package Math::Quaternion; use 5.004; use strict; use warnings; use Carp; use Math::Trig; # What?!? Where's acos()? You can't have cos and not acos! require Exporter; use overload '+' => \&plus, '-' => \&minus, 'bool' => sub { 1; }, # So we can do if ($foo=Math::Quaternion->new) { .. } '""' => \&stringify, '*' => \&multiply, '~' => \&conjugate, 'abs' => \&modulus, 'neg' => \&negate, '**' => \&power, 'exp' => \&exp, 'log' => \&log, ; our @ISA = qw(Exporter); # Items to export into callers namespace by default. Note: do not export # names by default without a very good reason. Use EXPORT_OK instead. # Do not simply export all your public functions/methods/constants. # This allows declaration use Math::Quaternion ':all'; # If you do not need this, moving things directly into @EXPORT or @EXPORT_OK # will save memory. our %EXPORT_TAGS = ( 'all' => [ qw( unit conjugate inverse normalize modulus isreal multiply dot plus minus power negate squarednorm scale rotation rotation_angle rotation_axis rotate_vector matrix4x4 matrix3x3 matrix4x4andinverse stringify slerp exp log ) ], ); our @EXPORT_OK = ( @{ $EXPORT_TAGS{'all'} } ); our @EXPORT = qw( ); our $VERSION = '0.03'; # Preloaded methods go here. # Below is stub documentation for your module. You'd better edit it! =head1 NAME Math::Quaternion - Perl class to represent quaternions =head1 SYNOPSIS use Math::Quaternion qw(slerp); my $q = Math::Quaternion->new; # Make a new unit quaternion # Make a rotation about the axis (0,1,0) my $q2 = Math::Quaternion->new({axis=>[0,1,0],angle=>0.1}); my @v = (1,2,3); # A vector. my @vrotated = $q2->rotate_vector(@v); # Rotate @v about (0,1,0). my $q3 = Math::Quaternion::rotation(0.7,2,1,4); # A different rotation. my $q4 = slerp($q2,$q3,0.5); # Interpolated rotation. my @vinterp = $q4->rotate_vector(@v); =head1 DESCRIPTION This package lets you create and manipulate quaternions. A quaternion is a mathematical object developed as a kind of generalization of complex numbers, usually represented by an array of four real numbers, and is often used to represent rotations in three-dimensional space. See, for example, L for more details on the mathematics of quaternions. Quaternions can be added, subtracted, and scaled just like complex numbers or vectors -- they can also be multiplied, but quaternion multiplication DOES NOT COMMUTE. That is to say, if you have quaternions $q1 and $q2, then in general $q1*$q2 != $q2*$q1. This is related to their use in representing rotations, which also do not commute. If you just want to represent rotations and don't care about the internal mathematical details, this should be all you need to know: All quaternions have a quantity called the "norm", similar to the length of a vector. A quaternion with norm equal to 1 is called a "unit quaternion". All quaternions which represent rotations are unit quaternions. If you call new() without any arguments, it will give you a unit quaternion which represents no rotation: $q = Math::Quaternion->new; You can make a quaternion which represents a rotation of a given angle (in radians) about a given axis: $qrot = Math::Quaternion->new({ axis => 0.1, angle => [ 2,3,4]}); Say you have two rotations, $q1 and $q2, and you want to make a quaternion representing a rotation of $q1 followed by $q2. Then, you do: $q3 = $q2 * $q1; # Rotate by $q1, followed by $q2. Remember that this is NOT the same as $q1 * $q2, which will reverse the order of the rotations. If you perform many iterated quaternion operations, the result may not quite be a unit quaternion due to numerical inaccuracies. You can make sure any quaternion has unit length, by doing: $unitquat = $anyquat->normalize; If you have a rotation quaternion, and you want to find the 3x3 matrix which represents the corresponding rotation, then: @matrix = $q->matrix3x3; Similarly, you can generate a 4x4 matrix of the sort you'd pass to OpenGL: @glmatrix = $q->matrix4x4; If you have a vector representing a direction, and you want to rotate the vector by a quaternion $q: my @vector = (0,0,1); # Vector pointing in the Z direction. my @newvec = $q->rotate_vector(@vector); # New direction. Say you're using quaternions to represent the orientation of a camera, and you have two quaternions: one to represent a starting orientation, and another to represent a finishing position. If you want to find all the quaternions representing the orientations in between, allowing your camera to move smoothly from start to finish, use the slerp() routine: use Math::Quaternion qw(slerp); my ($qstart, $qend) = ... ; # Set $tween to 9 points between start and end, exclusive. for my $t (1..9) { my $tween = slerp($qstart,$qend,0.1*$t); ... } =head1 METHODS =over 1 =item B my $q = Math::Quaternion->new; # Make a new unit quaternion. my $q2 = Math::Quaternion->new(1,2,3,4);# Make a specific quaternion. my $q3 = Math::Quaternion->new($q2); # Copy an existing quaternion. my $q4 = Math::Quaternion->new(5.6); # Make the quaternion (5.6,0,0,0) my $q5 = Math::Quaternion->new(7,8,9); # Make the quaternion (0,7,8,9) my $q6 = Math::Quaternion->new({ # Make a quaternion corresponding axis => [ 1,2,3], # to a rotation of 0.2 radians angle => 0.2, # about the vector (1,2,3). }); my $q7 = Math::Quaternion->new({ # Make a quaternion which would 'v1' => [ 0,1,2], # rotate the vector (0,1,2) onto 'v2' => [ -1,2,0], # the vector (-1,2,0). }); If no parameters are given, a unit quaternion is returned. If one non-reference parameter is given, a "scalar" quaternion is returned. If one parameter is given and it is a reference to a quaternion or an array of four numbers, the corresponding quaternion object is returned. If three parameters are given, a "vector" quaternion is returned. If four parameters are given, the corresponding quaternion is returned. Rotation quaternions may also be created by passing a hashref with the axis and angle of rotation, or by specifying two vectors specifying start and finish directions. Bear in mind that the latter method will take the shortest path between the two vectors, ignoring the "roll" angle. =cut sub new { my $class = shift; my $arr=undef; if (0==@_) { # No arguments, default to unit quaternion. $arr = [ 1,0,0,0]; } elsif (1==@_) { # One argument: if it's not a reference, construct # a "scalar quaternion" (x 0 0 0). my $arg = $_[0]; my $reftype = ref($arg); if (!