Merge pull request #714 from ThomasD13/quaternion

Quaternion
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Jarl Gullberg 2018-01-06 20:52:35 +01:00 committed by GitHub
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5 changed files with 299 additions and 35 deletions

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@ -66,34 +66,37 @@ namespace OpenTK
{ }
/// <summary>
/// Construct a new Quaternion from given Euler angles
/// Construct a new Quaternion from given Euler angles in radians.
/// The rotations will get applied in following order:
/// 1. around X axis, 2. around Y axis, 3. around Z axis
/// </summary>
/// <param name="pitch">The pitch (attitude), rotation around X axis</param>
/// <param name="yaw">The yaw (heading), rotation around Y axis</param>
/// <param name="roll">The roll (bank), rotation around Z axis</param>
public Quaternion(float pitch, float yaw, float roll)
/// <param name="rotationX">Counterclockwise rotation around X axis in radian</param>
/// <param name="rotationY">Counterclockwise rotation around Y axis in radian</param>
/// <param name="rotationZ">Counterclockwise rotation around Z axis in radian</param>
public Quaternion(float rotationX, float rotationY, float rotationZ)
{
yaw *= 0.5f;
pitch *= 0.5f;
roll *= 0.5f;
rotationX *= 0.5f;
rotationY *= 0.5f;
rotationZ *= 0.5f;
float c1 = (float)Math.Cos(yaw);
float c2 = (float)Math.Cos(pitch);
float c3 = (float)Math.Cos(roll);
float s1 = (float)Math.Sin(yaw);
float s2 = (float)Math.Sin(pitch);
float s3 = (float)Math.Sin(roll);
float c1 = (float)Math.Cos(rotationX);
float c2 = (float)Math.Cos(rotationY);
float c3 = (float)Math.Cos(rotationZ);
float s1 = (float)Math.Sin(rotationX);
float s2 = (float)Math.Sin(rotationY);
float s3 = (float)Math.Sin(rotationZ);
W = c1 * c2 * c3 - s1 * s2 * s3;
Xyz.X = s1 * s2 * c3 + c1 * c2 * s3;
Xyz.Y = s1 * c2 * c3 + c1 * s2 * s3;
Xyz.Z = c1 * s2 * c3 - s1 * c2 * s3;
Xyz.X = s1 * c2 * c3 + c1 * s2 * s3;
Xyz.Y = c1 * s2 * c3 - s1 * c2 * s3;
Xyz.Z = c1 * c2 * s3 + s1 * s2 * c3;
}
/// <summary>
/// Construct a new Quaternion from given Euler angles
/// Construct a new Quaternion from given Euler angles. The rotations will get applied in following order:
/// 1. Around X, 2. Around Y, 3. Around Z
/// </summary>
/// <param name="eulerAngles">The euler angles as a Vector3</param>
/// <param name="eulerAngles">The counterclockwise euler angles as a Vector3</param>
public Quaternion(Vector3 eulerAngles)
: this(eulerAngles.X, eulerAngles.Y, eulerAngles.Z)
{ }
@ -407,7 +410,7 @@ namespace OpenTK
}
/// <summary>
/// Build a quaternion from the given axis and angle
/// Build a quaternion from the given axis and angle in radians
/// </summary>
/// <param name="axis">The axis to rotate about</param>
/// <param name="angle">The rotation angle in radians</param>
@ -430,11 +433,13 @@ namespace OpenTK
}
/// <summary>
/// Builds a Quaternion from the given euler angles
/// Builds a Quaternion from the given euler angles in radians
/// The rotations will get applied in following order:
/// 1. pitch (X axis), 2. yaw (Y axis), 3. roll (Z axis)
/// </summary>
/// <param name="pitch">The pitch (attitude), rotation around X axis</param>
/// <param name="yaw">The yaw (heading), rotation around Y axis</param>
/// <param name="roll">The roll (bank), rotation around Z axis</param>
/// <param name="pitch">The pitch (attitude), counterclockwise rotation around X axis</param>
/// <param name="yaw">The yaw (heading), counterclockwise rotation around Y axis</param>
/// <param name="roll">The roll (bank), counterclockwise rotation around Z axis</param>
/// <returns></returns>
public static Quaternion FromEulerAngles(float pitch, float yaw, float roll)
{
@ -442,9 +447,11 @@ namespace OpenTK
}
/// <summary>
/// Builds a Quaternion from the given euler angles
/// Builds a Quaternion from the given euler angles in radians.
/// The rotations will get applied in following order:
/// 1. X axis, 2. Y axis, 3. Z axis
/// </summary>
/// <param name="eulerAngles">The euler angles as a vector</param>
/// <param name="eulerAngles">The counterclockwise euler angles as a vector</param>
/// <returns>The equivalent Quaternion</returns>
public static Quaternion FromEulerAngles(Vector3 eulerAngles)
{
@ -452,23 +459,26 @@ namespace OpenTK
}
/// <summary>
/// Builds a Quaternion from the given euler angles
/// Builds a Quaternion from the given euler angles in radians.
/// The rotations will get applied in following order:
/// 1. Around X, 2. Around Y, 3. Around Z
/// </summary>
/// <param name="eulerAngles">The euler angles a vector</param>
/// <param name="eulerAngles">The counterclockwise euler angles a vector</param>
/// <param name="result">The equivalent Quaternion</param>
public static void FromEulerAngles(ref Vector3 eulerAngles, out Quaternion result)
{
float c1 = (float)Math.Cos(eulerAngles.Y * 0.5f);
float c2 = (float)Math.Cos(eulerAngles.X * 0.5f);
float c1 = (float)Math.Cos(eulerAngles.X * 0.5f);
float c2 = (float)Math.Cos(eulerAngles.Y * 0.5f);
float c3 = (float)Math.Cos(eulerAngles.Z * 0.5f);
float s1 = (float)Math.Sin(eulerAngles.Y * 0.5f);
float s2 = (float)Math.Sin(eulerAngles.X * 0.5f);
float s1 = (float)Math.Sin(eulerAngles.X * 0.5f);
float s2 = (float)Math.Sin(eulerAngles.Y * 0.5f);
float s3 = (float)Math.Sin(eulerAngles.Z * 0.5f);
result.W = c1 * c2 * c3 - s1 * s2 * s3;
result.Xyz.X = s1 * s2 * c3 + c1 * c2 * s3;
result.Xyz.Y = s1 * c2 * c3 + c1 * s2 * s3;
result.Xyz.Z = c1 * s2 * c3 - s1 * c2 * s3;
result.Xyz.X = s1 * c2 * c3 + c1 * s2 * s3;
result.Xyz.Y = c1 * s2 * c3 - s1 * c2 * s3;
result.Xyz.Z = c1 * c2 * s3 + s1 * s2 * c3;
}
/// <summary>

