::Vector3d(0, 0, 0)) {} | ||
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DualQuaternion(const Eigen::Vector3d &_t) | ||
: DualQuaternion(Eigen::Quaterniond(1, 0, 0, 0), _t) {} | ||
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DualQuaternion(const Eigen::Quaterniond &_r, const Eigen::Quaterniond &_d) | ||
: r_{ _r }, d_{ _d } { | ||
const Eigen::Quaterniond qt = this->d_ * this->r_.inverse(); | ||
t_ = Eigen::Vector3d(2 * qt.x(), 2 * qt.y(), 2 * qt.z()); | ||
} | ||
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const Eigen::Quaterniond &r() const { return r_; } | ||
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const Eigen::Quaterniond &d() const { return d_; } | ||
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const Eigen::Vector3d &t() const { return t_; } | ||
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// Transform inverse. | ||
DualQuaternion inverse() const { | ||
return DualQuaternion(this->r_.inverse(), this->r_.inverse() * (-this->t_)); | ||
} | ||
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DualQuaternion conjugate() const { | ||
const Eigen::Quaterniond d_tmp(-this->d_.w(), this->d_.x(), this->d_.y(), this->d_.z()); | ||
return DualQuaternion(this->r_.inverse(), d_tmp); | ||
} | ||
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Eigen::Vector3d transformPoint(const Eigen::Vector3d &_p) const { | ||
const DualQuaternion dp0(Eigen::Quaterniond(1, 0, 0, 0), | ||
Eigen::Quaterniond(0, _p[0], _p[1], _p[2])); | ||
const DualQuaternion dp1 = (*this) * dp0 * (this->conjugate()); | ||
return Eigen::Vector3d(dp1.d_.x(), dp1.d_.y(), dp1.d_.z()); | ||
} | ||
}; | ||
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DualQuaternion operator*(const DualQuaternion &_lhs, | ||
const DualQuaternion &_rhs) { | ||
const Eigen::Quaterniond r = (_lhs.r_ * _rhs.r_).normalized(); | ||
const Eigen::Quaterniond tmp0 = _lhs.r_ * _rhs.d_; | ||
const Eigen::Quaterniond tmp1 = _lhs.d_ * _rhs.r_; | ||
const Eigen::Quaterniond qd(tmp0.w() + tmp1.w(), tmp0.x() + tmp1.x(), | ||
tmp0.y() + tmp1.y(), tmp0.z() + tmp1.z()); | ||
const Eigen::Quaterniond qt = qd * r.inverse(); | ||
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const Eigen::Vector3d t(2 * qt.x(), 2 * qt.y(), 2 * qt.z()); | ||
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return DualQuaternion(r, t); | ||
} | ||
// From: https://www.cs.utah.edu/~ladislav/dq/index.html | ||
// input: unit quaternion 'q0', translation vector 't' | ||
// output: unit dual quaternion 'dq' | ||
void QuatTrans2UDQ(const float q0[4], const float t[3], float dq[2][4]) | ||
{ | ||
// non-dual part (just copy q0): | ||
for (int i = 0; i < 4; i++) dq[0][i] = q0[i]; | ||
// dual part: | ||
dq[1][0] = -0.5f*(t[0] * q0[1] + t[1] * q0[2] + t[2] * q0[3]); | ||
dq[1][1] = 0.5f*(t[0] * q0[0] + t[1] * q0[3] - t[2] * q0[2]); | ||
dq[1][2] = 0.5f*(-t[0] * q0[3] + t[1] * q0[0] + t[2] * q0[1]); | ||
dq[1][3] = 0.5f*(t[0] * q0[2] - t[1] * q0[1] + t[2] * q0[0]); | ||
} | ||
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// input: unit dual quaternion 'dq' | ||
// output: unit quaternion 'q0', translation vector 't' | ||
void UDQ2QuatTrans(const float dq[2][4], float q0[4], float t[3]) | ||
{ | ||
// regular quaternion (just copy the non-dual part): | ||
