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package Math::Quaternion; |
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use 5.004; |
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use strict; |
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use warnings; |
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use Carp; |
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use Math::Trig; # What?!? Where's acos()? You can't have cos and not acos! |
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require Exporter; |
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use overload |
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'+' => \&plus, |
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'-' => \&minus, |
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'bool' => sub { 1; }, # So we can do if ($foo=Math::Quaternion->new) { .. } |
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'""' => \&stringify, |
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'*' => \&multiply, |
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'~' => \&conjugate, |
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'abs' => \&modulus, |
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'neg' => \&negate, |
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'**' => \&power, |
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'exp' => \&exp, |
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'log' => \&log, |
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; |
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our @ISA = qw(Exporter); |
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# Items to export into callers namespace by default. Note: do not export |
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# names by default without a very good reason. Use EXPORT_OK instead. |
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# Do not simply export all your public functions/methods/constants. |
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# This allows declaration use Math::Quaternion ':all'; |
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# If you do not need this, moving things directly into @EXPORT or @EXPORT_OK |
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# will save memory. |
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our %EXPORT_TAGS = ( 'all' => [ qw( |
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unit |
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conjugate |
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inverse |
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normalize |
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modulus |
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isreal |
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multiply |
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dot |
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plus |
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minus |
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power |
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negate |
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squarednorm |
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scale |
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rotation |
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rotation_angle |
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rotation_axis |
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rotate_vector |
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matrix4x4 |
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matrix3x3 |
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matrix4x4andinverse |
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stringify |
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slerp |
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exp |
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log |
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) ], |
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); |
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our @EXPORT_OK = ( @{ $EXPORT_TAGS{'all'} } ); |
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our @EXPORT = qw( |
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); |
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our $VERSION = '0.07'; |
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# Preloaded methods go here. |
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# Below is stub documentation for your module. You'd better edit it! |
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=head1 NAME |
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Math::Quaternion - Perl class to represent quaternions |
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=head1 SYNOPSIS |
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use Math::Quaternion qw(slerp); |
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my $q = Math::Quaternion->new; # Make a new unit quaternion |
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# Make a rotation about the axis (0,1,0) |
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my $q2 = Math::Quaternion->new({axis=>[0,1,0],angle=>0.1}); |
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my @v = (1,2,3); # A vector. |
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my @vrotated = $q2->rotate_vector(@v); # Rotate @v about (0,1,0). |
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my $q3 = Math::Quaternion::rotation(0.7,2,1,4); # A different rotation. |
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my $q4 = slerp($q2,$q3,0.5); # Interpolated rotation. |
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my @vinterp = $q4->rotate_vector(@v); |
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=head1 DESCRIPTION |
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This package lets you create and manipulate quaternions. A |
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quaternion is a mathematical object developed as a kind of |
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generalization of complex numbers, usually represented by an array |
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of four real numbers, and is often used to represent rotations in |
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three-dimensional space. |
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See, for example, L for |
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more details on the mathematics of quaternions. |
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Quaternions can be added, subtracted, and scaled just like complex |
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numbers or vectors -- they can also be multiplied, but quaternion |
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multiplication DOES NOT COMMUTE. That is to say, if you have |
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quaternions $q1 and $q2, then in general $q1*$q2 != $q2*$q1. This is |
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related to their use in representing rotations, which also do not |
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commute. |
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If you just want to represent rotations and don't care about the |
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internal mathematical details, this should be all you need to know: |
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All quaternions have a quantity called the "norm", similar to the |