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@ -0,0 +1,37 @@
using System.Collections.Generic;
namespace OpenTK.Tests.Math.DataProviders
{
/// <summary>
/// Generates/Provides Quaternion test data.
/// </summary>
public class QuaternionTestDataGenerator
{
/// <summary>
/// Returns the single axis test cases.
/// 1. param: rotation in euler angles
/// 2. param: expected result of xyz-component of quaternion
/// </summary>
/// <value>The single axis test cases.</value>
public static IEnumerable<object> SingleAxisTestCases()
{
yield return new object[] { new Vector3(1, 0, 0), Vector3.UnitX}; //"Rotate around x axis"
yield return new object[] { new Vector3(0, 1, 0), Vector3.UnitY}; //"Rotate around y axis"
yield return new object[] { new Vector3(0, 0, 1), Vector3.UnitZ}; //"Rotate around z axis"
}
/// <summary>
/// Returns the single ToAxisAngle test cases.
/// 1. param: Quaternion which a definied value of xyz-component.
/// 2. param: expected result of xyz-component of quaternion
/// </summary>
/// <value>The single axis test cases.</value>
public static IEnumerable<object[]> ToAxisAngleTestCases()
{
yield return new object[] { new Quaternion(Vector3.UnitX, 0), Vector3.UnitX}; //"Rotate around x axis"
yield return new object[] { new Quaternion(Vector3.UnitY, 0), Vector3.UnitY}; //"Rotate around y axis"
yield return new object[] { new Quaternion(Vector3.UnitZ, 0), Vector3.UnitZ}; //"Rotate around z axis"
}
}
}

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@ -0,0 +1,61 @@
using Xunit;
using System;
using System.Collections.Generic;
namespace OpenTK.Tests.Math.Helpers
{
/// <summary>
/// Provides some methods which helps to verify test results
/// </summary>
internal static class QuaternionTestHelper
{
/// <summary>
/// Verifies the direction of an given <see cref="Vector3"/>.
/// </summary>
/// <returns>false: When <paramref name="toTest"/> does contain xyz values, when it should be 0,
/// or does not contain 0 when it should be</returns>
/// <param name="toTest">To test</param>
/// <param name="expected">Expected directions. Values getting only 0 checked</param>
public static bool VerifyEqualSingleDirection(Vector3 toTest, Vector3 expected)
{
//To verify the direction of an vector, just respect the 0 values and check against these.
//The length of the vectors are ignored.
if (expected.X == 0)
{
if (toTest.X != 0)
return false;
}
else
{
if (toTest.X == 0)
return false;
}
if (expected.Y == 0)
{
if (toTest.Y != 0)
return false;
}
else
{
if (toTest.Y == 0)
return false;
}
if (expected.Z == 0)
{
if (toTest.Z != 0)
return false;
}
else
{
if (toTest.Z == 0)
return false;
}
return true;
}
}
}

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@ -47,10 +47,17 @@
<ItemGroup>
<Compile Include="BezierCurveTests.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="QuaternionTests.cs" />
<Compile Include="Helpers\QuaternionTestHelper.cs" />
<Compile Include="DataProviders\QuaternionTestDataGenerator.cs" />
</ItemGroup>
<ItemGroup>
<None Include="paket.references" />
</ItemGroup>
<ItemGroup>
<Folder Include="Helpers\" />
<Folder Include="Generators\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.