for (int i = 0; i < 4; i++) q0[i] = dq[0][i]; | ||
// translation vector: | ||
t[0] = 2.0f*(-dq[1][0] * dq[0][1] + dq[1][1] * dq[0][0] - dq[1][2] * dq[0][3] + dq[1][3] * dq[0][2]); | ||
t[1] = 2.0f*(-dq[1][0] * dq[0][2] + dq[1][1] * dq[0][3] + dq[1][2] * dq[0][0] - dq[1][3] * dq[0][1]); | ||
t[2] = 2.0f*(-dq[1][0] * dq[0][3] - dq[1][1] * dq[0][2] + dq[1][2] * dq[0][1] + dq[1][3] * dq[0][0]); | ||
} | ||
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// input: dual quat. 'dq' with non-zero non-dual part | ||
// output: unit quaternion 'q0', translation vector 't' | ||
void DQ2QuatTrans(const float dq[2][4], float q0[4], float t[3]) | ||
{ | ||
float len = 0.0f; | ||
for (int i = 0; i < 4; i++) len += dq[0][i] * dq[0][i]; | ||
len = sqrt(len); | ||
for (int i = 0; i < 4; i++) q0[i] = dq[0][i] / len; | ||
t[0] = 2.0f*(-dq[1][0] * dq[0][1] + dq[1][1] * dq[0][0] - dq[1][2] * dq[0][3] + dq[1][3] * dq[0][2]) / len; | ||
t[1] = 2.0f*(-dq[1][0] * dq[0][2] + dq[1][1] * dq[0][3] + dq[1][2] * dq[0][0] - dq[1][3] * dq[0][1]) / len; | ||
t[2] = 2.0f*(-dq[1][0] * dq[0][3] - dq[1][1] * dq[0][2] + dq[1][2] * dq[0][1] + dq[1][3] * dq[0][0]) / len; | ||
} | ||
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} |
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@@ -1,86 +1,19 @@ | ||
/* dqconv.c | ||
Conversion routines between (regular quaternion, translation) and dual quaternion. | ||
Version 1.0.0, February 7th, 2007 | ||
Copyright (C) 2006-2007 University of Dublin, Trinity College, All Rights | ||
Reserved | ||
This software is provided 'as-is', without any express or implied | ||
warranty. In no event will the author(s) be held liable for any damages | ||
arising from the use of this software. | ||
Permission is granted to anyone to use this software for any purpose, | ||
including commercial applications, and to alter it and redistribute it | ||
freely, subject to the following restrictions: | ||
1. The origin of this software must not be misrepresented; you must not | ||
claim that you wrote the original software. If you use this software | ||
in a product, an acknowledgment in the product documentation would be | ||
appreciated but is not required. | ||
2. Altered source versions must be plainly marked as such, and must not be | ||
misrepresented as being the original software. | ||
3. This notice may not be removed or altered from any source distribution. | ||
Author: Ladislav Kavan, [email protected] | ||
From: https://www.cs.utah.edu/~ladislav/dq/index.html | ||
*/ | ||
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/* | ||
* @Author: Yuhao Li | ||
* @Date: 2021-12-20 10:08:48 | ||
* @LastEditTime: 2021-12-24 16:44:19 | ||
* @LastEditors: Yuhao Li | ||
* @Description: main function interface | ||
* @FilePath: \Math\main.cpp | ||
*/ | ||
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// STL | ||
#include <iostream> | ||
#include <math.h> | ||
// Eigen | ||
#include <Eigen/Core> | ||
#include <Eigen/Geometry> | ||
#define PI 3.1415926f | ||
/* | ||
Benefits | ||
eliminates skin collapsing artifacts | ||
GPU friendly implementation | ||
easy rigging: uses the same model files as standard linear blend skinning | ||
very simple update of a 3D engine or similar software | ||
Limitations | ||