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length of a vector. A quaternion with norm equal to 1 is called a |
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"unit quaternion". All quaternions which represent rotations are |
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unit quaternions. |
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If you call new() without any arguments, it will give you a unit |
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quaternion which represents no rotation: |
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$q = Math::Quaternion->new; |
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You can make a quaternion which represents a rotation of a given |
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angle (in radians) about a given axis: |
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$qrot = Math::Quaternion->new({ angle => 0.1, axis => [ 2,3,4]}); |
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Say you have two rotations, $q1 and $q2, and you want to make a |
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quaternion representing a rotation of $q1 followed by $q2. Then, you |
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do: |
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$q3 = $q2 * $q1; # Rotate by $q1, followed by $q2. |
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Remember that this is NOT the same as $q1 * $q2, which will reverse |
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the order of the rotations. |
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If you perform many iterated quaternion operations, the result may |
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not quite be a unit quaternion due to numerical inaccuracies. You |
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can make sure any quaternion has unit length, by doing: |
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$unitquat = $anyquat->normalize; |
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If you have a rotation quaternion, and you want to find the 3x3 |
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matrix which represents the corresponding rotation, then: |
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@matrix = $q->matrix3x3; |
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Similarly, you can generate a 4x4 matrix of the sort you'd pass to |
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OpenGL: |
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@glmatrix = $q->matrix4x4; |
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If you have a vector representing a direction, and you want to |
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rotate the vector by a quaternion $q: |
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my @vector = (0,0,1); # Vector pointing in the Z direction. |
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my @newvec = $q->rotate_vector(@vector); # New direction. |
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Say you're using quaternions to represent the orientation of a |
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camera, and you have two quaternions: one to represent a |
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starting orientation, and another to represent a finishing |
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position. If you want to find all the quaternions representing |
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the orientations in between, allowing your camera to move |
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smoothly from start to finish, use the slerp() routine: |
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use Math::Quaternion qw(slerp); |
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my ($qstart, $qend) = ... ; |
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# Set $tween to 9 points between start and end, exclusive. |
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for my $t (1..9) { |
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my $tween = slerp($qstart,$qend,0.1*$t); |
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... |
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} |
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=head1 METHODS |
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=over 1 |
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=item B |
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my $q = Math::Quaternion->new; # Make a new unit quaternion. |
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my $q2 = Math::Quaternion->new(1,2,3,4);# Make a specific quaternion. |
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my $q3 = Math::Quaternion->new($q2); # Copy an existing quaternion. |
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my $q4 = Math::Quaternion->new(5.6); # Make the quaternion (5.6,0,0,0) |
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my $q5 = Math::Quaternion->new(7,8,9); # Make the quaternion (0,7,8,9) |
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my $q6 = Math::Quaternion->new({ # Make a quaternion corresponding |
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axis => [ 1,2,3], # to a rotation of 0.2 radians |
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angle => 0.2, # about the vector (1,2,3). |
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}); |
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my $q7 = Math::Quaternion->new({ # Make a quaternion which would |
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'v1' => [ 0,1,2], # rotate the vector (0,1,2) onto |
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'v2' => [ -1,2,0], # the vector (-1,2,0). |
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}); |
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If no parameters are given, a unit quaternion is returned. If one |
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non-reference parameter is given, a "scalar" quaternion is returned. |
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If one parameter is given and it is a reference to a quaternion or |
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an array of four numbers, the corresponding quaternion object is |
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returned. If three parameters are given, a "vector" quaternion is |
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returned. If four parameters are given, the corresponding |
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quaternion is returned. |
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Rotation quaternions may also be created by passing a hashref with |
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the axis and angle of rotation, or by specifying two vectors |
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specifying start and finish directions. Bear in mind that the latter |
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method will take the shortest path between the two vectors, ignoring |
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the "roll" angle. |
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220
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=cut |
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sub new { |
223
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220
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220
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1
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3341
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my $class = shift; |
