db7fac3f24
git-svn-id: https://openfoam-extend.svn.sourceforge.net/svnroot/openfoam-extend/trunk/Core/OpenFOAM-1.5-dev@1731 e4e07f05-0c2f-0410-a05a-b8ba57e0c909
338 lines
6.8 KiB
C
338 lines
6.8 KiB
C
/*---------------------------------------------------------------------------*\
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========= |
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\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
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\\ / O peration |
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\\ / A nd | Copyright held by original author
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\\/ M anipulation |
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-------------------------------------------------------------------------------
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License
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This file is part of OpenFOAM.
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OpenFOAM is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version.
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OpenFOAM is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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for more details.
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You should have received a copy of the GNU General Public License
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along with OpenFOAM; if not, write to the Free Software Foundation,
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Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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\*---------------------------------------------------------------------------*/
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// * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * //
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inline Foam::quaternion::quaternion()
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{}
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inline Foam::quaternion::quaternion(const scalar w, const vector& v)
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:
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w_(w),
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v_(v)
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{}
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inline Foam::quaternion::quaternion(const vector& d, const scalar theta)
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:
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w_(cos(0.5*theta)),
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v_((sin(0.5*theta)/magSqr(d))*d)
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{
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normalize();
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}
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inline Foam::quaternion::quaternion(const scalar w)
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:
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w_(w),
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v_(vector::zero)
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{}
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inline Foam::quaternion::quaternion(const vector& v)
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:
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w_(0),
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v_(v)
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{}
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inline Foam::quaternion::quaternion
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(
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const scalar angleX,
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const scalar angleY,
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const scalar angleZ
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)
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{
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operator=(quaternion(vector(1, 0, 0), angleX));
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operator*=(quaternion(vector(0, 1, 0), angleY));
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operator*=(quaternion(vector(0, 0, 1), angleZ));
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}
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// * * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * //
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inline Foam::scalar Foam::quaternion::w() const
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{
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return w_;
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}
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inline const Foam::vector& Foam::quaternion::v() const
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{
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return v_;
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}
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inline Foam::scalar& Foam::quaternion::w()
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{
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return w_;
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}
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inline Foam::vector& Foam::quaternion::v()
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{
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return v_;
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}
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inline void Foam::quaternion::normalize()
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{
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operator/=(mag(*this));
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}
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inline Foam::quaternion Foam::quaternion::mulq0v(const vector& u) const
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{
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return quaternion(-(v() & u), w()*u + (v() ^ u));
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}
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inline Foam::vector Foam::quaternion::transform(const vector& u) const
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{
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return (mulq0v(u)*conjugate(*this)).v();
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}
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inline Foam::vector Foam::quaternion::invTransform(const vector& u) const
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{
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return (conjugate(*this).mulq0v(u)*(*this)).v();
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}
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inline Foam::quaternion Foam::quaternion::transform(const quaternion& q) const
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{
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return Foam::normalize((*this)*q);
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}
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inline Foam::quaternion Foam::quaternion::invTransform
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(
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const quaternion& q
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) const
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{
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return Foam::normalize(conjugate(*this)*q);
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}
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// * * * * * * * * * * * * * * * Member Operators * * * * * * * * * * * * * //
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inline void Foam::quaternion::operator=(const quaternion& q)
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{
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w_ = q.w_;
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v_ = q.v_;
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}
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inline void Foam::quaternion::operator+=(const quaternion& q)
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{
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w_ += q.w_;
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v_ += q.v_;
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}
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inline void Foam::quaternion::operator-=(const quaternion& q)
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{
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w_ -= q.w_;
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v_ -= q.v_;
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}
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inline void Foam::quaternion::operator*=(const quaternion& q)
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{
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scalar w0 = w();
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w() = w()*q.w() - (v() & q.v());
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v() = w0*q.v() + q.w()*v() + (v() ^ q.v());
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}
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inline void Foam::quaternion::operator/=(const quaternion& q)
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{
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return operator*=(inv(q));