slightly slower than linear blend skinning (in our implementation: 7 more vertex shader instructions) | ||
scale/shear is now supported (via two-phase skinning - extra 29 vertex shader instructions) | ||
flipping artifacts (skin always goes the shorter way round) | ||
*/ | ||
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||
// input: unit quaternion 'q0', translation vector 't' | ||
// output: unit dual quaternion 'dq' | ||
void QuatTrans2UDQ(const float q0[4], const float t[3], float dq[2][4]) | ||
{ | ||
// non-dual part (just copy q0): | ||
for (int i = 0; i < 4; i++) dq[0][i] = q0[i]; | ||
// dual part: | ||
dq[1][0] = -0.5f*(t[0] * q0[1] + t[1] * q0[2] + t[2] * q0[3]); | ||
dq[1][1] = 0.5f*(t[0] * q0[0] + t[1] * q0[3] - t[2] * q0[2]); | ||
dq[1][2] = 0.5f*(-t[0] * q0[3] + t[1] * q0[0] + t[2] * q0[1]); | ||
dq[1][3] = 0.5f*(t[0] * q0[2] - t[1] * q0[1] + t[2] * q0[0]); | ||
} | ||
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// input: unit dual quaternion 'dq' | ||
// output: unit quaternion 'q0', translation vector 't' | ||
void UDQ2QuatTrans(const float dq[2][4], float q0[4], float t[3]) | ||
{ | ||
// regular quaternion (just copy the non-dual part): | ||
for (int i = 0; i < 4; i++) q0[i] = dq[0][i]; | ||
// translation vector: | ||
t[0] = 2.0f*(-dq[1][0] * dq[0][1] + dq[1][1] * dq[0][0] - dq[1][2] * dq[0][3] + dq[1][3] * dq[0][2]); | ||
t[1] = 2.0f*(-dq[1][0] * dq[0][2] + dq[1][1] * dq[0][3] + dq[1][2] * dq[0][0] - dq[1][3] * dq[0][1]); | ||
t[2] = 2.0f*(-dq[1][0] * dq[0][3] - dq[1][1] * dq[0][2] + dq[1][2] * dq[0][1] + dq[1][3] * dq[0][0]); | ||
} | ||
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// input: dual quat. 'dq' with non-zero non-dual part | ||
// output: unit quaternion 'q0', translation vector 't' | ||
void DQ2QuatTrans(const float dq[2][4], float q0[4], float t[3]) | ||
{ | ||
float len = 0.0f; | ||
for (int i = 0; i < 4; i++) len += dq[0][i] * dq[0][i]; | ||
len = sqrt(len); | ||
for (int i = 0; i < 4; i++) q0[i] = dq[0][i] / len; | ||
t[0] = 2.0f*(-dq[1][0] * dq[0][1] + dq[1][1] * dq[0][0] - dq[1][2] * dq[0][3] + dq[1][3] * dq[0][2]) / len; | ||
t[1] = 2.0f*(-dq[1][0] * dq[0][2] + dq[1][1] * dq[0][3] + dq[1][2] * dq[0][0] - dq[1][3] * dq[0][1]) / len; | ||
t[2] = 2.0f*(-dq[1][0] * dq[0][3] - dq[1][1] * dq[0][2] + dq[1][2] * dq[0][1] + dq[1][3] * dq[0][0]) / len; | ||
} | ||
// Local | ||
#include "DualQuaternion.h" | ||
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int main() | ||
{ | ||
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f_t[2] = t[2]; | ||
float(*f_dq)[4] = new float[2][4]; | ||
//float **f_dq = new float *[2]; | ||
QuatTrans2UDQ(f_q, f_t, f_dq); | ||
math::QuatTrans2UDQ(f_q, f_t, f_dq); | ||
std::cout << "udq:" << std::endl; | ||
for (int i = 0; i < 2; ++i) | ||
{ | ||
std::cout << f_dq[i][0] << "," << f_dq[i][1] << "," << f_dq[i][2] << "," << f_dq[i][3] << std::endl; | ||
} | ||
float *f_q2 = new float[4]; | ||
float *f_t2 = new float[3]; | ||
UDQ2QuatTrans(f_dq, f_q2, f_t2); | ||
math::UDQ2QuatTrans(f_dq, f_q2, f_t2); | ||
std::cout << "udq to q: \n" << f_q2[0] << "," << f_q2[1] << "," << f_q2[2] << "," << f_q2[3] << std::endl; | ||
std::cout << "udq to t: \n" << f_t2[0] << "," << f_t2[1] << "," << f_t2[2] << std::endl; | ||
// release memory | ||
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