224
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225
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220
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260
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my $arr=undef; |
226
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227
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220
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100
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844
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if (0==@_) { |
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100
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100
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100
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228
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# No arguments, default to unit quaternion. |
229
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45
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101
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$arr = [ 1,0,0,0]; |
230
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} elsif (1==@_) { |
231
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# One argument: if it's not a reference, construct |
232
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# a "scalar quaternion" (x 0 0 0). |
233
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32
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41
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my $arg = $_[0]; |
234
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32
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63
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my $reftype = ref($arg); |
235
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236
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32
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100
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57
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if (!$reftype) { |
237
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12
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33
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$arr = [ $arg,0,0,0]; |
238
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} else { |
239
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# We've been passed a reference. If it's an array |
240
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# ref, then construct a quaternion out of the |
241
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# corresponding array. |
242
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20
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100
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71
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if ("ARRAY" eq $reftype) { |
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100
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50
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243
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2
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17
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return Math::Quaternion->new(@$arg); |
244
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} elsif ("Math::Quaternion" eq $reftype) { |
245
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# If it's a reference to another quaternion, |
246
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# copy it. |
247
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11
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46
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return Math::Quaternion->new(@$arg); |
248
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} elsif ("HASH" eq $reftype) { |
249
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# Hashref. |
250
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7
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30
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my %hash = %$arg; |
251
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7
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100
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42
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if (defined($hash{'axis'})) { |
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100
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252
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# Construct a rotation. |
253
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3
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9
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return rotation( |
254
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$hash{'angle'}, |
255
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3
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5
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@{$hash{'axis'}} |
256
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); |
257
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} elsif (defined($hash{'v2'})) { |
258
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3
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10
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return rotation( |
259
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$hash{'v1'},$hash{'v2'} |
260
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); |
261
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} |
262
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} |
263
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1
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219
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croak("Don't understand arguments to new()"); |
264
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265
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} |
266
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} elsif (3==@_) { |
267
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# Three arguments: construct a quaternion to represent |
268
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# the corresponding vector. |
269
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6
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23
|
$arr = [ 0, @_[0,1,2] ]; |
270
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} elsif (4==@_) { |
271
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# Four arguments: just slot the numbers right in. |
272
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136
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421
|
$arr = [ @_[0,1,2,3] ]; |
273
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} else { |
274
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1
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259
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croak("Don't understand arguments passed to new()"); |
275
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} |
276
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277
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278
|
199
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858
|
bless $arr, $class; |
279
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280
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} |
281
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282
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=item B |
283
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284
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|
Returns a unit quaternion. |
285
|
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286
