Quaternion(四元數)和旋轉

Quaternion(四元數)和旋轉
作者: 劉鵬
日期: 2011-06-10
本文介紹了四元數以及如何在OpenGL中使用四元數表示旋轉。

Quaternion 的定義

四元數一般定義如下:

    q=w+xi+yj+zk

其中 w,x,y,z是實數。同時,有:

    i*i=-1

    j*j=-1

    k*k=-1

四元數也可以表示爲:

    q=[w,v]

其中v=(x,y,z)是矢量,w是標量,雖然v是矢量,但不能簡單的理解爲3D空間的矢量,它是4維空間中的的矢量,也是非常不容易想像的。

通俗的講,一個四元數(Quaternion)描述了一個旋轉軸和一個旋轉角度。這個旋轉軸和這個角度可以通過 Quaternion::ToAngleAxis轉換得到。當然也可以隨意指定一個角度一個旋轉軸來構造一個Quaternion。這個角度是相對於單位四元數而言的,也可以說是相對於物體的初始方向而言的。

當用一個四元數乘以一個向量時,實際上就是讓該向量圍繞着這個四元數所描述的旋轉軸,轉動這個四元數所描述的角度而得到的向量。

四元組的優點1

有多種方式可表示旋轉,如 axis/angle、歐拉角(Euler angles)、矩陣(matrix)、四元組等。 相對於其它方法,四元組有其本身的優點:

  • 四元數不會有歐拉角存在的 gimbal lock 問題
  • 四元數由4個數組成,旋轉矩陣需要9個數
  • 兩個四元數之間更容易插值
  • 四元數、矩陣在多次運算後會積攢誤差,需要分別對其做規範化(normalize)和正交化(orthogonalize),對四元數規範化更容易
  • 與旋轉矩陣類似,兩個四元組相乘可表示兩次旋轉

Quaternion 的基本運算1

Normalizing a quaternion
// normalising a quaternion works similar to a vector. This method will not do anything
// if the quaternion is close enough to being unit-length. define TOLERANCE as something
// small like 0.00001f to get accurate results
void Quaternion::normalise()
{
	// Don't normalize if we don't have to
	float mag2 = w * w + x * x + y * y + z * z;
	if (  mag2!=0.f && (fabs(mag2 - 1.0f) > TOLERANCE)) {
		float mag = sqrt(mag2);
		w /= mag;
		x /= mag;
		y /= mag;
		z /= mag;
	}
}

The complex conjugate of a quaternion
// We need to get the inverse of a quaternion to properly apply a quaternion-rotation to a vector
// The conjugate of a quaternion is the same as the inverse, as long as the quaternion is unit-length
Quaternion Quaternion::getConjugate()
{
	return Quaternion(-x, -y, -z, w);
}

Multiplying quaternions
// Multiplying q1 with q2 applies the rotation q2 to q1
Quaternion Quaternion::operator* (const Quaternion &rq) const
{
	// the constructor takes its arguments as (x, y, z, w)
	return Quaternion(w * rq.x + x * rq.w + y * rq.z - z * rq.y,
	                  w * rq.y + y * rq.w + z * rq.x - x * rq.z,
	                  w * rq.z + z * rq.w + x * rq.y - y * rq.x,
	                  w * rq.w - x * rq.x - y * rq.y - z * rq.z);
}

Rotating vectors
// Multiplying a quaternion q with a vector v applies the q-rotation to v
Vector3 Quaternion::operator* (const Vector3 &vec) const
{
	Vector3 vn(vec);
	vn.normalise();

	Quaternion vecQuat, resQuat;
	vecQuat.x = vn.x;
	vecQuat.y = vn.y;
	vecQuat.z = vn.z;
	vecQuat.w = 0.0f;

	resQuat = vecQuat * getConjugate();
	resQuat = *this * resQuat;

	return (Vector3(resQuat.x, resQuat.y, resQuat.z));
}

How to convert to/from quaternions1

Quaternion from axis-angle
// Convert from Axis Angle
void Quaternion::FromAxis(const Vector3 &v, float angle)
{
	float sinAngle;
	angle *= 0.5f;
	Vector3 vn(v);
	vn.normalise();

	sinAngle = sin(angle);

	x = (vn.x * sinAngle);
	y = (vn.y * sinAngle);
	z = (vn.z * sinAngle);
	w = cos(angle);
}

Quaternion from Euler angles
// Convert from Euler Angles
void Quaternion::FromEuler(float pitch, float yaw, float roll)
{
	// Basically we create 3 Quaternions, one for pitch, one for yaw, one for roll
	// and multiply those together.
	// the calculation below does the same, just shorter

	float p = pitch * PIOVER180 / 2.0;
	float y = yaw * PIOVER180 / 2.0;
	float r = roll * PIOVER180 / 2.0;

	float sinp = sin(p);
	float siny = sin(y);
	float sinr = sin(r);
	float cosp = cos(p);
	float cosy = cos(y);
	float cosr = cos(r);

	this->x = sinr * cosp * cosy - cosr * sinp * siny;
	this->y = cosr * sinp * cosy + sinr * cosp * siny;
	this->z = cosr * cosp * siny - sinr * sinp * cosy;
	this->w = cosr * cosp * cosy + sinr * sinp * siny;

	normalise();
}

Quaternion to Matrix
// Convert to Matrix
Matrix4 Quaternion::getMatrix() const
{
	float x2 = x * x;
	float y2 = y * y;
	float z2 = z * z;
	float xy = x * y;
	float xz = x * z;
	float yz = y * z;
	float wx = w * x;
	float wy = w * y;
	float wz = w * z;

