Thursday, 3 May 2018

Delphi 10.2 TQuaternion3D Example

Delphi’s System.Math.Vectors unit contains the TQuaternion3D class.

There is no information about the class in the Help so I post some code here so I remember how to use the class.

Following are some code snippets showing how to use quaternions to transform the mesh vertices in a model according to a skeletal hierarchy.

The procedures are used to build the models from old classic Tomb Raider games and export them to a 3D modelling program.

In Tomb Raider the animation data is stored as an (x,y,z) offset for the root bone and YXZ Euler angles for the rotations of all the bones.

In Tomb Raider a right handed coordinate system is used but the –Y axis is up so usually a further transformation is needed to get the models the right way up in other programs.

Here I do a 180 degree rotation about the X axis.

It is important to do this transformation last since then you don’t have to worry about adjusting the angles or offsets.

The code snippets also use System.Generics.Collections TStack and TList.

I also include a small example for the System.Math.Vectors TMatrix3D class which similarly has no Help topic.



procedure export_mesh(var slv:TStringList;vc:integer;var slf:TStringList; var m:tmesh_list; nmesh:integer; x,y,z:glfloat;quat:TQuaternion3D;var usedmats:array of integer;scale:glfloat=1);
var
k,mat:integer;
x1,y1,z1 :glfloat;
texture:word;
mx1,my1,mx2,my2,mx3,my3,mx4,my4:single;
p1,p2,p3,p4 : integer;
q1,q2,q:TQuaternion3D;
pp:Tpoint3d;
fs:TFormatSettings;
begin
if (nmesh>(m.num_meshes-1)) or (nmesh<0) then exit;
fs:=TFormatSettings.Create('en-US');
for k:=0 to m.meshes[nmesh].num_vertices-1 do
begin
x1:= m.meshes[nmesh].vertices[k].x;
y1:= m.meshes[nmesh].vertices[k].y;
z1:= m.meshes[nmesh].vertices[k].z;
// q1:=TQuaternion3D.Create(Point3D(x1,y1,z1),0); // vertex expressed as quaternion !!!doesn't work Embarcadero!!!
q1:=TQuaternion3D.Identity;
q1.ImagPart.X:=x1;
q1.ImagPart.Y:=y1;
q1.ImagPart.Z:=z1;
q1.RealPart:=0;
q2:=quat;
q2.ImagPart:=-q2.ImagPart;
q:=quat*q1*q2; // sandwich product
pp:=q.ImagPart;
x1:=pp.X;y1:=pp.Y;z1:=pp.Z;
slv.Append(Format(#9#9'%.6f %.6f %.6f',[(x1/scale)+x, ((y1/scale)+y)*-1, ((z1/scale)+z)*-1],fs));
end;
for k:=0 to m.meshes[nmesh].num_textured_rectangles-1 do
begin
p1:=m.meshes[nmesh].textured_rectangles[k].p1+vc;
p2:=m.meshes[nmesh].textured_rectangles[k].p2+vc;
p3:=m.meshes[nmesh].textured_rectangles[k].p3+vc;
p4:=m.meshes[nmesh].textured_rectangles[k].p4+vc;
texture:=m.meshes[nmesh].textured_rectangles[k].texture and $7fff;
get_uv_exent(l,texture,mx1,my1,mx2,my2,mx3,my3,mx4,my4);
texture:=(l.Textures[texture].tile and $7fff);
mat:=getRealMatIndex(texture,usedMats);
slf.Append(Format(#9#9'4 V(%u %u %u %u) M(%u) UV(%.6f %.6f %.6f %.6f %.6f %.6f %.6f %.6f)',[p1,p2,p3,p4,mat,mx1,my1,mx2,my2,mx3,my3,mx4,my4],fs));
end;//end all rectangles this mesh
for k:=0 to m.meshes[nmesh].num_textured_triangles-1 do
begin
p1:=m.meshes[nmesh].textured_triangles[k].p1+vc;
p2:=m.meshes[nmesh].textured_triangles[k].p2+vc;
p3:=m.meshes[nmesh].textured_triangles[k].p3+vc;
texture:=m.meshes[nmesh].textured_triangles[k].texture and $7fff;
get_uv_exent(l,texture,mx1,my1,mx2,my2,mx3,my3,mx4,my4);
texture:=(l.Textures[texture].tile and $7fff);
mat:=getRealMatIndex(texture,usedmats);
slf.Append(Format(#9#9'3 V(%u %u %u) M(%u) UV(%.6f %.6f %.6f %.6f %.6f %.6f)',[p1,p2,p3,mat,mx1,my1,mx2,my2,mx3,my3],fs));
end;//end all triangles this mesh