|
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my $u = Math::Quaternion->unit; # Returns the quaternion (1,0,0,0). |
287
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288
|
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|
=cut |
289
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290
|
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sub unit { |
291
|
1
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|
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1
|
1
|
323
|
my $class = shift; |
292
|
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293
|
1
|
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|
6
|
bless [ 1,0,0,0 ], $class; |
294
|
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|
} |
295
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296
|
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|
=item B |
297
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298
|
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|
Returns the conjugate of its argument. |
299
|
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300
|
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|
|
my $q = Math::Quaternion->new(1,2,3,4); |
301
|
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|
|
my $p = $q->conjugate; # (1,-2,-3,-4) |
302
|
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303
|
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|
=cut |
304
|
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305
|
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|
|
sub conjugate { |
306
|
12
|
|
|
12
|
1
|
307
|
my $q=shift; |
307
|
|
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|
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308
|
12
|
|
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|
|
56
|
return Math::Quaternion->new( |
309
|
|
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|
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|
|
$q->[0], |
310
|
|
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|
|
- $q->[1], |
311
|
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|
|
- $q->[2], |
312
|
|
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|
|
- $q->[3], |
313
|
|
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|
|
); |
314
|
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|
|
} |
315
|
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|
|
316
|
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|
|
=item B |
317
|
|
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|
|
318
|
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|
|
Returns the inverse of its argument. |
319
|
|
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|
|
320
|
|
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|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
321
|
|
|
|
|
|
|
my $qi = $q->inverse; |
322
|
|
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|
|
323
|
|
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|
|
=cut |
324
|
|
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|
|
325
|
|
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|
|
|
|
sub inverse { |
326
|
6
|
|
|
6
|
1
|
18
|
my $q = shift; |
327
|
|
|
|
|
|
|
|
328
|
6
|
|
|
|
|
17
|
return scale(conjugate($q),1.0/squarednorm($q)); |
329
|
|
|
|
|
|
|
|
330
|
|
|
|
|
|
|
} |
331
|
|
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|
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|
|
|
332
|
|
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|
|
|
|
|
333
|
|
|
|
|
|
|
=item B |
334
|
|
|
|
|
|
|
|
335
|
|
|
|
|
|
|
Returns its argument, normalized to unit norm. |
336
|
|
|
|
|
|
|
|
337
|
|
|
|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
338
|
|
|
|
|
|
|
my $qn = $q->normalize; |
339
|
|
|
|
|
|
|
|
340
|
|
|
|
|
|
|
=cut |
341
|
|
|
|
|
|
|
|
342
|
|
|
|
|
|
|
sub normalize { |
343
|
5
|
|
|
5
|
1
|
261
|
my $q = shift; |
344
|
5
|
|
|
|
|
11
|
return scale($q,1.0/sqrt(squarednorm($q))); |
345
|
|
|
|
|
|
|
} |
346
|
|
|
|
|
|
|
|
347
|
|
|
|
|
|
|
=item B |
348
|
|
|
|
|
|
|
|
349
|
|
|
|
|
|
|
Returns the modulus of its argument, defined as the |
350
|
|
|
|
|
|
|
square root of the scalar obtained by multiplying the quaternion |
351
|
|
|
|
|
|
|
by its conjugate. |
352
|
|
|
|
|
|
|
|
353
|
|
|
|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
354
|
|
|
|
|
|
|
print $q->modulus; |
355
|
|
|
|
|
|
|
|
356
|
|
|
|
|
|
|
=cut |
357
|
|
|
|
|
|
|
|
358
|
|
|
|
|
|
|
sub modulus { |
359
|
3
|
|
|
3
|
1
|
419
|
my $q = shift; |
360
|
3
|
|
|
|
|
9
|
return sqrt(squarednorm($q)); |
361
|
|
|
|
|
|
|
} |
362
|
|
|
|
|
|
|
|
363
|
|
|
|
|
|
|
=item B |
364
|
|
|
|
|
|
|
|
365
|
|
|
|
|
|
|
Returns 1 if the given quaternion is real ,ie has no quaternion |
366
|
|
|
|
|
|
|
part, or else 0. |
367
|
|
|
|
|
|
|
|
368
|
|
|
|
|
|
|
my $q1 = Math::Quaternion->new(1,2,3,4); |
369
|
|
|
|
|
|
|
my $q2 = Math::Quaternion->new(5,0,0,0); |
370
|
|
|
|
|
|
|
print $q1->isreal; # 0; |
371
|
|
|
|
|
|
|
print $q2->isreal; # 1; |
372
|
|
|
|
|
|
|
|
373
|
|
|
|
|
|
|
=cut |
374
|
|
|
|
|
|
|
|
375
|
|
|
|
|
|
|
sub isreal { |
376
|
43
|
|
|
43
|
1
|
55
|
my $q = shift; |
377
|
43
|
|
|
|
|
75
|
my ($q0,$q1,$q2,$q3)=@$q; |
378
|
|
|
|
|
|
|
|
379
|
43
|
100
|
66
|
|
|
180
|
if ( (0.0==$q1) && (0.0==$q2) && (0.0==$q3) ) { |
|
|
|
66
|
|
|
|
|
380
|
9
|
|
|
|
|
31
|
return 1; |
381
|
|
|
|
|
|
|
} else { |
382
|
34
|
|
|
|
|
96
|
return 0; |
383
|
|
|
|
|
|
|
} |
384
|
|
|
|
|
|
|
} |
385
|
|
|
|
|
|
|
|
386
|
|
|
|
|
|
|
=item B |
387
|
|
|
|
|
|
|
|
388
|
|
|
|
|
|
|
Performs a quaternion multiplication of its two arguments. |
389
|
|
|
|
|
|
|
If one of the arguments is a scalar, then performs a scalar |
390
|
|
|
|
|
|
|
multiplication instead. |
391
|
|
|
|
|
|
|
|
392
|
|
|
|
|
|
|
my $q1 = Math::Quaternion->new(1,2,3,4); |
393
|
|
|
|
|
|
|
my $q2 = Math::Quaternion->new(5,6,7,8); |
394
|
|
|
|
|
|
|
my $q3 = Math::Quaternion::multiply($q1,$q2); # (-60 12 30 24) |
395
|
|
|
|
|
|
|
my $q4 = Math::Quaternion::multiply($q1,$q1->inverse); # (1 0 0 0) |
396
|
|
|
|
|
|
|
|
397
|
|
|
|
|
|
|
=cut |
398
|
|
|
|
|
|
|
|
399
|
|
|
|
|
|
|
sub multiply { |
400
|
48
|
|
|
48
|
1
|
2621
|
my ($a,$b,$reversed) = @_; |
401
|
48
|
100
|
|
|
|
105
|
($a,$b) = ($b,$a) if $reversed; |
402
|
|
|
|
|
|
|
|
403
|
48
|
100
|
|
|
|
114
|
if (!ref $a) { return scale($b,$a); } |
|
2
|
|
|
|
|
7
|
|
404
|
46
|
100
|
|
|
|
96
|
if (!ref $b) { return scale($a,$b); } |
|
2
|
|
|
|
|
8
|
|
405
|
|
|
|
|
|
|
|
406
|
44
|
|
|
|
|
217
|
my $q = new Math::Quaternion; |
407
|
|
|
|
|
|
|
|
408
|
44
|
|
|
|
|
224
|
$q->[0] = $a->[0] * $b->[0] |
409
|
|
|
|
|
|
|
- $a->[1]*$b->[1] |
410
|
|
|
|
|
|
|
- $a->[2]*$b->[2] |
411
|
|
|
|
|
|
|
- $a->[3]*$b->[3]; |
412
|
|
|
|
|
|
|
|
413
|
44
|
|
|
|
|
198
|
$q->[1] = $a->[0] * $b->[1] |
414
|
|
|
|
|
|
|
+ $b->[0] * $a->[1] |
415
|
|
|
|
|
|
|
+ $a->[2] * $b->[3] - $a->[3] * $b->[2]; |
416
|
|
|
|
|
|
|
|
417
|
44
|
|
|
|
|
148
|
$q->[2] = $a->[0] * $b->[2] |
418
|
|
|
|
|
|
|
+ $b->[0] * $a->[2] |
419
|
|
|
|
|
|
|
+ $a->[3] * $b->[1] - $a->[1] * $b->[3]; |
420
|
|
|
|
|
|
|
|
421
|
44
|
|
|
|
|
114
|
$q->[3] = $a->[0] * $b->[3] |
422
|
|
|
|
|
|
|
+ $b->[0] * $a->[3] |
423
|
|
|
|
|
|
|
+ $a->[1] * $b->[2] - $a->[2] * $b->[1]; |
424
|
44
|
|
|
|
|
140
|
return $q; |
425
|
|
|
|
|
|
|
} |
426
|
|
|
|
|
|
|
|
427
|
|
|
|
|
|
|
=item B |
428
|
|
|
|
|
|
|
|
429
|
|
|
|
|
|
|
Returns the dot product of two quaternions. |
430
|
|
|
|
|
|
|
|
431
|
|
|
|
|
|
|
my $q1=Math::Quaternion->new(1,2,3,4); |
432
|
|
|
|
|
|
|
my $q2=Math::Quaternion->new(2,4,5,6); |
433
|
|
|
|
|
|
|
my $q3 = Math::Quaternion::dot($q1,$q2); |