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@ -0,0 +1,149 @@
using Xunit;
using OpenTK.Tests.Math.Helpers;
using OpenTK.Tests.Math.DataProviders;
namespace OpenTK.Tests.Math
{
public class QuaternionTests
{
/// <summary>
/// Contains all tests which cover the constructor of Quaternion.
/// </summary>
public class Constructor
{
/// <summary>
/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
/// </summary>
/// <param name="eulerValues">euler angle values</param>
/// <param name="expectedResult">expected xyz component of quaternion</param>
[Theory]
[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
public void SingleAxisAsEulerAnglesInFloatsIsConvertedToCorrectQuaternionComponents
(Vector3 eulerValues, Vector3 expectedResult)
{
//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
var cut = new Quaternion(eulerValues.X, eulerValues.Y, eulerValues.Z);
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
/// </summary>
/// <param name="eulerValues">euler angle values</param>
/// <param name="expectedResult">expected xyz component of quaternion</param>
[Theory]
[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
public void SingleAxisAsEulerAnglesInVector3IsConvertedToCorrectQuaternionComponents
(Vector3 eulerValues, Vector3 expectedResult)
{
//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
var cut = new Quaternion(eulerValues);
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
//TODO: Make also checks with ccw rotation angle and correct applied rotation order of multiple axis
}
/// <summary>
/// Contains all tests for FromEulerAngles
/// </summary>
public class FromEulerAngles
{
/// <summary>
/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
/// </summary>
/// <param name="eulerValues">euler angle values</param>
/// <param name="expectedResult">expected xyz component of quaternion</param>
[Theory]
[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
public void SingleAxisAsEulerAnglesInFloatsIsConvertedToCorrectQuaternionComponents
(Vector3 eulerValues, Vector3 expectedResult)
{
//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
var cut = Quaternion.FromEulerAngles(eulerValues.X, eulerValues.Y, eulerValues.Z);
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
/// </summary>
/// <param name="eulerValues">euler angle values</param>
/// <param name="expectedResult">expected xyz component of quaternion</param>
[Theory]
[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
public void SingleAxisAsEulerAnglesInVector3IsConvertedToCorrectQuaternionComponents
(Vector3 eulerValues, Vector3 expectedResult)
{
//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
var cut = Quaternion.FromEulerAngles(eulerValues);
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
/// <summary>
/// Checks if a single given value (either pitch, yaw or roll) get converted into correct x,y,z value of quaternion.
/// </summary>
/// <param name="eulerValues">euler angle values</param>
/// <param name="expectedResult">expected xyz component of quaternion</param>
[Theory]
[MemberData(nameof(QuaternionTestDataGenerator.SingleAxisTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
public void SingleAxisAsEulerAnglesInVector3IsConvertedToCorrectQuaternionComponentsAsOutParam
(Vector3 eulerValues, Vector3 expectedResult)
{
//Arrange + Act: Create Quaternion with "pitch/yaw/roll"
var cut = Quaternion.Identity;
Quaternion.FromEulerAngles(ref eulerValues, out cut);
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Vector3 resultXYZ = cut.Xyz;
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
//TODO: Make also checks with ccw rotation angle and correct applied rotation order of multiple axis
}
/// <summary>
/// Contains all test for ToAxisAngle
/// </summary>
public class ToAxisAngle
{
/// <summary>
/// Check if a quaternion returns a a rotation about the correct coordinate axis
/// </summary>
/// <param name="cut">Prepared Quaternion</param>
/// <param name="expectedResult">Expected result.</param>
[Theory]
[MemberData(nameof(QuaternionTestDataGenerator.ToAxisAngleTestCases), MemberType = typeof(QuaternionTestDataGenerator))]
public void PreparedSingleRotationAxisQuaternionConvertsToCorrectAxisAngleRepresentation(Quaternion cut, Vector3 expectedResult)
{
//Arrange + Act: Create Quaternion with rotation about X/Y/Z axis
Vector3 resultXYZ;
float dontCare;
cut.ToAxisAngle(out resultXYZ, out dontCare);
//Assert: Use helper, to check if part of the two correct axis is zero. I just want check the direction
Assert.True(QuaternionTestHelper.VerifyEqualSingleDirection(resultXYZ, expectedResult));
}
//TODO: Make also checks with ccw rotation angle and correct applied rotation order of multiple axis
}
}
}