	// This calculation would be a lot more complicated for non-unit length quaternions
	// Note: The constructor of Matrix4 expects the Matrix in column-major format like expected by
	//   OpenGL
	return Matrix4( 1.0f - 2.0f * (y2 + z2), 2.0f * (xy - wz), 2.0f * (xz + wy), 0.0f,
			2.0f * (xy + wz), 1.0f - 2.0f * (x2 + z2), 2.0f * (yz - wx), 0.0f,
			2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (x2 + y2), 0.0f,
			0.0f, 0.0f, 0.0f, 1.0f)
}

Quaternion to axis-angle
// Convert to Axis/Angles
void Quaternion::getAxisAngle(Vector3 *axis, float *angle)
{
	float scale = sqrt(x * x + y * y + z * z);
	axis->x = x / scale;
	axis->y = y / scale;
	axis->z = z / scale;
	*angle = acos(w) * 2.0f;
}

Quaternion 插值2

線性插值

最簡單的插值算法就是線性插值,公式如:

    q(t)=(1-t)q1 + t q2

但這個結果是需要規格化的,否則q(t)的單位長度會發生變化,所以

    q(t)=(1-t)q1+t q2 / || (1-t)q1+t q2 ||

球形線性插值

儘管線性插值很有效,但不能以恆定的速率描述q1到q2之間的曲線,這也是其弊端,我們需要找到一種插值方法使得q1->q(t)之間的夾角θ是線性的,即θ(t)=(1-t)θ1+t*θ2,這樣我們得到了球形線性插值函數q(t),如下:

q(t)=q1 * sinθ(1-t)/sinθ + q2 * sinθt/sineθ

如果使用D3D,可以直接使用 D3DXQuaternionSlerp 函數就可以完成這個插值過程。

用 Quaternion 實現 Camera 旋轉

總體來講,Camera 的操作可分爲如下幾類:

  • 沿直線移動
  • 圍繞某軸自轉
  • 圍繞某軸公轉

下面是一個使用了 Quaternion 的 Camera 類:

    class Camera {

    private:
        Quaternion m_orientation;

    public:
        void rotate (const Quaternion& q);
        void rotate(const Vector3& axis, const Radian& angle);

        void roll (const GLfloat angle);
        void yaw (const GLfloat angle);
        void pitch (const GLfloat angle);


    };


    void Camera::rotate(const Quaternion& q)
    {
        // Note the order of the mult, i.e. q comes after
        m_Orientation = q * m_Orientation;

    }

    void Camera::rotate(const Vector3& axis, const Radian& angle)
    {
        Quaternion q;
        q.FromAngleAxis(angle,axis);
        rotate(q);
    }

    void Camera::roll (const GLfloat angle) //in radian
    {

        Vector3 zAxis = m_Orientation * Vector3::UNIT_Z;
        rotate(zAxis, angleInRadian);

    }


    void Camera::yaw (const GLfloat angle)  //in degree
    {

        Vector3 yAxis;

        {
            // Rotate around local Y axis
            yAxis = m_Orientation * Vector3::UNIT_Y;
        }

        rotate(yAxis, angleInRadian);



    }



    void Camera::pitch (const GLfloat angle)  //in radian
    {

        Vector3 xAxis = m_Orientation * Vector3::UNIT_X;
        rotate(xAxis, angleInRadian);

    }



    void Camera::gluLookAt() {
        GLfloat m[4][4];

        identf(&m[0][0]);
        m_Orientation.createMatrix (&m[0][0]);

        glMultMatrixf(&m[0][0]);
        glTranslatef(-m_eyex, -m_eyey, -m_eyez);
    }

用 Quaternion 實現 trackball

用鼠標拖動物體在三維空間裏旋轉,一般設計一個 trackball,其內部實現也常用四元數。

class TrackBall
{
public:
    TrackBall();


    void push(const QPointF& p);
    void move(const QPointF& p);
    void release(const QPointF& p);

    QQuaternion rotation() const;

private:
    QQuaternion m_rotation;
    QVector3D m_axis;
    float m_angularVelocity;

    QPointF m_lastPos;

};



void TrackBall::move(const QPointF& p)
{

    if (!m_pressed)
        return;


    QVector3D lastPos3D = QVector3D(m_lastPos.x(), m_lastPos.y(), 0.0f);
    float sqrZ = 1 - QVector3D::dotProduct(lastPos3D, lastPos3D);
    if (sqrZ > 0)
        lastPos3D.setZ(sqrt(sqrZ));
    else
        lastPos3D.normalize();


    QVector3D currentPos3D = QVector3D(p.x(), p.y(), 0.0f);
    sqrZ = 1 - QVector3D::dotProduct(currentPos3D, currentPos3D);
    if (sqrZ > 0)
        currentPos3D.setZ(sqrt(sqrZ));
    else
        currentPos3D.normalize();


    m_axis = QVector3D::crossProduct(lastPos3D, currentPos3D);
    float angle = 180 / PI * asin(sqrt(QVector3D::dotProduct(m_axis, m_axis)));


    m_axis.normalize();
    m_rotation = QQuaternion::fromAxisAndAngle(m_axis, angle) * m_rotation;

    m_lastPos = p;


}


Yaw, pitch, roll 的含義3

Yaw – Vertical axis:

yaw
yaw

Pitch – Lateral axis

pitch
pitch

Roll – Longitudinal axis

roll
roll

The Position of All three axes

Yaw Pitch Roll
Yaw Pitch Roll

Reference

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