434
|
|
|
|
|
|
|
|
435
|
|
|
|
|
|
|
=cut |
436
|
|
|
|
|
|
|
|
437
|
|
|
|
|
|
|
sub dot { |
438
|
4
|
|
|
4
|
1
|
9
|
my ($q1,$q2) = @_; |
439
|
4
|
|
|
|
|
7
|
my ($a0,$a1,$a2,$a3) = @$q1; |
440
|
4
|
|
|
|
|
10
|
my ($b0,$b1,$b2,$b3) = @$q2; |
441
|
4
|
|
|
|
|
20
|
return $a0*$b0 + $a1*$b1 + $a2*$b2 + $a3*$b3 ; |
442
|
|
|
|
|
|
|
} |
443
|
|
|
|
|
|
|
|
444
|
|
|
|
|
|
|
=item B |
445
|
|
|
|
|
|
|
|
446
|
|
|
|
|
|
|
Performs a quaternion addition of its two arguments. |
447
|
|
|
|
|
|
|
|
448
|
|
|
|
|
|
|
my $q1 = Math::Quaternion->new(1,2,3,4); |
449
|
|
|
|
|
|
|
my $q2 = Math::Quaternion->new(5,6,7,8); |
450
|
|
|
|
|
|
|
my $q3 = Math::Quaternion::plus($q1,$q2); # (6 8 10 12) |
451
|
|
|
|
|
|
|
|
452
|
|
|
|
|
|
|
=cut |
453
|
|
|
|
|
|
|
|
454
|
|
|
|
|
|
|
|
455
|
|
|
|
|
|
|
sub plus { |
456
|
18
|
|
|
18
|
1
|
1253
|
my ($a,$b,$reversed)=@_; |
457
|
18
|
|
|
|
|
86
|
my $q = Math::Quaternion->new( |
458
|
|
|
|
|
|
|
$a->[0] + $b->[0], |
459
|
|
|
|
|
|
|
$a->[1] + $b->[1], |
460
|
|
|
|
|
|
|
$a->[2] + $b->[2], |
461
|
|
|
|
|
|
|
$a->[3] + $b->[3], |
462
|
|
|
|
|
|
|
); |
463
|
|
|
|
|
|
|
|
464
|
18
|
|
|
|
|
75
|
return $q; |
465
|
|
|
|
|
|
|
|
466
|
|
|
|
|
|
|
} |
467
|
|
|
|
|
|
|
|
468
|
|
|
|
|
|
|
=item B |
469
|
|
|
|
|
|
|
|
470
|
|
|
|
|
|
|
Performs a quaternion subtraction of its two arguments. |
471
|
|
|
|
|
|
|
|
472
|
|
|
|
|
|
|
my $q1 = Math::Quaternion->new(1,2,3,4); |
473
|
|
|
|
|
|
|
my $q2 = Math::Quaternion->new(5,6,7,8); |
474
|
|
|
|
|
|
|
my $q3 = Math::Quaternion::minus($q1,$q2); # (-4 -4 -4 -4) |
475
|
|
|
|
|
|
|
|
476
|
|
|
|
|
|
|
=cut |
477
|
|
|
|
|
|
|
|
478
|
|
|
|
|
|
|
sub minus { |
479
|
3
|
|
|
3
|
1
|
301
|
my ($a,$b,$reversed)=@_; |
480
|
3
|
50
|
|
|
|
13
|
($a,$b) = ($b,$a) if $reversed; |
481
|
3
|
|
|
|
|
21
|
my $q = Math::Quaternion->new( |
482
|
|
|
|
|
|
|
$a->[0] - $b->[0], |
483
|
|
|
|
|
|
|
$a->[1] - $b->[1], |
484
|
|
|
|
|
|
|
$a->[2] - $b->[2], |
485
|
|
|
|
|
|
|
$a->[3] - $b->[3], |
486
|
|
|
|
|
|
|
); |
487
|
|
|
|
|
|
|
|
488
|
3
|
|
|
|
|
39
|
return $q; |
489
|
|
|
|
|
|
|
|
490
|
|
|
|
|
|
|
} |
491
|
|
|
|
|
|
|
|
492
|
|
|
|
|
|
|
=item B |
493
|
|
|
|
|
|
|
|
494
|
|
|
|
|
|
|
Raise a quaternion to a scalar or quaternion power. |
495
|
|
|
|
|
|
|
|
496
|
|
|
|
|
|
|
my $q1 = Math::Quaternion->new(1,2,3,4); |
497
|
|
|
|
|
|
|
my $q2 = Math::Quaternion::power($q1,4); # ( 668 -224 -336 -448 ) |
498
|
|
|
|
|
|
|
my $q3 = $q1->power(4); # ( 668 -224 -336 -448 ) |
499
|
|
|
|
|
|
|
my $q4 = $q1**(-1); # Same as $q1->inverse |
500
|
|
|
|
|
|
|
|
501
|
|
|
|
|
|
|
use Math::Trig; |
502
|
|
|
|
|
|
|
my $q5 = exp(1)**( Math::Quaternion->new(pi,0,0) ); # approx (-1 0 0 0) |
503
|
|
|
|
|
|
|
|
504
|
|
|
|
|
|
|
=cut |
505
|
|
|
|
|
|
|
|
506
|
|
|
|
|
|
|
sub power { |
507
|
14
|
|
|
14
|
1
|
2866
|
my ($a,$b,$reversed)=@_; |
508
|
14
|
100
|
|
|
|
38
|
($a,$b) = ($b,$a) if $reversed; |
509
|
|
|
|
|
|
|
|
510
|
14
|
100
|
|
|
|
46
|
if (ref $a) { |
511
|
10
|
|
|
|
|
25
|
$a = Math::Quaternion->new($a); |
512
|
|
|
|
|
|
|
} |
513
|
|
|
|
|
|
|
|
514
|
14
|
100
|
|
|
|
35
|
if (ref $b) { |
515
|
|
|
|
|
|
|
# For quaternion^quaternion, use exp and log. |
516
|
7
|
|
|
|
|
17
|
return Math::Quaternion::exp(Math::Quaternion::multiply($b,Math::Quaternion::log($a))); |
517
|
|
|
|
|
|
|
} |
518
|
|
|
|
|
|
|
|
519
|
|
|
|
|
|
|
# For real_quaternion^real_number, use built-in power. |
520
|
7
|
100
|
|
|
|
19
|
if ($a->isreal) { |
521
|
1
|
|
|
|
|
6
|
return Math::Quaternion->new( $a->[0] ** $b, 0, 0, 0 ) ; |
522
|
|
|
|
|
|
|
} |
523
|
|
|
|
|
|
|
|
524
|
|
|
|
|
|
|
# For quat raised to a scalar power, do it manually. |
525
|
|
|
|
|
|
|
|
526
|
6
|
|
|
|
|
13
|
my ($a0,$a1,$a2,$a3) = @$a; |
527
|
|
|
|
|
|
|
|
528
|
6
|
|
|
|
|
24
|
my $s = sqrt($a->squarednorm); |
529
|
6
|
|
|
|
|
29
|
my $theta = Math::Trig::acos($a0/$s); |
530
|
6
|
|
|
|
|
212
|
my $vecmod = sqrt($a1*$a1+$a2*$a2+$a3*$a3); |
531
|
6
|
|
|
|
|
44
|
my $stob = ($s**$b); |
532
|
6
|
|
|
|
|
28
|
my $coeff = $stob/$vecmod*sin($b*$theta); |
533
|
|
|
|
|
|
|
|
534
|
6
|
|
|
|
|
9
|
my $u1 = $a1*$coeff; |
535
|
6
|
|
|
|
|
9
|
my $u2 = $a2*$coeff; |
536
|
6
|
|
|
|
|
10
|
my $u3 = $a3*$coeff; |
537
|
|
|
|
|
|
|
|
538
|
|
|
|
|
|
|
|
539
|
6
|
|
|
|
|
31
|
return Math::Quaternion->new( |
540
|
|
|
|
|
|
|
$stob * cos($b*$theta), $u1,$u2,$u3 |
541
|
|
|
|
|
|
|
); |
542
|
|
|
|
|
|
|
|
543
|
|
|
|
|
|
|
|
544
|
|
|
|
|
|
|
} |
545
|
|
|
|
|
|
|
|
546
|
|
|
|
|
|
|
=item B |
547
|
|
|
|
|
|
|
|
548
|
|
|
|
|
|
|
Negates the given quaternion. |
549
|
|
|
|
|
|
|
|
550
|
|
|
|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
551
|
|
|
|
|
|
|
my $q1 = $q->negate; # (-1,-2,-3,-4) |
552
|
|
|
|
|
|
|
|
553
|
|
|
|
|
|
|
=cut |
554
|
|
|
|
|
|
|
|
555
|
|
|
|
|
|
|
sub negate { |
556
|
|
|
|
|
|
|
|
557
|
3
|
|
|
3
|
1
|
1165
|
my $q = shift; |
558
|
3
|
|
|
|
|
17
|
return Math::Quaternion->new( |
559
|
|
|
|
|
|
|
-($q->[0]), |
560
|
|
|
|
|
|
|
-($q->[1]), |
561
|
|
|
|
|
|
|
-($q->[2]), |
562
|
|
|
|
|
|
|
-($q->[3]), |
563
|
|
|
|
|
|
|
); |
564
|
|
|
|
|
|
|
|
565
|
|
|
|
|
|
|
} |
566
|
|
|
|
|
|
|
|
567
|
|
|
|
|
|
|
|
568
|
|
|
|
|
|
|
=item B |
569
|
|
|
|
|
|
|
|
570
|
|
|
|
|
|
|
Returns the squared norm of its argument. |
571
|
|
|
|
|
|
|
|
572
|
|
|
|
|
|
|
my $q1 = Math::Quaternion->new(1,2,3,4); |
573
|
|
|
|
|
|
|
my $sn = $q1->squarednorm; # 30 |
574
|
|
|
|
|
|
|
|
575
|
|
|
|
|
|
|
=cut |
576
|
|
|
|
|
|
|
|
577
|
|
|
|
|
|
|
sub squarednorm { |
578
|
24
|
|
|
24
|
1
|
33
|
my $q = shift; |
579
|
24
|
|
|
|
|
149
|
return $q->[0]*$q->[0] |
580
|
|
|
|
|
|
|
+ $q->[1]*$q->[1] |
581
|
|
|
|
|
|
|
+ $q->[2]*$q->[2] |
582
|
|
|
|
|
|
|
+ $q->[3]*$q->[3]; |
583
|
|
|
|
|
|
|
|
584
|
|
|
|
|
|
|
} |
585
|
|
|
|
|
|
|
|
586
|
|
|
|
|
|
|
=item B |
587
|
|
|
|
|
|
|
|
588
|
|
|
|
|
|
|
Performs a scalar multiplication of its two arguments. |
589
|
|
|
|
|
|
|
|
590
|
|
|
|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
591
|
|
|
|
|
|
|
my $qq = Math::Quaternion::scale($q,2); # ( 2 4 6 8) |
592
|
|
|
|
|
|
|
my $qqq= $q->scale(3); # ( 3 6 9 12 ) |
593
|
|
|
|
|
|
|
|
594
|
|
|
|
|
|
|
=cut |
595
|
|
|
|
|
|
|
|
596
|
|
|
|
|
|
|
sub scale { |
597
|
24
|
|
|
24
|
1
|
39
|
my ($q,$s)=@_; |
598
|
24
|
|
|
|
|
176
|
return Math::Quaternion->new( |
599
|
|
|
|
|
|
|
$q->[0] * $s, |
600
|
|
|
|
|
|
|
$q->[1] * $s, |
601
|
|
|
|
|
|
|
$q->[2] * $s, |
602
|
|
|
|
|
|
|
$q->[3] * $s |
603
|
|
|
|
|
|
|
); |
604
|
|
|
|
|
|
|
} |
605
|
|
|
|
|
|
|
|
606
|
|
|
|
|
|
|
=item B |
607
|
|
|
|
|
|
|
|
608
|
|
|
|
|
|
|
|
609
|
|
|
|
|
|
|
Generates a quaternion corresponding to a rotation. |
610
|
|
|
|
|
|
|
|
611
|
|
|
|
|
|
|
If given three arguments, interprets them as an angle and the |
612
|
|
|
|
|
|
|
three components of an axis vector. |
613
|
|
|
|
|
|
|
|
614
|
|
|
|
|
|
|
use Math::Trig; # Define pi. my $theta = pi/2; |
615
|
|
|
|
|
|
|
# Angle of rotation my $rotquat = |
616
|
|
|
|
|
|
|
Math::Quaternion::rotation($theta,0,0,1); |
617
|
|
|
|
|
|
|
|
618
|
|
|
|
|
|
|
# $rotquat now represents a rotation of 90 degrees about Z axis. |
619
|
|
|
|
|
|
|
|
620
|
|
|
|
|
|
|
my ($x,$y,$z) = (1,0,0); # Unit vector in the X direction. |
621
|
|
|
|
|
|
|
my ($xx,$yy,$zz) = $rotquat->rotate_vector($x,$y,$z); |
622
|
|
|
|
|
|
|
|
623
|
|
|
|
|
|
|
# ($xx,$yy,$zz) is now ( 0, 1, 0), to within floating-point error. |
624
|
|
|
|
|
|
|
|
625
|
|
|
|
|
|
|
|
626
|
|
|
|
|
|
|
rotation() can also be passed a scalar angle and a reference to |
627
|
|
|
|
|
|
|
a vector (in either order), and will generate the corresponding |
628
|
|
|
|
|
|
|
rotation quaternion. |
