/// <summary>
        /// Gets the first derivative of rotation at time t. The time is clamped within the
        /// t0 - t1 range. Angular velocity is encoded as an angle-axis vector.
        /// </summary>
        public Vector3 AngularVelocityAt(float t)
        {
            float i  = Mathf.Clamp01((t - t0) / (t1 - t0));
            float i2 = i * i;
            float i3 = i2 * i;

            float dt = t1 - t0;

            var oneThird = 1 / 3f;

            var w1 = Quaternion.Inverse(rot0) * angVel0 * dt * oneThird;
            var w3 = Quaternion.Inverse(rot1) * angVel1 * dt * oneThird;
            var w2 = (Mathq.Exp(-w1)
                      * Quaternion.Inverse(rot0)
                      * rot1
                      * Mathq.Exp(-w3)).ToAngleAxisVector();

            var beta1 = i3 - (3 * i2) + (3 * i);
            var beta2 = -2 * i3 + 3 * i2;
            //var beta3 = i3;

            // Derivatives of beta1, beta2, beta3
            var dotBeta1 = 3 * i2 - 5 * i + 3;
            var dotBeta2 = -6 * i2 + 6 * i;
            var dotBeta3 = 3 * i2;

            var rot0_times_w1beta1 = rot0 * Mathq.Exp(w1 * beta1);

            return
                (rot0 * w1 * dotBeta1 +
                 rot0_times_w1beta1 * w2 * dotBeta2 +
                 rot0_times_w1beta1 * Mathq.Exp(w2 * beta2) * w3 * dotBeta3);
        }
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        /// <summary>
        /// Calculates the endpoint derivatives at q1 and q2 that define a Hermite spline
        /// equivalent to a centripetal Catmull-Rom spline defined by the four input
        /// rotations. "aV" refers to angular velocity and represents an angle-axis vector.
        /// </summary>
        private static void CalculateCatmullRomParameterization(Quaternion q0, Quaternion q1,
                                                                Quaternion q2, Quaternion q3,
                                                                out Vector3 aV1,
                                                                out Vector3 aV2,
                                                                bool centripetal = true)
        {
            aV1 = Vector3.zero;
            aV2 = Vector3.zero;

            if (!centripetal)
            {
                // (Uniform Catmull-Rom)
                aV1 = Mathq.Log(Quaternion.Inverse(q0) * q2) / 2f;
                aV2 = Mathq.Log(Quaternion.Inverse(q1) * q3) / 2f;
            }
            else
            {
                // Centripetal Catmull-Rom
                // Handy little trick for using Euclidean-3 spline math on Quaternions, see
                // slide 41 of
                // https://www.cs.indiana.edu/ftp/hanson/Siggraph01QuatCourse/quatvis2.pdf
                // "The trick: Where you would see 'x0 + t(x1 - x0)' in a Euclidean spline,
                // replace (x1 - x0) by log((q0)^-1 * q1) "

                // Centripetal Catmull-Rom parameterization
                var dt0 = Mathf.Pow(Mathq.Log(Quaternion.Inverse(q1) * q0).sqrMagnitude, 0.25f);
                var dt1 = Mathf.Pow(Mathq.Log(Quaternion.Inverse(q2) * q1).sqrMagnitude, 0.25f);
                var dt2 = Mathf.Pow(Mathq.Log(Quaternion.Inverse(q3) * q2).sqrMagnitude, 0.25f);

                // Check for repeated points.
                if (dt1 < 1e-4f)
                {
                    dt1 = 1.0f;
                }
                if (dt0 < 1e-4f)
                {
                    dt0 = dt1;
                }
                if (dt2 < 1e-4f)
                {
                    dt2 = dt1;
                }

                // A - B -> Mathq.Log(Quaternion.Inverse(B) * A)

                // Centripetal Catmull-Rom
                aV1 = Mathq.Log(Quaternion.Inverse(q0) * q1) / dt0
                      - Mathq.Log(Quaternion.Inverse(q0) * q2) / (dt0 + dt1)
                      + Mathq.Log(Quaternion.Inverse(q1) * q2) / dt1;
                aV2 = Mathq.Log(Quaternion.Inverse(q1) * q2) / dt1
                      - Mathq.Log(Quaternion.Inverse(q1) * q3) / (dt1 + dt2)
                      + Mathq.Log(Quaternion.Inverse(q2) * q3) / dt2;