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}
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inline void Foam::quaternion::operator=(const scalar s)
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{
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w_ = s;
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}
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inline void Foam::quaternion::operator=(const vector& v)
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{
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v_ = v;
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}
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inline void Foam::quaternion::operator*=(const scalar s)
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{
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w_ *= s;
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v_ *= s;
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}
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inline void Foam::quaternion::operator/=(const scalar s)
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{
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w_ /= s;
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v_ /= s;
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}
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// * * * * * * * * * * * * * * * Global Functions * * * * * * * * * * * * * //
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inline Foam::scalar Foam::magSqr(const quaternion& q)
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{
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return magSqr(q.w()) + magSqr(q.v());
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}
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inline Foam::scalar Foam::mag(const quaternion& q)
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{
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return sqrt(magSqr(q));
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}
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inline Foam::quaternion Foam::conjugate(const quaternion& q)
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{
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return quaternion(q.w(), -q.v());
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}
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inline Foam::quaternion Foam::inv(const quaternion& q)
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{
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scalar magSqrq = magSqr(q);
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return quaternion(q.w()/magSqrq, -q.v()/magSqrq);
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}
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inline Foam::quaternion Foam::normalize(const quaternion& q)
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{
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return q/mag(q);
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}
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inline Foam::tensor Foam::quaternion::R() const
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{
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scalar w2 = sqr(w());
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scalar x2 = sqr(v().x());
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scalar y2 = sqr(v().y());
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scalar z2 = sqr(v().z());
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scalar txy = 2*v().x()*v().y();
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scalar twz = 2*w()*v().z();
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scalar txz = 2*v().x()*v().z();
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scalar twy = 2*w()*v().y();
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scalar tyz = 2*v().y()*v().z();
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scalar twx = 2*w()*v().x();
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return tensor
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(
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w2 + x2 - y2 - z2, txy - twz, txz + twy,
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txy + twz, w2 - x2 + y2 - z2, tyz - twx,
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txz - twy, tyz + twx, w2 - x2 - y2 + z2
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);
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}
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// * * * * * * * * * * * * * * * Global Operators * * * * * * * * * * * * * //
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inline bool Foam::operator==(const quaternion& q1, const quaternion& q2)
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{
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return (equal(q1.w(), q2.w()) && equal(q1.v(), q2.v()));
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}
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inline bool Foam::operator!=(const quaternion& q1, const quaternion& q2)
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{
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return !operator==(q1, q2);
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}
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inline Foam::quaternion Foam::operator+
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(
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const quaternion& q1,
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const quaternion& q2
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)
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{
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return quaternion(q1.w() + q2.w(), q1.v() + q2.v());
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}
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inline Foam::quaternion Foam::operator-(const quaternion& q)
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{
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return quaternion(-q.w(), -q.v());
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}
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inline Foam::quaternion Foam::operator-
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(
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const quaternion& q1,
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const quaternion& q2
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)
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{
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return quaternion(q1.w() - q2.w(), q1.v() - q2.v());
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}
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inline Foam::scalar Foam::operator&(const quaternion& q1, const quaternion& q2)
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{
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return q1.w()*q2.w() + (q1.v() & q2.v());
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}
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inline Foam::quaternion Foam::operator*
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(
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const quaternion& q1,
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const quaternion& q2
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)
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{
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return quaternion
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(
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q1.w()*q2.w() - (q1.v() & q2.v()),
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q1.w()*q2.v() + q2.w()*q1.v() + (q1.v() ^ q2.v())
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);
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}
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inline Foam::quaternion Foam::operator/
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(
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const quaternion& q1,
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const quaternion& q2
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)
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{
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return q1*inv(q2);
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}
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inline Foam::quaternion Foam::operator*(const scalar s, const quaternion& q)
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{
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return quaternion(s*q.w(), s*q.v());
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}
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inline Foam::quaternion Foam::operator*(const quaternion& q, const scalar s)
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{
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return quaternion(s*q.w(), s*q.v());
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}
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inline Foam::quaternion Foam::operator/(const quaternion& q, const scalar s)
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{
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return quaternion(q.w()/s, q.v()/s);
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}
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// ************************************************************************* //
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