629
|
|
|
|
|
|
|
|
630
|
|
|
|
|
|
|
my @axis = (0,0,1); # Rotate about Z axis |
631
|
|
|
|
|
|
|
$theta = pi/2; |
632
|
|
|
|
|
|
|
$rotquat = Math::Quaternion::rotation($theta,\@axis); |
633
|
|
|
|
|
|
|
|
634
|
|
|
|
|
|
|
|
635
|
|
|
|
|
|
|
If the arguments to rotation() are both references, they are |
636
|
|
|
|
|
|
|
interpreted as two vectors, and a quaternion is returned which |
637
|
|
|
|
|
|
|
rotates the first vector onto the second. |
638
|
|
|
|
|
|
|
|
639
|
|
|
|
|
|
|
my @startvec = (0,1,0); # Vector pointing north |
640
|
|
|
|
|
|
|
my @endvec = (-1,0,0); # Vector pointing west |
641
|
|
|
|
|
|
|
$rotquat = Math::Quaternion::rotation(\@startvec,\@endvec); |
642
|
|
|
|
|
|
|
|
643
|
|
|
|
|
|
|
my @newvec = $rotquat->rotate_vector(@startvec); # Same as @endvec |
644
|
|
|
|
|
|
|
|
645
|
|
|
|
|
|
|
=cut |
646
|
|
|
|
|
|
|
|
647
|
|
|
|
|
|
|
sub rotation { |
648
|
15
|
|
|
15
|
1
|
907
|
my ($theta,$x,$y,$z); |
649
|
15
|
100
|
|
|
|
43
|
if (2==@_) { |
|
|
100
|
|
|
|
|
|
650
|
10
|
100
|
|
|
|
21
|
if (ref($_[0])) { |
651
|
5
|
100
|
|
|
|
13
|
if (ref($_[1])) { |
652
|
|
|
|
|
|
|
# Both args references to vectors |
653
|
4
|
|
|
|
|
6
|
my ($ax,$ay,$az)=@{$_[0]}; |
|
4
|
|
|
|
|
10
|
|
654
|
4
|
|
|
|
|
6
|
my ($bx,$by,$bz)=@{$_[1]}; |
|
4
|
|
|
|
|
10
|
|
655
|
|
|
|
|
|
|
|
656
|
4
|
0
|
33
|
|
|
43
|
if ( (($ax == 0) and ($ay == 0) and ($az == 0)) or |
|
|
|
33
|
|
|
|
|
|
|
|
33
|
|
|
|
|
|
|
|
33
|
|
|
|
|
|
|
|
33
|
|
|
|
|
657
|
|
|
|
|
|
|
(($bx == 0) and ($by == 0) and ($bz == 0)) ) { |
658
|
0
|
|
|
|
|
0
|
croak("Math::Quaternion::rotation() passed zero-length vector"); |
659
|
|
|
|
|
|
|
} |
660
|
|
|
|
|
|
|
|
661
|
|
|
|
|
|
|
# Find cross product. This is a vector perpendicular to both |
662
|
|
|
|
|
|
|
# argument vectors, and is therefore the axis of rotation. |
663
|
|
|
|
|
|
|
|
664
|
4
|
|
|
|
|
10
|
$x = $ay*$bz-$az*$by; |
665
|
4
|
|
|
|
|
7
|
$y = $az*$bx-$ax*$bz; |
666
|
4
|
|
|
|
|
8
|
$z = $ax*$by-$ay*$bx; |
667
|
|
|
|
|
|
|
|
668
|
|
|
|
|
|
|
# find the dot product. |
669
|
|
|
|
|
|
|
|
670
|
4
|
|
|
|
|
17
|
my $dotprod = $ax*$bx+$ay*$by+$az*$bz; |
671
|
4
|
|
|
|
|
9
|
my $mod1 = sqrt($ax*$ax+$ay*$ay+$az*$az); |
672
|
4
|
|
|
|
|
9
|
my $mod2 = sqrt($bx*$bx+$by*$by+$bz*$bz); |
673
|
|
|
|
|
|
|
|
674
|
|
|
|
|
|
|
# Find the angle of rotation. |
675
|
4
|
|
|
|
|
21
|
$theta=Math::Trig::acos($dotprod/($mod1*$mod2)); |
676
|
|
|
|
|
|
|
|
677
|
|
|
|
|
|
|
# Check for parallel vectors (cross product is zero) |
678
|
|
|
|
|
|
|
|
679
|
4
|
50
|
66
|
|
|
493
|
if (($x == 0) and ($y == 0) and ($z == 0)) { |
|
|
|
66
|
|
|
|
|
680
|
|
|
|
|
|
|
|
681
|
|
|
|
|
|
|
# Vectors a and b are parallel, such that rotation |
682
|
|
|
|
|
|
|
# vector is the zero-length vector (0,0,0), with |
683
|
|
|
|
|
|
|
# theta either 0 or pi (if vectors are opposite). |
684
|
|
|
|
|
|
|
# To remove round-off errors in theta, explicitly |
685
|
|
|
|
|
|
|
# set it. |
686
|
|
|
|
|
|
|
|
687
|
2
|
100
|
|
|
|
7
|
$theta = $dotprod > 0 ? 0 : pi; |
688
|
|
|
|
|
|
|
|
689
|
|
|
|
|
|
|
# Such a zero-length rotation vector is annoying (e.g. |
690
|
|
|
|
|
|
|
# division by 0 on normalization, and problems combining |
691
|
|
|
|
|
|
|
# rotations). To solve this, select a random rotation |
692
|
|
|
|
|
|
|
# vector that is also perpendicular to both parallel |
693
|
|
|
|
|
|
|
# vectors a and b. This satisfies the rotation requirement, |
694
|
|
|
|
|
|
|
# and helps programs relying on the logic that the rotation |
695
|
|
|
|
|
|
|
# vector has to be perpendicular to both vectors given |
696
|
|
|
|
|
|
|
# (even if there are an infinite amount of rotation vectors |
697
|
|
|
|
|
|
|
# that would satisfy that condition). Algorithm: Find a |
698
|
|
|
|
|
|
|
# random vector b at any non-zero angle to vector a. One of |
699
|
|
|
|
|
|
|
# the main axis will do. To reduce round-off errors, make b |
700
|
|
|
|
|
|
|
# as perpendicular as possible to a by selecting one of the |
701
|
|
|
|
|
|
|
# smallest components of vector a as the main component of |
702
|
|
|
|
|
|
|
# b. This also avoid accidentally selecting a vector |
703
|
|
|
|
|
|
|
# parallel to a |
704
|
|
|
|
|
|
|
|
705
|
2
|
100
|
66
|
|
|
29
|
if ( (abs($ax) <= abs($ay)) and (abs($ax) <= abs($az)) ) { |
|
|
50
|
33
|
|
|
|
|
706
|
1
|
|
|
|
|
4
|
($bx,$by,$bz)=(1,0,0); |
707
|
|
|
|
|
|
|
} elsif ( (abs($ay) <= abs($ax)) and (abs($ay) <= abs($az)) ) { |
708
|
1
|
|
|
|
|
2
|
($bx,$by,$bz)=(0,1,0); |
709
|
|
|
|
|
|
|
} else { |
710
|
0
|
|
|
|
|
0
|
($bx,$by,$bz)=(0,0,1); |
711
|
|
|
|
|
|
|
} |
712
|
|
|
|
|
|
|
|
713
|
|
|
|
|
|
|
# Then, take the cross product between vector a and the new |
714
|
|
|
|
|
|
|
# vector b, to generate some vector exactly perpendicular |
715
|
|
|
|
|
|
|
# to vector a and hence also perpendicular to the original |
716
|
|
|
|
|
|
|
# vector b (i.e. @{$_[1]}) |
717
|
|
|
|
|
|
|
|
718
|
2
|
|
|
|
|
5
|
$x = $ay*$bz-$az*$by; |
719
|
2
|
|
|
|
|
4
|
$y = $az*$bx-$ax*$bz; |
720
|
2
|
|
|
|
|
5
|
$z = $ax*$by-$ay*$bx; |
721
|
|
|
|
|
|
|
|
722
|
|
|
|
|
|
|
# ($x,$y,$z) is now a random yet valid rotation vector |
723
|
|
|
|
|
|
|
# perpendicular to the two original vectors. |
724
|
|
|
|
|
|
|
|
725
|
|
|
|
|
|
|
} |
726
|
|
|
|
|
|
|
} else { |
727
|
|
|
|
|
|
|
# 0 is a ref, 1 is not. |
728
|
1
|
|
|
|
|
3
|
$theta = $_[1]; ($x,$y,$z)=@{$_[0]}; |
|
1
|
|
|
|
|
1
|
|
|
1
|
|
|
|
|
4
|
|
729
|
|
|
|
|
|
|
} |
730
|
|
|
|
|
|
|
} else { |
731
|
5
|
100
|
|
|
|
13
|
if (ref($_[1])) { |
732
|
|
|
|
|
|
|
# 1 is a ref, 0 is not |
733
|
4
|
|
|
|
|
8
|
$theta = $_[0]; ($x,$y,$z)=@{$_[1]}; |
|
4
|
|
|
|
|
4
|
|
|
4
|
|
|
|
|
11
|
|
734
|
|
|
|
|
|
|
} else { |
735
|
1
|
|
|
|
|
232
|
croak("Math::Quaternion::rotation() passed 2 nonref args"); |
736
|
|
|
|
|
|
|
} |
737
|
|
|
|
|
|
|
} |
738
|
|
|
|
|
|
|
} elsif (4==@_) { |
739
|
4
|
|
|
|
|
20
|
($theta,$x,$y,$z) = @_; |
740
|
|
|
|
|
|
|
} else { |
741
|
1
|
|
|
|
|
144
|
croak("Math::Quaternion::rotation() passed wrong no of arguments"); |
742
|
|
|
|
|
|
|
} |
743
|
|
|
|
|
|
|
|
744
|
13
|
|
|
|
|
72
|
my $modulus = sqrt($x*$x+$y*$y+$z*$z); # Make it a unit vector |
745
|
13
|
50
|
|
|
|
39
|
if ($modulus == 0) { |
746
|
0
|
|
|
|
|
0
|
croak("Math::Quaternion::rotation() passed zero-length rotation vector"); |
747
|
|
|
|
|
|
|
} |
748
|
13
|
|
|
|
|
16
|
$x /= $modulus; |
749
|
13
|
|
|
|
|
17
|
$y /= $modulus; |
750
|
13
|
|
|
|
|
14
|
$z /= $modulus; |
751
|
|
|
|
|
|
|
|
752
|
13
|
|
|
|
|
26
|
my $st = sin(0.5 * $theta); |
753
|
13
|
|
|
|
|
40
|
my $ct = cos(0.5 * $theta); |
754
|
|
|
|
|
|
|
|
755
|
13
|
|
|
|
|
48
|
return Math::Quaternion->new( |
756
|
|
|
|
|
|
|
$ct, $x * $st, $y * $st, $z * $st |
757
|
|
|
|
|
|
|
); |
758
|
|
|
|
|
|
|
} |
759
|
|
|
|
|
|
|
|
760
|
|
|
|
|
|
|
=item B |
761
|
|
|
|
|
|
|
|
762
|
|
|
|
|
|
|
Returns the angle of rotation represented by the quaternion |
763
|
|
|
|
|
|
|
argument. |
764
|
|
|
|
|
|
|
|
765
|
|
|
|
|
|
|
my $q = Math::Quaternion::rotation(0.1,2,3,4); |
766
|
|
|
|
|
|
|
my $theta = $q->rotation_angle; # Returns 0.1 . |
767
|
|
|
|
|
|
|
|
768
|
|
|
|
|
|
|
=cut |
769
|
|
|
|
|
|
|
|
770
|
|
|
|
|
|
|
sub rotation_angle { |
771
|
4
|
|
|
4
|
1
|
1023
|
my $q = shift; |
772
|
4
|
|
|
|
|
16
|
return 2.0 * Math::Trig::acos($q->[0]); |
773
|
|
|
|
|
|
|
} |
774
|
|
|
|
|
|
|
|
775
|
|
|
|
|
|
|
=item B |
776
|
|
|
|
|
|
|
|
777
|
|
|
|
|
|
|
Returns the unit vector representing the axis about which |
778
|
|
|
|
|
|
|
rotations will be performed, for the rotation represented by the |
779
|
|
|
|
|
|
|
quaternion argument. |
780
|
|
|
|
|
|
|
|
781
|
|
|
|
|
|
|