$reftype) { $arr = [ $arg,0,0,0]; } else { # We've been passed a reference. If it's an array # ref, then construct a quaternion out of the # corresponding array. if ("ARRAY" eq $reftype) { return Math::Quaternion->new(@$arg); } elsif ("Math::Quaternion" eq $reftype) { # If it's a reference to another quaternion, # copy it. return Math::Quaternion->new(@$arg); } elsif ("HASH" eq $reftype) { # Hashref. my %hash = %$arg; if (defined($hash{'axis'})) { # Construct a rotation. return rotation( $hash{'angle'}, @{$hash{'axis'}} ); } elsif (defined($hash{'v2'})) { return rotation( $hash{'v1'},$hash{'v2'} ); } } croak("Don't understand arguments to new()"); } } elsif (3==@_) { # Three arguments: construct a quaternion to represent # the corresponding vector. $arr = [ 0, @_[0,1,2] ]; } elsif (4==@_) { # Four arguments: just slot the numbers right in. $arr = [ @_[0,1,2,3] ]; } else { croak("Don't understand arguments passed to new()"); } bless $arr, $class; } =item B Returns a unit quaternion. my $u = Math::Quaternion->unit; # Returns the quaternion (1,0,0,0). =cut sub unit { my $class = shift; bless [ 1,0,0,0 ], $class; } =item B Returns the conjugate of its argument. my $q = Math::Quaternion->new(1,2,3,4); my $p = $q->conjugate; # (1,-2,-3,-4) =cut sub conjugate { my $q=shift; return Math::Quaternion->new( $q->[0], - $q->[1], - $q->[2], - $q->[3], ); } =item B Returns the inverse of its argument. my $q = Math::Quaternion->new(1,2,3,4); my $qi = $q->inverse; =cut sub inverse { my $q = shift; return scale(conjugate($q),1.0/squarednorm($q)); } =item B Returns its argument, normalized to unit norm. my $q = Math::Quaternion->new(1,2,3,4); my $qn = $q->normalize; =cut sub normalize { my $q = shift; return scale($q,1.0/sqrt(squarednorm($q))); } =item B Returns the modulus of its argument, defined as the square root of the scalar obtained by multiplying the quaternion by its conjugate. my $q = Math::Quaternion->new(1,2,3,4); print $q->modulus; =cut sub modulus { my $q = shift; return sqrt(squarednorm($q)); } =item B Returns 1 if the given quaternion is real ,ie has no quaternion part, or else 0. my $q1 = Math::Quaternion->new(1,2,3,4); my $q2 = Math::Quaternion->new(5,0,0,0); print $q1->isreal; # 0; print $q2->isreal; # 1; =cut sub isreal { my $q = shift; my ($q0,$q1,$q2,$q3)=@$q; if ( (0.0==$q1) && (0.0==$q2) && (0.0==$q3) ) { return 1; } else { return 0; } } =item B Performs a quaternion multiplication of its two arguments. If one of the arguments is a scalar, then performs a scalar multiplication instead. my $q1 = Math::Quaternion->new(1,2,3,4); my $q2 = Math::Quaternion->new(5,6,7,8); my $q3 = Math::Quaternion::multiply($q1,$q2); # (-60 12 30 24) my $q4 = Math::Quaternion::multiply($q1,$q1->inverse); # (1 0 0 0) =cut sub multiply { my ($a,$b,$reversed) = @_; ($a,$b) = ($b,$a) if $reversed; if (!ref $a) { return scale($b,$a); } if (!ref $b) { return scale($a,$b); } my $q = new