if l.tipo<vtr4 then
begin
for k:=0 to m.meshes[nmesh].num_colored_rectangles-1 do
begin
p1:=m.meshes[nmesh].colored_rectangles[k].p1+vc;
p2:=m.meshes[nmesh].colored_rectangles[k].p2+vc;
p3:=m.meshes[nmesh].colored_rectangles[k].p3+vc;
p4:=m.meshes[nmesh].colored_rectangles[k].p4+vc;
slf.Append(Format(#9#9'4 V(%u %u %u %u)',[p1,p2,p3,p4]));
end;//end all rectangles this mesh
//draw triangles
for k:=0 to m.meshes[nmesh].num_colored_triangles-1 do
begin
p1:=m.meshes[nmesh].colored_triangles[k].p1+vc;
p2:=m.meshes[nmesh].colored_triangles[k].p2+vc;
p3:=m.meshes[nmesh].colored_triangles[k].p3+vc;
slf.Append(Format(#9#9'3 V(%u %u %u)',[p1,p2,p3]));
end;//end all triangles this mesh
end; //end si version < tr4
end; //end procedure
procedure export_movable2(var sl:TStringList;var m:tmesh_list; var l:ttrlevel; movable,animation,frame:integer; x,y,z:real; angle:word; usedmats:array of integer;scale:glfloat=1);
function conjQ(q:TQuaternion3D):TQuaternion3D;
begin
Result:=q;
Result.ImagPart:=-Result.ImagPart;
Result.Normalize;
end;
type
xdword = record
high,low:word;
end;
Tbone = record
name:integer;
pos,absPos:Tpoint3D;
quat,absQuat:TQuaternion3D;
end;
var
k:integer;
num_meshes,mesh_p,mesh_tree:integer;
kk:integer;
flag:integer;
ix,iy,iz:real;
x_aligned,y_aligned,z_aligned:real;
zangle,angle_x,angle_y,angle_z:real;
itmp,itmp2:cardinal;
frameofset:cardinal;
frame_k:cardinal;
p:integer;
escala:real;
factor:word;
pbones:TStack<Tbone>;
bones:TList<TBone>;
b,parentb:Tbone;
rotOffset:Tpoint3D;
offsetQ,q:TQuaternion3D;
slv,slf:TStringList;
vertcount:integer;
begin
p:=0;
if L.valido<>'Tpascal' then exit;
if (movable+1)>l.num_Movables then exit;
escala:=scale;
Num_meshes:=l.movables[movable].nummeshes;
mesh_p:=l.movables[movable].startmesh;
kk:=m.mesh_pointers[mesh_p];
mesh_tree:=l.movables[movable].meshtree-4; //very weird, i dont found any info why is need to substract 4???. hmm, seem first mesh dosent have mestree info, movables with just one mesh seem dosent have meshtree at all.
//we need to found here desired frame, if frame<0 or frame>amount frames availible then show not rotations.
frameofset:=get_frame_offset(l,movable,animation,frame); //get desired frame.
//------------------------
x_aligned:=l.frames[frameofset+6];
y_aligned:=(l.frames[frameofset+7]);
z_aligned:=(l.frames[frameofset+8]);
x_aligned:=x_aligned/escala;
y_aligned:=y_aligned/escala;
z_aligned:=z_aligned/escala;
ix:=0;iy:=0;iz:=0;
frame_k:=frameofset+9; //starting angles for each mesh. tr3-trc
if l.tipo<vtr2 then frame_k:=frameofset+10; //starting angles for each mesh. tr1-tub, i am asuming that numangles is alway same as NumMeshes from movables structure.
pbones:=TStack<Tbone>.Create;
bones:=TList<TBone>.Create;
slv:=TStringList.Create;
slf:=TStringList.Create;
for k:=1 to num_meshes do
begin
b.name:=k-1;
if k=1 then
begin // root bone
ix:=x_aligned;iy:=y_aligned;iz:=z_aligned;
b.pos:=Point3D(ix,iy,iz);
q:=TQuaternion3d.Create(Point3D(0,1,0),DegToRad(angle));
q.Normalize;
offsetQ:=TQuaternion3d.Identity;
offsetQ.ImagPart:=b.pos;
offsetQ.RealPart:=0;
b.pos:=(q*offsetQ*conjQ(q)).ImagPart; // root bone is rotated in world
b.pos.X:=b.pos.X+x;
b.pos.Y:=b.pos.Y+y;
b.pos.Z:=b.pos.Z+z;
b.absPos:=b.pos;
end
else
begin
flag:=l.Meshtree[mesh_tree];
ix :=(l.Meshtree[mesh_tree+1])/escala;
iy :=(l.Meshtree[mesh_tree+2])/escala;
iz :=(l.Meshtree[mesh_tree+3])/escala;
b.pos:=Point3D(ix,iy,iz);
end;
angle_x:=0;angle_y:=0;angle_z:=0;
//get the angle from desired frame for this mesh.