my $q = Math::Quaternion::rotation(0.1,1,1,0); |
782
|
|
|
|
|
|
|
my @v = $q->rotation_axis; # Returns (0.5*sqrt(2),0.5*sqrt(2),0) |
783
|
|
|
|
|
|
|
|
784
|
|
|
|
|
|
|
=cut |
785
|
|
|
|
|
|
|
|
786
|
|
|
|
|
|
|
sub rotation_axis { |
787
|
5
|
|
|
5
|
1
|
295
|
my $q = shift; |
788
|
5
|
|
|
|
|
18
|
my $theta = Math::Trig::acos($q->[0]); |
789
|
5
|
|
|
|
|
36
|
my $st = sin($theta); |
790
|
5
|
100
|
|
|
|
16
|
if (0==$st) { return (0,0,1); } # Rotation of angle zero about Z axis |
|
1
|
|
|
|
|
3
|
|
791
|
4
|
|
|
|
|
7
|
my ($x,$y,$z) = @{$q}[1,2,3]; |
|
4
|
|
|
|
|
9
|
|
792
|
|
|
|
|
|
|
|
793
|
4
|
|
|
|
|
26
|
return ( $x/$st, $y/$st, $z/$st ); |
794
|
|
|
|
|
|
|
} |
795
|
|
|
|
|
|
|
|
796
|
|
|
|
|
|
|
|
797
|
|
|
|
|
|
|
|
798
|
|
|
|
|
|
|
|
799
|
|
|
|
|
|
|
=item B |
800
|
|
|
|
|
|
|
|
801
|
|
|
|
|
|
|
When called as a method on a rotation quaternion, uses this |
802
|
|
|
|
|
|
|
quaternion to perform the corresponding rotation on the vector |
803
|
|
|
|
|
|
|
argument. |
804
|
|
|
|
|
|
|
|
805
|
|
|
|
|
|
|
use Math::Trig; # Define pi. |
806
|
|
|
|
|
|
|
|
807
|
|
|
|
|
|
|
my $theta = pi/2; # Rotate 90 degrees |
808
|
|
|
|
|
|
|
|
809
|
|
|
|
|
|
|
my $rotquat = Math::Quaternion::rotation($theta,0,0,1); # about Z axis |
810
|
|
|
|
|
|
|
|
811
|
|
|
|
|
|
|
my ($x,$y,$z) = (1,0,0); # Unit vector in the X direction. |
812
|
|
|
|
|
|
|
my ($xx,$yy,$zz) = $rotquat->rotate_vector($x,$y,$z) |
813
|
|
|
|
|
|
|
|
814
|
|
|
|
|
|
|
# ($xx,$yy,$zz) is now ( 0, 1, 0), to within floating-point error. |
815
|
|
|
|
|
|
|
|
816
|
|
|
|
|
|
|
=cut |
817
|
|
|
|
|
|
|
|
818
|
|
|
|
|
|
|
|
819
|
|
|
|
|
|
|
sub rotate_vector { |
820
|
3
|
|
|
3
|
1
|
1027
|
my ($q,$x,$y,$z) = @_; |
821
|
|
|
|
|
|
|
|
822
|
3
|
|
|
|
|
10
|
my $p = Math::Quaternion->new($x,$y,$z); |
823
|
3
|
|
|
|
|
10
|
my $qq = multiply($q,multiply($p,inverse($q))); |
824
|
3
|
|
|
|
|
11
|
return @{$qq}[1,2,3]; |
|
3
|
|
|
|
|
17
|
|
825
|
|
|
|
|
|
|
} |
826
|
|
|
|
|
|
|
|
827
|
|
|
|
|
|
|
|
828
|
|
|
|
|
|
|
=item B |
829
|
|
|
|
|
|
|
|
830
|
|
|
|
|
|
|
Takes one argument: a rotation quaternion. |
831
|
|
|
|
|
|
|
Returns a 16-element array, equal to the OpenGL |
832
|
|
|
|
|
|
|
matrix which represents the corresponding rotation. |
833
|
|
|
|
|
|
|
|
834
|
|
|
|
|
|
|
my $rotquat = Math::Quaternion::rotation($theta,@axis); # My rotation. |
835
|
|
|
|
|
|
|
my @m = $rotquat->matrix4x4; |
836
|
|
|
|
|
|
|
|
837
|
|
|
|
|
|
|
=cut |
838
|
|
|
|
|
|
|
|
839
|
|
|
|
|
|
|
sub matrix4x4 { |
840
|
1
|
|
|
1
|
1
|
1059
|
my $q = shift; |
841
|
1
|
|
|
|
|
3
|
my ($w,$x,$y,$z) = @{$q}; |
|
1
|
|
|
|
|
3
|
|
842
|
|
|
|
|
|
|
|
843
|
|
|
|
|
|
|
return ( |
844
|
1
|
|
|
|
|
21
|
1 - 2*$y*$y - 2*$z*$z, |
845
|
|
|
|
|
|
|
2*$x*$y + 2*$w*$z, |
846
|
|
|
|
|
|
|
2*$x*$z - 2*$w*$y, |
847
|
|
|
|
|
|
|
0, |
848
|
|
|
|
|
|
|
|
849
|
|
|
|
|
|
|
2*$x*$y - 2*$w*$z, |
850
|
|
|
|
|
|
|
1 - 2*$x*$x - 2*$z*$z, |
851
|
|
|
|
|
|
|
2*$y*$z + 2*$w*$x, |
852
|
|
|
|
|
|
|
0, |
853
|
|
|
|
|
|
|
|
854
|
|
|
|
|
|
|
2*$x*$z + 2*$w*$y, |
855
|
|
|
|
|
|
|
2*$y*$z - 2*$w*$x, |
856
|
|
|
|
|
|
|
1 - 2*$x*$x - 2*$y*$y, |
857
|
|
|
|
|
|
|
0, |
858
|
|
|
|
|
|
|
|
859
|
|
|
|
|
|
|
0, |
860
|
|
|
|
|
|
|
0, |
861
|
|
|
|
|
|
|
0, |
862
|
|
|
|
|
|
|
1 |
863
|
|
|
|
|
|
|
); |
864
|
|
|
|
|
|
|
} |
865
|
|
|
|
|
|
|
|
866
|
|
|
|
|
|
|
=item B |
867
|
|
|
|
|
|
|
|
868
|
|
|
|
|
|
|
Takes one argument: a rotation quaternion. |
869
|
|
|
|
|
|
|
Returns a 9-element array, equal to the 3x3 |
870
|
|
|
|
|
|
|
matrix which represents the corresponding rotation. |
871
|
|
|
|
|
|
|
|
872
|
|
|
|
|
|
|
my $rotquat = Math::Quaternion::rotation($theta,@axis); # My rotation. |
873
|
|
|
|
|
|
|
my @m = $rotquat->matrix3x3; |
874
|
|
|
|
|
|
|
|
875
|
|
|
|
|
|
|
=cut |
876
|
|
|
|
|
|
|
|
877
|
|
|
|
|
|
|
sub matrix3x3 { |
878
|
1
|
|
|
1
|
1
|
680
|
my $q = shift; |
879
|
1
|
|
|
|
|
3
|
my ($w,$x,$y,$z) = @{$q}; |
|
1
|
|
|
|
|
4
|
|
880
|
|
|
|
|
|
|
|
881
|
|
|
|
|
|
|
return ( |
882
|
1
|
|
|
|
|
18
|
1 - 2*$y*$y - 2*$z*$z, |
883
|
|
|
|
|
|
|
2*$x*$y + 2*$w*$z, |
884
|
|
|
|
|
|
|
2*$x*$z - 2*$w*$y, |
885
|
|
|
|
|
|
|
|
886
|
|
|
|
|
|
|
2*$x*$y - 2*$w*$z, |
887
|
|
|
|
|
|
|
1 - 2*$x*$x - 2*$z*$z, |
888
|
|
|
|
|
|
|
2*$y*$z + 2*$w*$x, |
889
|
|
|
|
|
|
|
|
890
|
|
|
|
|
|
|
2*$x*$z + 2*$w*$y, |
891
|
|
|
|
|
|
|
2*$y*$z - 2*$w*$x, |
892
|
|
|
|
|
|
|
1 - 2*$x*$x - 2*$y*$y, |
893
|
|
|
|
|
|
|
); |
894
|
|
|
|
|
|
|
} |
895
|
|
|
|
|
|
|
|
896
|
|
|
|
|
|
|
=item B |
897
|
|
|
|
|
|
|
|
898
|
|
|
|
|
|
|
Similar to matrix4x4, but returnes a list of two array |
899
|
|
|
|
|
|
|
references. The first is a reference to the rotation matrix; |
900
|
|
|
|
|
|
|
the second is a reference to its inverse. This may be useful |
901
|
|
|
|
|
|
|
when rendering sprites, since you can multiply by the rotation |
902
|
|
|
|
|
|
|
matrix for the viewer position, perform some translations, and |
903
|
|
|
|
|
|
|
then multiply by the inverse: any resulting rectangles drawn |
904
|
|
|
|
|
|
|
will always face the viewer. |
905
|
|
|
|
|
|
|
|
906
|
|
|
|
|
|
|
|
907
|
|
|
|
|
|
|
my $rotquat = Math::Quaternion::rotation($theta,@axis); # My rotation. |
908
|
|
|
|
|
|
|
my ($matref,$invref) = $rotquat->matrix4x4andinverse; |
909
|
|
|
|
|
|
|
|
910
|
|
|
|
|
|
|
=cut |
911
|
|
|
|
|
|
|
|
912
|
|
|
|
|
|
|
|
913
|
|
|
|
|
|
|
sub matrix4x4andinverse { |
914
|
1
|
|
|
1
|
1
|
3
|
my $q = shift; |
915
|
1
|
|
|
|
|
2
|
my ($w,$x,$y,$z) = @{$q}; |
|
1
|
|
|
|
|
3
|
|
916
|
1
|
|
|
|
|
2
|
my (@m,@mi); |
917
|
|
|
|
|
|
|
|
918
|
1
|
|
|
|
|
5
|
$mi[ 0] = $m[ 0] = 1 - 2*$y*$y - 2*$z*$z; |
919
|
1
|
|
|
|
|
4
|
$mi[ 4] = $m[ 1] = 2*$x*$y + 2*$w*$z; |
920
|
1
|
|
|
|
|
5
|
$mi[ 8] = $m[ 2] = 2*$x*$z - 2*$w*$y; |
921
|
1
|
|
|
|
|
23
|
$mi[12] = $m[ 3] = 0; |
922
|
|
|
|
|
|
|
|
923
|
1
|
|
|
|
|
5
|
$mi[ 1] = $m[ 4] = 2*$x*$y - 2*$w*$z; |
924
|
1
|
|
|
|
|
4
|
$mi[ 5] = $m[ 5] = 1 - 2*$x*$x - 2*$z*$z; |
925
|
1
|
|
|
|
|
5
|
$mi[ 9] = $m[ 6] = 2*$y*$z + 2*$w*$x; |
926
|
1
|
|
|
|
|
2
|
$mi[13] = $m[ 7] = 0; |
927
|
|
|
|
|
|
|
|
928
|
1
|
|
|
|
|
4
|
$mi[ 2] = $m[ 8] = 2*$x*$z + 2*$w*$y; |
929
|
1
|
|
|
|
|
3
|
$mi[ 6] = $m[ 9] = 2*$y*$z - 2*$w*$x; |
930
|
1
|
|
|
|
|
4
|
$mi[10] = $m[10] = 1 - 2*$x*$x - 2*$y*$y; |
931
|
1
|
|
|
|
|
2
|
$mi[14] = $m[11] = 0; |
932
|
|
|
|
|
|
|
|
933
|
1
|
|
|
|
|
3
|
$mi[ 3] = $m[12] = 0; |
934
|
1
|
|
|
|
|
2
|
$mi[ 7] = $m[13] = 0; |
935
|
1
|
|
|
|
|
2
|
$mi[11] = $m[14] = 0; |
936
|
1
|
|
|
|
|
2
|
$mi[15] = $m[15] = 1; |
937
|
|
|
|
|
|
|
|
938
|
1
|
|
|
|
|
4
|
return (\@m,\@mi); |
939
|
|
|
|
|
|
|
|
940
|
|
|
|
|
|
|
} |
941
|
|
|
|
|
|
|
|
942
|
|
|
|
|
|
|
=item B |
943
|
|
|
|
|
|
|
|
944
|
|
|
|
|
|
|
Returns a string representation of the quaternion. This is used |
945
|
|
|
|
|
|
|
to overload the '""' operator, so that quaternions may be |
946
|
|
|
|
|
|
|
freely interpolated in strings. |
947
|
|
|
|
|
|
|
|
948
|
|
|
|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
949
|
|
|
|
|
|
|
print $q->stringify; # "( 1 2 3 4 )" |
950
|
|
|
|
|
|
|
print "$q"; # "( 1 2 3 4 )" |
951
|
|
|
|
|
|
|
|
952
|
|
|
|
|
|
|
|
953
|
|
|
|
|
|
|
=cut |
954
|
|
|
|
|
|
|
|
955
|
|
|
|
|
|
|
sub stringify { |
956
|
2
|
|
|
2
|
1
|
12
|
my $self = shift; |
957
|
2
|
|
|
|
|
18
|
return "( ".join(" ",@$self)." )"; |
958
|
|
|
|
|
|
|
} |
959
|
|
|
|
|
|
|
|
960
|
|
|
|
|
|
|
=item B |
961
|
|
|
|
|
|
|
|
962
|
|
|
|
|
|
|
Takes two quaternion arguments and one scalar; performs |
963
|
|
|
|
|
|
|
spherical linear interpolation between the two quaternions. The |
964
|
|
|
|
|
|
|
quaternion arguments are assumed to be unit quaternions, and the |
965
|
|
|
|
|
