| // Copyright ©2018 The Gonum Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style |
| // license that can be found in the LICENSE file. |
| |
| package quat_test |
| |
| import ( |
| "fmt" |
| "math" |
| |
| "gonum.org/v1/gonum/floats" |
| "gonum.org/v1/gonum/num/quat" |
| ) |
| |
| // point is a 3-dimensional point/vector. |
| type point struct { |
| x, y, z float64 |
| } |
| |
| // raise raises the dimensionality of a point to a quaternion. |
| func raise(p point) quat.Number { |
| return quat.Number{Imag: p.x, Jmag: p.y, Kmag: p.z} |
| } |
| |
| // rotate performs the quaternion rotation of p by the given quaternion |
| // and scaling by the scale factor. |
| func rotate(p point, by quat.Number, scale float64) point { |
| // Ensure the modulus of by is correctly scaled. |
| if len := quat.Abs(by); len != scale { |
| by = quat.Scale(math.Sqrt(scale)/len, by) |
| } |
| |
| // Perform the rotation/scaling. |
| pp := quat.Mul(quat.Mul(by, raise(p)), quat.Conj(by)) |
| |
| // Extract the point. |
| return point{x: pp.Imag, y: pp.Jmag, z: pp.Kmag} |
| } |
| |
| // Rotate a cube 120° around the diagonal vector [1, 1, 1]. |
| func Example_rotate() { |
| alpha := 2 * math.Pi / 3 |
| q := raise(point{1, 1, 1}) |
| scale := 1.0 |
| |
| q = quat.Scale(math.Sin(alpha/2)/quat.Abs(q), q) |
| q.Real += math.Cos(alpha / 2) |
| |
| for i, p := range []point{ |
| {x: 0, y: 0, z: 0}, |
| {x: 0, y: 0, z: 1}, |
| {x: 0, y: 1, z: 0}, |
| {x: 0, y: 1, z: 1}, |
| {x: 1, y: 0, z: 0}, |
| {x: 1, y: 0, z: 1}, |
| {x: 1, y: 1, z: 0}, |
| {x: 1, y: 1, z: 1}, |
| } { |
| pp := rotate(p, q, scale) |
| |
| // Clean up floating point error for clarity. |
| pp.x = floats.Round(pp.x, 2) |
| pp.y = floats.Round(pp.y, 2) |
| pp.z = floats.Round(pp.z, 2) |
| |
| fmt.Printf("%d %+v -> %+v\n", i, p, pp) |
| } |
| |
| // Output: |
| // |
| // 0 {x:0 y:0 z:0} -> {x:0 y:0 z:0} |
| // 1 {x:0 y:0 z:1} -> {x:1 y:0 z:0} |
| // 2 {x:0 y:1 z:0} -> {x:0 y:0 z:1} |
| // 3 {x:0 y:1 z:1} -> {x:1 y:0 z:1} |
| // 4 {x:1 y:0 z:0} -> {x:0 y:1 z:0} |
| // 5 {x:1 y:0 z:1} -> {x:1 y:1 z:0} |
| // 6 {x:1 y:1 z:0} -> {x:0 y:1 z:1} |
| // 7 {x:1 y:1 z:1} -> {x:1 y:1 z:1} |
| } |