/*---------------------------------------------------------------------------*\ ========= | \\ / F ield | OpenFOAM: The Open Source CFD Toolbox \\ / O peration | \\ / A nd | Copyright held by original author \\/ M anipulation | ------------------------------------------------------------------------------- License This file is part of OpenFOAM. OpenFOAM is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenFOAM is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenFOAM; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA \*---------------------------------------------------------------------------*/ // * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * // inline Foam::quaternion::quaternion() {} inline Foam::quaternion::quaternion(const scalar w, const vector& v) : w_(w), v_(v) {} inline Foam::quaternion::quaternion(const vector& d, const scalar theta) : w_(cos(0.5*theta)), v_((sin(0.5*theta)/magSqr(d))*d) { normalize(); } inline Foam::quaternion::quaternion(const scalar w) : w_(w), v_(vector::zero) {} inline Foam::quaternion::quaternion(const vector& v) : w_(0), v_(v) {} inline Foam::quaternion::quaternion ( const scalar angleX, const scalar angleY, const scalar angleZ ) { operator=(quaternion(vector(1, 0, 0), angleX)); operator*=(quaternion(vector(0, 1, 0), angleY)); operator*=(quaternion(vector(0, 0, 1), angleZ)); } // * * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * // inline Foam::scalar Foam::quaternion::w() const { return w_; } inline const Foam::vector& Foam::quaternion::v() const { return v_; } inline Foam::scalar& Foam::quaternion::w() { return w_; } inline Foam::vector& Foam::quaternion::v() { return v_; } inline void Foam::quaternion::normalize() { operator/=(mag(*this)); } inline Foam::quaternion Foam::quaternion::mulq0v(const vector& u) const { return quaternion(-(v() & u), w()*u + (v() ^ u)); } inline Foam::vector Foam::quaternion::transform(const vector& u) const { return (mulq0v(u)*conjugate(*this)).v(); } inline Foam::vector Foam::quaternion::invTransform(const vector& u) const { return (conjugate(*this).mulq0v(u)*(*this)).v(); } inline Foam::quaternion Foam::quaternion::transform(const quaternion& q) const { return Foam::normalize((*this)*q); } inline Foam::quaternion Foam::quaternion::invTransform ( const quaternion& q ) const { return Foam::normalize(conjugate(*this)*q); } // * * * * * * * * * * * * * * * Member Operators * * * * * * * * * * * * * // inline void Foam::quaternion::operator=(const quaternion& q) { w_ = q.w_; v_ = q.v_; } inline void Foam::quaternion::operator+=(const quaternion& q) { w_ += q.w_; v_ += q.v_; } inline void Foam::quaternion::operator-=(const quaternion& q) { w_ -= q.w_; v_ -= q.v_; } inline void Foam::quaternion::operator*=(const quaternion& q) { scalar w0 = w(); w() = w()*q.w() - (v() & q.v()); v() = w0*q.v() + q.w()*v() + (v() ^ q.v()); } inline void Foam::quaternion::operator/=(const quaternion& q) { return operator*=(inv(q)); } inline void Foam::quaternion::operator=(const scalar s) { w_ = s; } inline void Foam::quaternion::operator=(const vector& v) { v_ = v; } inline void Foam::quaternion::operator*=(const scalar s) { w_ *= s; v_ *= s; } inline void Foam::quaternion::operator/=(const scalar s) { w_ /= s; v_ /= s; } // * * * * * * * * * * * * * * * Global Functions * * * * * * * * * * * * * // inline Foam::scalar Foam::magSqr(const quaternion& q) { return magSqr(q.w()) + magSqr(q.v()); } inline Foam::scalar Foam::mag(const quaternion& q) { return sqrt(magSqr(q)); } inline Foam::quaternion Foam::conjugate(const quaternion& q) { return quaternion(q.w(), -q.v()); } inline Foam::quaternion Foam::inv(const quaternion& q) { scalar magSqrq = magSqr(q); return quaternion(q.w()/magSqrq, -q.v()/magSqrq); } inline Foam::quaternion Foam::normalize(const quaternion& q) { return q/mag(q); } inline Foam::tensor Foam::quaternion::R() const { scalar w2 = sqr(w()); scalar x2 = sqr(v().x()); scalar y2 = sqr(v().y()); scalar z2 = sqr(v().z()); scalar txy = 2*v().x()*v().y(); scalar twz = 2*w()*v().z(); scalar txz = 2*v().x()*v().z(); scalar twy = 2*w()*v().y(); scalar tyz = 2*v().y()*v().z(); scalar twx = 2*w()*v().x(); return tensor ( w2 + x2 - y2 - z2, txy - twz, txz + twy, txy + twz, w2 - x2 + y2 - z2, tyz - twx, txz - twy, tyz + twx, w2 - x2 - y2 + z2 ); } // * * * * * * * * * * * * * * * Global Operators * * * * * * * * * * * * * // inline bool Foam::operator==(const quaternion& q1, const quaternion& q2) { return (equal(q1.w(), q2.w()) && equal(q1.v(), q2.v())); } inline bool Foam::operator!=(const quaternion& q1, const quaternion& q2) { return !operator==(q1, q2); } inline Foam::quaternion Foam::operator+ ( const quaternion& q1, const quaternion& q2 ) { return quaternion(q1.w() + q2.w(), q1.v() + q2.v()); } inline Foam::quaternion Foam::operator-(const quaternion& q) { return quaternion(-q.w(), -q.v()); } inline Foam::quaternion Foam::operator- ( const quaternion& q1, const quaternion& q2 ) { return quaternion(q1.w() - q2.w(), q1.v() - q2.v()); } inline Foam::scalar Foam::operator&(const quaternion& q1, const quaternion& q2) { return q1.w()*q2.w() + (q1.v() & q2.v()); } inline Foam::quaternion Foam::operator* ( const quaternion& q1, const quaternion& q2 ) { return quaternion ( q1.w()*q2.w() - (q1.v() & q2.v()), q1.w()*q2.v() + q2.w()*q1.v() + (q1.v() ^ q2.v()) ); } inline Foam::quaternion Foam::operator/ ( const quaternion& q1, const quaternion& q2 ) { return q1*inv(q2); } inline Foam::quaternion Foam::operator*(const scalar s, const quaternion& q) { return quaternion(s*q.w(), s*q.v()); } inline Foam::quaternion Foam::operator*(const quaternion& q, const scalar s) { return quaternion(s*q.w(), s*q.v()); } inline Foam::quaternion Foam::operator/(const quaternion& q, const scalar s) { return quaternion(q.w()/s, q.v()/s); } // ************************************************************************* //