// ------------------------------------------------
factor:=1024;//tr1-tr3
if l.tipo>vtr3 then factor:=4096;//tr4 and trc.
//tr2-TRc
xdword(itmp).low:=l.frames[frame_k];
xdword(itmp).high:=l.frames[frame_k+1];
//if tr1 then words order are inverted
if l.tipo<vtr2 then
begin
xdword(itmp).high:=l.frames[frame_k];xdword(itmp).low:=l.frames[frame_k+1];
end;
case ((itmp shr 30) and $3) of //2 high bits tell if there come next one or 3 angles.
0:
begin //x,y,z angles.
//x angle
itmp2 := (itmp shr 20) and $3ff;
zangle := itmp2*(360.0/1024);
angle_X:=zangle;
//y angle
itmp2 := (itmp shr 10) and $3ff;
zangle := itmp2*( 360.0/1024);
angle_y:=zangle;
//z angle
itmp2 := itmp and $3ff;
zangle := itmp2*( 360.0/1024);
angle_z:=zangle;
frame_k:=frame_k+2; //we used two bytes
end;
1:
begin //x only
itmp2 := (itmp shr 16) and $3fff; //14bits instead 10 bits
zangle := itmp2*(360.0/factor);
angle_X:=zangle;
frame_k:=frame_k+1;
end;
2:
begin //Y only
itmp2 := (itmp shr 16) and $3fff;
zangle := itmp2*(360.0/factor);
angle_Y:=zangle;
frame_k:=frame_k+1;
end;
3:
begin //z only
itmp2 := (itmp shr 16) and $3fff;
zangle := itmp2*(360.0/factor);
angle_Z:=zangle;
frame_k:=frame_k+1;
end;
end; //endcase
// if True then //if user requested not rotations.
// begin
// angle_x:=0;angle_y:=0;angle_z:=0;
// end;
b.quat:=TQuaternion3D.Create(Point3D(0,0,1),DegToRad(angle_z)).Normalize;
b.quat:=TQuaternion3D.Create(Point3D(1,0,0),DegToRad(angle_x)).Normalize*b.quat;
b.quat:=TQuaternion3D.Create(Point3D(0,1,0),DegToRad(angle_y)).Normalize*b.quat;
b.quat:=b.quat.Normalize;
if k=1 then
begin
b.quat:=q*b.quat;//todo need to check this
b.absQuat:=b.quat.Normalize;
end;
if k>1 then // !flag only set if nummeshes > 1
begin
if (flag=2) or (flag=0)then
begin
parentb:=bones[(k-1)-1]; // use previous bone -> k-1 since loop starts at 1
offsetQ:=TQuaternion3D.Identity;
offsetQ.ImagPart:=b.pos;
offsetQ.RealPart:=0;
rotOffset:=(parentb.absQuat*offsetQ*conjQ(parentb.absQuat)).ImagPart;
b.absPos:=parentb.absPos+rotOffset;
b.absQuat:=parentb.absQuat*b.quat;
b.absQuat.Normalize;
if flag=2 then pbones.Push(parentb);
end;
if flag=1 then
begin
try
parentb:=pbones.Pop;
except
Showmessage('Nothing to pop!');
end;
offsetQ:=TQuaternion3D.Identity;
offsetQ.ImagPart:=b.pos;
offsetQ.RealPart:=0;
rotOffset:=(parentb.absQuat*offsetQ*conjQ(parentb.absQuat)).imagPart;
b.absPos:=parentb.absPos+rotOffset;
b.absQuat:=parentb.absQuat*b.quat;
b.absQuat.Normalize;
end;
if flag=3 then
begin
parentb:=pbones.Peek;
offsetQ:=TQuaternion3D.Identity;
offsetQ.ImagPart:=b.pos;
offsetQ.RealPart:=0;
rotOffset:=(parentb.absQuat*offsetQ*conjQ(parentb.absQuat)).imagPart;
b.absPos:=parentb.absPos+rotOffset;
b.absQuat:=parentb.absQuat*b.quat;
b.absQuat.Normalize;
end;
end;
bones.Add(b);
//if we are going to render mesh #0 then render the real true aparence mesh instead (except when mesh #0 is valid for current movable).
if (kk=0) then
if not ((movable=m.mov0) and (k=m.mesh0)) then kk:=m.mesh_pointers[m.skin_starting_mesh+k-1];
vertcount:=slv.Count;
export_mesh(slv,vertcount,slf,meshes,kk,b.absPos.X,b.absPos.Y,b.absPos.Z,b.absQuat,usedmats,escala);
mesh_p:=mesh_p+1;
kk:=m.mesh_pointers[mesh_p];
mesh_tree:=mesh_tree+4;
end;
slv.Insert(0,Format(#9'vertex %u {',[slv.Count]));
slv.Append(#9'}');
sl.AddStrings(slv);
slf.Insert(0,Format(#9'face %u {',[slf.Count]));
slf.Append(#9'}');
sl.AddStrings(slf);
slv.Free;
slf.Free;
bones.Free;
pbones.Free;
end;
view raw quaternion.pas hosted with ❤ by GitHub