                // Rescale for [0, 1] parameterization
                aV1 *= dt1;
                aV2 *= dt1;
            }
        }
        /// <summary>
        /// Gets both the rotation and the first derivative of rotation at time t. The time
        /// is clamped within the t0 - t1 range. Angular velocity is encoded as an angle-axis
        /// vector.
        /// </summary>
        public void RotationAndAngVelAt(float t, out Quaternion rotation,
                                        out Vector3 angularVelocity)
        {
            float i  = Mathf.Clamp01((t - t0) / (t1 - t0));
            float i2 = i * i;
            float i3 = i2 * i;

            float dt = t1 - t0;

            var oneThird = 1 / 3f;

            var w1 = Quaternion.Inverse(rot0) * angVel0 * dt * oneThird;
            var w3 = Quaternion.Inverse(rot1) * angVel1 * dt * oneThird;
            var w2 = Mathq.Log(Mathq.Exp(-w1)
                               * Quaternion.Inverse(rot0)
                               * rot1
                               * Mathq.Exp(-w3));

            var beta1 = i3 - (3 * i2) + (3 * i);
            var beta2 = -2 * i3 + 3 * i2;
            var beta3 = i3;

            rotation =
                rot0 * Mathq.Exp(w1 * beta1) * Mathq.Exp(w2 * beta2) * Mathq.Exp(w3 * beta3);

            // Derivatives of beta1, beta2, beta3
            var dotBeta1 = 3 * i2 - 5 * i + 3;
            var dotBeta2 = -6 * i2 + 6 * i;
            var dotBeta3 = 3 * i2;

            var rot0_times_w1beta1 = rot0 * Mathq.Exp(w1 * beta1);

            angularVelocity =
                rot0 * w1 * dotBeta1 +
                rot0_times_w1beta1 * w2 * dotBeta2 +
                rot0_times_w1beta1 * Mathq.Exp(w2 * beta2) * w3 * dotBeta3;
        }
        /// <summary>
        /// Gets the rotation at time t along this spline. The time is clamped within the
        /// t0 - t1 range.
        /// </summary>
        public Quaternion RotationAt(float t)
        {
            if (t > t1)
            {
                float i = ((t - t0) / (t1 - t0)) - 1f;
                return(rot1 * Mathq.Exp(angVel1 * i)); //unsure of the ordering here...
            }
            else
            {
                float i  = Mathf.Clamp01((t - t0) / (t1 - t0));
                float i2 = i * i;
                float i3 = i2 * i;

                float dt = t1 - t0;

                var oneThird = 1 / 3f;

                var w1 = Quaternion.Inverse(rot0) * angVel0 * dt * oneThird;
                var w3 = Quaternion.Inverse(rot1) * angVel1 * dt * oneThird;
                var w2 = Mathq.Log(Mathq.Exp(-w1)
                                   * Quaternion.Inverse(rot0)
                                   * rot1
                                   * Mathq.Exp(-w3));

                var beta1 = i3 - (3 * i2) + (3 * i);
                var beta2 = -2 * i3 + 3 * i2;
                var beta3 = i3;

                return(rot0 * Mathq.Exp(w1 * beta1) * Mathq.Exp(w2 * beta2) * Mathq.Exp(w3 * beta3));
            }
            // A cubic Bezier quaternion curve can be used to define a Hermite quaternion curve
            // which interpolates two end unit quaternions, q_a and q_b, and two angular
            // velocities omega_a and omega_b.
            //
            // var q_at_t = q_0 * PRODUCT(i = 1, i < 3, exp(omega_i * beta_q(i, t))
            // "where beta_q(i, t) is beta_q(i, 3, t) for i = 1, 2, 3."
            //
            // q coefficients:
            // q_0 = q_a
            // q_1 = q_a * exp(omega_a / 3)
            // q_2 = q_b * exp(omega_b / 3)^-1
            // q_3 = q_b
            //
            // omega coefficients:
            // omega_1 = omega_a / 3
            // omega_2 = log(exp(omega_a / 3)^-1 * q_a^-1 * q_b * exp(omega_b / 3)^-1)
            // omega_3 = omega_b / 3
            //
            // Dependencies/definitions:
            // "Bernstein basis", referred to as "beta"
            // beta(i, n, t) = (n Choose i) * (1 - t)^(n - i) * t^i
            // The form used in the formula are the cumulative basis functions:
            // beta_q(i, n, t) = SUM(j = i, n, beta(i, n, t))
            //
            // The Exponential Mapping exp(v) and its Inverse
            // "The exponential map can be interpreted as a mapping from the angular velocity
            // vector (measured in S^3) into the unit quaternion which represents the rotation."
            // ...
            // "Given a vector v = theta * v_norm (in R^3), the exponential:
            // exp(v) = SUM(i = 0, i -> inf, v^i) = (cos(theta), v_norm * sin(theta)) in S^3
            // becomes the unit quaternion which represents the rotation by angle 2*theta
            // about the axis v_norm, where v^i is computed using the quaternion multiplication."
            //
            // In other words... The Exponential converts a VECTOR represented by an ANGLE
            // and a normalized AXIS to a quaternion. A Unity function for this:
            // exp(v) -> Q := Quaternion.AngleAxis(v.magnitude, v.normalized);
            //
            // Its inverse map, log, would thus be the conversion from a Quaternion to an
            // Angle-Axis representation. Quaternion.ToAngleAxisVector():
            // log(Q) -> v := Q.ToAngleAxisVector() -> v
        }