|
|
scalar is assumed to lie between 0 and 1: a scalar argument of |
966
|
|
|
|
|
|
|
zero will return the first quaternion argument, and a scalar |
967
|
|
|
|
|
|
|
argument of one will return the second. |
968
|
|
|
|
|
|
|
|
969
|
|
|
|
|
|
|
use Math::Trig; |
970
|
|
|
|
|
|
|
my @axis = (0,0,1); |
971
|
|
|
|
|
|
|
my $rq1 = Math::Quaternion::rotation(pi/2,\@axis); # 90 degs about Z |
972
|
|
|
|
|
|
|
my $rq2 = Math::Quaternion::rotation(pi,\@axis); # 180 degs about Z |
973
|
|
|
|
|
|
|
|
974
|
|
|
|
|
|
|
my $interp = Math::Quaternion::slerp($rq1,$rq2,0.5); # 135 degs about Z |
975
|
|
|
|
|
|
|
|
976
|
|
|
|
|
|
|
=cut |
977
|
|
|
|
|
|
|
|
978
|
|
|
|
|
|
|
sub slerp { |
979
|
3
|
|
|
3
|
1
|
17
|
my ($q0,$q1,$t) = @_; |
980
|
|
|
|
|
|
|
|
981
|
3
|
|
|
|
|
8
|
my $dotprod = dot($q0,$q1); |
982
|
3
|
100
|
|
|
|
10
|
if ($dotprod<0) { |
983
|
|
|
|
|
|
|
# Reverse signs so we travel the short way round |
984
|
1
|
|
|
|
|
2
|
$dotprod = -$dotprod; |
985
|
1
|
|
|
|
|
4
|
$q1 = negate($q1); |
986
|
|
|
|
|
|
|
} |
987
|
|
|
|
|
|
|
|
988
|
3
|
|
|
|
|
10
|
my $theta = Math::Trig::acos($dotprod); |
989
|
|
|
|
|
|
|
|
990
|
3
|
100
|
|
|
|
27
|
if (abs($theta) < 1e-5) { |
991
|
|
|
|
|
|
|
# In the limit theta->0 , spherical interpolation is |
992
|
|
|
|
|
|
|
# approximated by linear interpolation, which also |
993
|
|
|
|
|
|
|
# avoids division-by-zero problems. |
994
|
|
|
|
|
|
|
|
995
|
1
|
|
|
|
|
5
|
return plus(scale($q0,(1-$t)) ,scale($q1,$t)); |
996
|
|
|
|
|
|
|
|
997
|
|
|
|
|
|
|
} |
998
|
|
|
|
|
|
|
|
999
|
2
|
|
|
|
|
5
|
my $st = sin($theta); |
1000
|
2
|
|
|
|
|
4
|
my $ist = 1.0/$st; |
1001
|
|
|
|
|
|
|
|
1002
|
2
|
|
|
|
|
8
|
my $q = plus( |
1003
|
|
|
|
|
|
|
scale($q0,($ist * sin( (1-$t)*$theta ))), |
1004
|
|
|
|
|
|
|
scale($q1,($ist*sin($t*$theta))) |
1005
|
|
|
|
|
|
|
); |
1006
|
|
|
|
|
|
|
|
1007
|
|
|
|
|
|
|
|
1008
|
2
|
|
|
|
|
9
|
return normalize($q); |
1009
|
|
|
|
|
|
|
|
1010
|
|
|
|
|
|
|
} |
1011
|
|
|
|
|
|
|
|
1012
|
|
|
|
|
|
|
|
1013
|
|
|
|
|
|
|
=item B |
1014
|
|
|
|
|
|
|
|
1015
|
|
|
|
|
|
|
Exponential operator e^q. Any quaternion q can be written as x+uy, |
1016
|
|
|
|
|
|
|
where x is a real number, and u is a unit pure quaternion. Then, |
1017
|
|
|
|
|
|
|
exp(q) == exp(x) * ( cos(y) + u sin(y) ). |
1018
|
|
|
|
|
|
|
|
1019
|
|
|
|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
1020
|
|
|
|
|
|
|
print Math::Quaternion::exp($q); |
1021
|
|
|
|
|
|
|
|
1022
|
|
|
|
|
|
|
=cut |
1023
|
|
|
|
|
|
|
|
1024
|
|
|
|
|
|
|
sub exp { |
1025
|
18
|
|
|
18
|
1
|
28
|
my $q = shift; |
1026
|
|
|
|
|
|
|
|
1027
|
18
|
100
|
|
|
|
31
|
if (isreal($q)) { |
1028
|
1
|
|
|
|
|
6
|
return Math::Quaternion->new(CORE::exp($q->[0]),0,0,0); |
1029
|
|
|
|
|
|
|
} |
1030
|
|
|
|
|
|
|
|
1031
|
17
|
|
|
|
|
28
|
my ($q0,$q1,$q2,$q3)=@$q; |
1032
|
|
|
|
|
|
|
|
1033
|
17
|
|
|
|
|
38
|
my $y = sqrt($q1*$q1+$q2*$q2+$q3*$q3); # Length of pure-quat part. |
1034
|
17
|
|
|
|
|
32
|
my ($ux,$uy,$uz) = ($q1/$y,$q2/$y,$q3/$y); # Unit vector. |
1035
|
|
|
|
|
|
|
|
1036
|
17
|
|
|
|
|
64
|
my $ex = CORE::exp($q0); |
1037
|
17
|
|
|
|
|
34
|
my $exs = $ex*sin($y); |
1038
|
|
|
|
|
|
|
|
1039
|
17
|
|
|
|
|
94
|
return Math::Quaternion->new($ex*cos($y),$exs*$ux,$exs*$uy,$exs*$uz); |
1040
|
|
|
|
|
|
|
} |
1041
|
|
|
|
|
|
|
|
1042
|
|
|
|
|
|
|
=item B |
1043
|
|
|
|
|
|
|
|
1044
|
|
|
|
|
|
|
Returns the logarithm of its argument. The logarithm of a negative |
1045
|
|
|
|
|
|
|
real quaternion can take any value of them form (log(-q0),u*pi) for |
1046
|
|
|
|
|
|
|
any unit vector u. In these cases, u is chosen to be (1,0,0). |
1047
|
|
|
|
|
|
|
|
1048
|
|
|
|
|
|
|
my $q = Math::Quaternion->new(1,2,3,4); |
1049
|
|
|
|
|
|
|
print Math::Quaternion::log($q); |
1050
|
|
|
|
|
|
|
|
1051
|
|
|
|
|
|
|
=cut |
1052
|
|
|
|
|
|
|
|
1053
|
|
|
|
|
|
|
sub log { |
1054
|
17
|
|
|
17
|
1
|
807
|
my $q = shift; |
1055
|
|
|
|
|
|
|
|
1056
|
17
|
100
|
|
|
|
34
|
if (ref $q) { |
1057
|
13
|
100
|
|
|
|
46
|
if ("Math::Quaternion" ne ref $q) { |
1058
|
1
|
|
|
|
|
3
|
$q = Math::Quaternion->new($q); |
1059
|
|
|
|
|
|
|
} |
1060
|
|
|
|
|
|
|
} else { |
1061
|
4
|
|
|
|
|
12
|
$q = Math::Quaternion->new($q); |
1062
|
|
|
|
|
|
|
} |
1063
|
|
|
|
|
|
|
|
1064
|
17
|
100
|
|
|
|
29
|
if (isreal($q)) { |
1065
|
6
|
100
|
|
|
|
18
|
if ($q->[0] > 0) { |
1066
|
5
|
|
|
|
|
28
|
return Math::Quaternion->new(CORE::log($q->[0])); |
1067
|
|
|
|
|
|
|
} else { |
1068
|
1
|
|
|
|
|
6
|
return Math::Quaternion->new(CORE::log(-($q->[0])),pi,0,0); |
1069
|
|
|
|
|
|
|
} |
1070
|
|
|
|
|
|
|
} |
1071
|
|
|
|
|
|
|
|
1072
|
11
|
|
|
|
|
32
|
my ($q0,$q1,$q2,$q3)=@$q; |
1073
|
|
|
|
|
|
|
|
1074
|
11
|
|
|
|
|
26
|
my $modq = sqrt($q0*$q0 + $q1*$q1 + $q2*$q2 + $q3*$q3); |
1075
|
|
|
|
|
|
|
|
1076
|
11
|
|
|
|
|
18
|
my $x = CORE::log($modq); |
1077
|
11
|
|
|
|
|
21
|
my $qquatmod = sqrt($q1*$q1+$q2*$q2+$q3*$q3); # mod of quat part |
1078
|
11
|
|
|
|
|
26
|
my $y = atan2($qquatmod,$q0); |
1079
|
11
|
|
|
|
|
15
|
my $c = $y/$qquatmod; |
1080
|
|
|
|
|
|
|
|
1081
|
11
|
|
|
|
|
51
|
return Math::Quaternion->new($x,$c*$q1,$c*$q2,$c*$q3); |
1082
|
|
|
|
|
|
|
|
1083
|
|
|
|
|
|
|
} |
1084
|
|
|
|
|
|
|
|
1085
|
|
|
|
|
|
|
|
1086
|
|
|
|
|
|
|
|
1087
|
|
|
|
|
|
|
=back |
1088
|
|
|
|
|
|
|
|
1089
|
|
|
|
|
|
|
=head1 AUTHOR |
1090
|
|
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1091
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|
Jonathan Chin, Ejon-quaternion.pm@earth.liE |
1092
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1093
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=head1 ACKNOWLEDGEMENTS |
1094
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1095
|
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Thanks to Rene Uittenbogaard and Daniel Connelly for useful suggestions, and |
1096
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Luc Vereecken and Bruce Gray for patches. |
1097
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1098
|
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=head1 SEE ALSO |
1099
|
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|
1100
|
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=over 4 |
1101
|
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1102
|
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=item L |
1103
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1104
|
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=item L |
1105
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1106
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=item Acts 12:4 |
1107
|
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1108
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=back |
1109
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1110
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=head1 COPYRIGHT AND LICENSE |
1111
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1112
|
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Copyright 2003 by Jonathan Chin |
1113
|
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1114
|
|
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|
|
This library is free software; you can redistribute it and/or modify |
1115
|
|
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|
|
|
|
it under the same terms as Perl itself. |
1116
|
|
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1117
|
|
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=cut |
1118
|
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1119
|
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1; |
1120
|
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__END__ |