program Project1;
{$APPTYPE CONSOLE}
{$R *.res}
uses
System.SysUtils,math,math.vectors;
procedure writeMatrix(m:TMatrix3D);
begin
writeln(Format('%10.4f %10.4f %10.4f %10.4f',[m.m11,m.m12,m.m13,m.m14]));
writeln(Format('%10.4f %10.4f %10.4f %10.4f',[m.m21,m.m22,m.m23,m.m24]));
writeln(Format('%10.4f %10.4f %10.4f %10.4f',[m.m31,m.m32,m.m33,m.m34]));
writeln(Format('%10.4f %10.4f %10.4f %10.4f',[m.m41,m.m42,m.m43,m.m44]));
end;
procedure writePoint(p:TPoint3d);
begin
writeln(Format('(%.4f %.4f %.4f)',[p.X,p.Y,p.Z]));
end;
var
mat,mat2:TMatrix3D;
p,p2:Tpoint3D;
begin
try
{ TODO -oUser -cConsole Main : Insert code here }
mat:=TMatrix3D.CreateTranslation(Point3D(10,11,12));
mat2:=TMatrix3D.CreateRotationY(DegToRad(90));
mat:=mat2*mat; // = rotation first, translation second
writeMatrix(mat);
p:=Point3D(1,0,0);
p2:=p*mat; // point must be on left of multiply
writeln;
writepoint(p);
writeln(' maps to');
writePoint(p2);
Readln;
except
on E: Exception do
Writeln(E.ClassName, ': ', E.Message);
end;
end.
view raw matrix.pas hosted with ❤ by GitHub

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