Math::Quaternion; $q->[0] = $a->[0] * $b->[0] - $a->[1]*$b->[1] - $a->[2]*$b->[2] - $a->[3]*$b->[3]; $q->[1] = $a->[0] * $b->[1] + $b->[0] * $a->[1] + $a->[2] * $b->[3] - $a->[3] * $b->[2]; $q->[2] = $a->[0] * $b->[2] + $b->[0] * $a->[2] + $a->[3] * $b->[1] - $a->[1] * $b->[3]; $q->[3] = $a->[0] * $b->[3] + $b->[0] * $a->[3] + $a->[1] * $b->[2] - $a->[2] * $b->[1]; return $q; } =item B Returns the dot product of two quaternions. my $q1=Math::Quaternion->new(1,2,3,4); my $q2=Math::Quaternion->new(2,4,5,6); my $q3 = Math::Quaternion::dot($q1,$q2); =cut sub dot { my ($q1,$q2) = @_; my ($a0,$a1,$a2,$a3) = @$q1; my ($b0,$b1,$b2,$b3) = @$q2; return $a0*$b0 + $a1*$b1 + $a2*$b2 + $a3*$b3 ; } =item B Performs a quaternion addition of its two arguments. my $q1 = Math::Quaternion->new(1,2,3,4); my $q2 = Math::Quaternion->new(5,6,7,8); my $q3 = Math::Quaternion::plus($q1,$q2); # (6 8 10 12) =cut sub plus { my ($a,$b,$reversed)=@_; my $q = Math::Quaternion->new( $a->[0] + $b->[0], $a->[1] + $b->[1], $a->[2] + $b->[2], $a->[3] + $b->[3], ); return $q; } =item B Performs a quaternion subtraction of its two arguments. my $q1 = Math::Quaternion->new(1,2,3,4); my $q2 = Math::Quaternion->new(5,6,7,8); my $q3 = Math::Quaternion::minus($q1,$q2); # (-4 -4 -4 -4) =cut sub minus { my ($a,$b,$reversed)=@_; ($a,$b) = ($b,$a) if $reversed; my $q = Math::Quaternion->new( $a->[0] - $b->[0], $a->[1] - $b->[1], $a->[2] - $b->[2], $a->[3] - $b->[3], ); return $q; } =item B Raise a quaternion to a scalar or quaternion power. my $q1 = Math::Quaternion->new(1,2,3,4); my $q2 = Math::Quaternion::power($q1,4); # ( 668 -224 -336 -448 ) my $q3 = $q1->power(4); # ( 668 -224 -336 -448 ) my $q4 = $q1**(-1); # Same as $q1->inverse use Math::Trig; my $q5 = exp(1)**( Math::Quaternion->new(pi,0,0) ); # approx (-1 0 0 0) =cut sub power { my ($a,$b,$reversed)=@_; ($a,$b) = ($b,$a) if $reversed; if (ref $a) { $a = Math::Quaternion->new($a); } if (ref $b) { # For quaternion^quaternion, use exp and log. return Math::Quaternion::exp(Math::Quaternion::multiply($b,Math::Quaternion::log($a))); } # For quat raised to a scalar power, do it manually. my ($a0,$a1,$a2,$a3) = @$a; my $s = sqrt($a->squarednorm); my $theta = Math::Trig::acos($a0/$s); my $vecmod = sqrt($a1*$a1+$a2*$a2+$a3*$a3); my $stob = ($s**$b); my $coeff = $stob/$vecmod*sin($b*$theta); my $u1 = $a1*$coeff; my $u2 = $a2*$coeff; my $u3 = $a3*$coeff; return Math::Quaternion->new( $stob * cos($b*$theta), $u1,$u2,$u3 ); } =item B Negates the given quaternion. my $q = Math::Quaternion->new(1,2,3,4); my $q1 = $q->negate; # (-1,-2,-3,-4) =cut sub negate { my $q = shift; return Math::Quaternion->new( -($q->[0]), -($q->[1]), -($q->[2]), -($q->[3]), ); } =item B Returns the squared norm of its argument. my $q1 = Math::Quaternion->new(1,2,3,4); my $sn = $q1->squarednorm; # 30 =cut sub squarednorm { my $q = shift; return $q->[0]*$q->[0] + $q->[1]*$q->[1] + $q->[2]*$q->[2] + $q->[3]*$q->[3]; } =item B Performs a scalar multiplication of its two arguments. my $q = Math::Quaternion->new(1,2,3,4); my $qq = Math::Quaternion::scale($q,2); # ( 2 4 6 8) my $qqq= $q->scale(3); # ( 3 6 9 12 ) =cut sub scale { my ($q,$s)=@_; return Math::Quaternion->new( $q->[0] * $s, $q->[1] * $s, $q->[2] * $s, $q->[3] * $s ); } =item B Generates a quaternion corresponding to a rotation. If given three arguments, interprets them as an angle and the three components of an axis vector. use Math::Trig; # Define pi. my $theta = pi/2; # Angle of rotation my $rotquat = Math::Quaternion::rotation($theta,0,0,1); # $rotquat now represents a rotation of 90 degrees about Z axis. my ($x,$y,$z) = (1,0,0); # Unit vector in the X direction. my ($xx,$yy,$zz) = $rotquat->rotate_vector($x,$y,$z); # ($xx,$yy,$zz) is now ( 0, 1, 0), to within floating-point error. rotation() can also be passed a scalar angle and a reference to a vector (in either order), and will generate the corresponding rotation quaternion. my @axis = (0,0,1); # Rotate about Z axis $theta = pi/2; $rotquat = Math::Quaternion::rotation($theta,\@axis); If the arguments to rotation() are both references, they are interpreted as two vectors, and a quaternion is returned which rotates the first vector onto the second. my @startvec = (0,1,0); # Vector pointing north my @endvec = (-1,0,0); # Vector pointing west $rotquat = Math::Quaternion::rotation(\@startvec,\@endvec); my @newvec = $rotquat->rotate_vector(@startvec); # Same as @endvec =cut sub rotation { my ($theta,$x,$y,$z); if (2==@_) { if (ref($_[0])) { if (ref($_[1])) { # Both args references to vectors my ($ax,$ay,$az)=@{$_[0]}; my ($bx,$by,$bz)=@{$_[1]}; # Find cross product. This is a vector # perpendicular to both argument vectors, # and is therefore the axis of rotation. $x = $ay*$bz-$az*$by; $y = $az*$bx-$ax*$bz; $z = $ax*$by-$ay*$bx; # find the dot product. my $dotprod = $ax*$bx+$ay*$by+$az*$bz; my $mod1 = sqrt($ax*$ax+$ay*$ay+$az*$az); my $mod2 = sqrt($bx*$bx+$by*$by+$bz*$bz); # Find the angle of rotation. $theta=Math::Trig::acos($dotprod/($mod1*$mod2)); } else { # 0 is a ref, 1 is not. $theta = $_[1]; ($x,$y,$z)=@{$_[0]}; } } else { if (ref($_[1])) { # 1 is a ref, 0 is not $theta = $_[0]; ($x,$y,$z)=@{$_[1]}; } else { croak("Math::Quaternion::rotation() passed 2 nonref args"); } } } elsif (4==@_) { ($theta,$x,$y,$z) = @_; } else { croak("Math::Quaternion::rotation() passed wrong no of arguments"); } my $modulus = sqrt($x*$x+$y*$y+$z*$z); # Make it a unit vector $x /= $modulus; $y /= $modulus; $z /= $modulus; my $st = sin(0.5 * $theta); my $ct = cos(0.5 * $theta); return Math::Quaternion->new( $ct, $x * $st, $y * $st, $z * $st ); } =item B Returns the angle of rotation represented by the quaternion argument. my $q = Math::Quaternion::rotation(0.1,2,3,4); my $theta = $q->rotation_angle; # Returns 0.1 . =cut sub rotation_angle { my $q = shift; return 2.0 * Math::Trig::acos($q->[0]); } =item B Returns the unit vector representing the axis about which rotations will be performed, for the rotation represented by the quaternion argument. my $q = Math::Quaternion::rotation(0.1,1,1,0); my @v = $q->rotation_axis; # Returns (0.5*sqrt(2),0.5*sqrt(2),0) =cut sub rotation_axis { my $q = shift; my $theta = Math::Trig::acos($q->[0]); my $st = sin($theta); if (0==$st) { return (0,0,1); } # Rotation of angle zero about Z axis my ($x,$y,$z) = @{$q}[1,2,3]; return ( $x/$st, $y/$st, $z/$st ); } =item B When called as a method on a rotation quaternion, uses this quaternion to perform the corresponding rotation on the vector argument. use Math::Trig; # Define pi. my $theta = pi/2; # Rotate 90 degrees my $rotquat = Math::Quaternion::rotation($theta,0,0,1); # about Z axis my ($x,$y,$z) = (1,0,0); # Unit vector in the X direction. my ($xx,$yy,$zz) = $rotquat->rotate_vector($x,$y,$z) # ($xx,$yy,$zz) is now ( 0, 1, 0), to within floating-point error. =cut sub rotate_vector { my ($q,$x,$y,$z) = @_; my $p = Math::Quaternion->new($x,$y,$z); my $qq = multiply($q,multiply($p,inverse($q))); return @{$qq}[1,2,3]; } =item B Takes one argument: a rotation quaternion. Returns a 16-element array, equal to the OpenGL matrix which represents the corresponding rotation. my $rotquat = Math::Quaternion::rotation($theta,@axis); # My rotation. my @m = $rotquat->matrix4x4; =cut sub matrix4x4 { my $q = shift; my ($w,$x,$y,$z) = @{$q}; return ( 1 - 2*$y*$y - 2*$z*$z, 2*$x*$y + 2*$w*$z, 2*$x*$z - 2*$w*$y, 0, 2*$x*$y - 2*$w*$z, 1 - 2*$x*$x - 2*$z*$z, 2*$y*$z + 2*$w*$x, 0, 2*$x*$z + 2*$w*$y, 2*$y*$z - 2*$w*$x, 1 - 2*$x*$x - 2*$y*$y, 0, 0, 0, 0, 1 ); } =item B Takes one argument: a rotation quaternion. Returns a 9-element array, equal to the 3x3 matrix which represents the corresponding rotation. my $rotquat = Math::Quaternion::rotation($theta,@axis); # My rotation. my @m = $rotquat->matrix3x3; =cut sub matrix3x3 { my $q = shift; my ($w,$x,$y,$z) = @{$q}; return ( 1 - 2*$y*$y - 2*$z*$z, 2*$x*$y + 2*$w*$z, 2*$x*$z - 2*$w*$y, 2*$x*$y - 2*$w*$z, 1 - 2*$x*$x - 2*$z*$z, 2*$y*$z + 2*$w*$x, 2*$x*$z + 2*$w*$y, 2*$y*$z - 2*$w*$x, 1 - 2*$x*$x - 2*$y*$y, ); } =item B Similar to matrix4x4, but returnes a list of two array references. The first is a reference to the rotation matrix; the second is a reference to its inverse. This may be useful when rendering sprites, since you can multiply by the rotation matrix for the viewer position, perform some translations, and then multiply by the inverse: any resulting rectangles drawn will always face the viewer. my $rotquat = Math::Quaternion::rotation($theta,@axis); # My rotation. my ($matref,$invref) = $rotquat->matrix4x4andinverse; =cut sub matrix4x4andinverse { my $q = shift; my ($w,$x,$y,$z) = @{$q}; my (@m,@mi); $mi[ 0] = $m[ 0] = 1 - 2*$y*$y - 2*$z*$z; $mi[ 4] = $m[ 1] = 2*$x*$y + 2*$w*$z; $mi[ 8] = $m[ 2] = 2*$x*$z - 2*$w*$y; $mi[12] = $m[ 3] = 0; $mi[ 1] = $m[ 4] = 2*$x*$y - 2*$w*$z; $mi[ 5] = $m[ 5] = 1 - 2*$x*$x - 2*$z*$z; $mi[ 9] = $m[ 6] = 2*$y*$z + 2*$w*$x; $mi[13] = $m[ 7] = 0; $mi[ 2] = $m[ 8] = 2*$x*$z + 2*$w*$y; $mi[ 6] = $m[ 9] = 2*$y*$z - 2*$w*$x; $mi[10] = $m[10] = 1 - 2*$x*$x - 2*$y*$y; $mi[14] = $m[11] = 0; $mi[ 3] = $m[12] = 0; $mi[ 7] = $m[13] = 0; $mi[11] = $m[14] = 0; $mi[15] = $m[15] = 1; return (\@m,\@mi); } =item B Returns a string representation of the quaternion. This is used to overload the '""' operator, so that quaternions may be freely interpolated in strings. my $q = Math::Quaternion->new(1,2,3,4); print $q->stringify; # "( 1 2 3 4 )" print "$q"; # "( 1 2 3 4 )" =cut sub stringify { my $self = shift; return "( ".join(" ",@$self)." )"; } =item B Takes two quaternion arguments and one scalar; performs spherical linear interpolation between the two quaternions. The quaternion arguments are assumed to be unit quaternions, and the scalar is assumed to lie between 0 and 1: a scalar argument of zero will return the first quaternion argument, and a scalar argument of one will return the second. use Math::Trig; my @axis = (0,0,1); my $rq1 = Math::Quaternion::rotation(pi/2,\@axis); # 90 degs about Z my $rq2 = Math::Quaternion::rotation(pi,\@axis); # 180 degs about Z my $interp = Math::Quaternion::slerp($rq1,$rq2,0.5); # 135 degs about Z =cut sub slerp { my ($q0,$q1,$t) = @_; my $dotprod = dot($q0,$q1); if ($dotprod<0) { # Reverse signs so we travel the short way round $dotprod = -$dotprod; $q1 = negate($q1); } my $theta = Math::Trig::acos($dotprod); if (abs($theta) < 1e-5) { # In the limit theta->0 , spherical interpolation is # approximated by linear interpolation, which also # avoids division-by-zero problems. return plus(scale($q0,(1-$t)) ,scale($q1,$t)); } my $st = sin($theta); my $ist = 1.0/$st; my $q = plus( scale($q0,($ist * sin( (1-$t)*$theta ))), scale($q1,($ist*sin($t*$theta))) ); return normalize($q); } =item B Exponential operator e^q. Any quaternion q can be written as x+uy, where x is a real number, and u is a unit pure quaternion. Then, exp(q) == exp(x) * ( cos(y) + u sin(y) ). my $q = Math::Quaternion->new(1,2,3,4); print Math::Quaternion::exp($q); =cut sub exp { my $q = shift; if (isreal($q)) { return Math::Quaternion->new(CORE::exp($q->[0]),0,0,0); } my ($q0,$q1,$q2,$q3)=@$q; my $y = sqrt($q1*$q1+$q2*$q2+$q3*$q3); # Length of pure-quat part. my ($ux,$uy,$uz) = ($q1/$y,$q2/$y,$q3/$y); # Unit vector. my $ex = CORE::exp($q0); my $exs = $ex*sin($y); return Math::Quaternion->new($ex*cos($y),$exs*$ux,$exs*$uy,$exs*$uz); } =item B Returns the logarithm of its argument. The logarithm of a negative real quaternion can take any value of them form (log(-q0),u*pi) for any unit vector u. In these cases, u is chosen to be (1,0,0). my $q = Math::Quaternion->new(1,2,3,4); print Math::Quaternion::log($q); =cut sub log { my $q = shift; if (ref $q) { if ("Math::Quaternion" ne ref $q) { $q = Math::Quaternion->new($q); } } else { $q = Math::Quaternion->new($q); } if (isreal($q)) { if ($q->[0] > 0) { return Math::Quaternion->new(CORE::log($q->[0])); } else { return Math::Quaternion->new(CORE::log(-($q->[0])),pi,0,0); } } my ($q0,$q1,$q2,$q3)=@$q; my $modq = sqrt($q0*$q0 + $q1*$q1 + $q2*$q2 + $q3*$q3); my $x = CORE::log($modq); my $qquatmod = sqrt($q1*$q1+$q2*$q2+$q3*$q3); # mod of quat part my $y = atan2($qquatmod,$q0); my $c = $y/$qquatmod; return Math::Quaternion->new($x,$c*$q1,$c*$q2,$c*$q3); } =back =head1 AUTHOR Jonathan Chin, Ejon-quaternion.pm@earth.liE =head1 ACKNOWLEDGEMENTS Thanks to Rene Uittenbogaard for useful suggestions. =head1 SEE ALSO =over 4 =item L =item L =item Acts 12:4 =back =head1 COPYRIGHT AND LICENSE Copyright 2003 by Jonathan Chin This library is free software; you can redistribute it and/or modify it under the same terms as Perl itself. =cut 1; __END__