2013-08-29 02:34:34 -03:00
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/*
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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2012-03-04 23:31:47 -04:00
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2013-08-29 02:34:34 -03:00
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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2012-03-04 23:31:47 -04:00
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2013-08-29 02:34:34 -03:00
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// Copyright 2012 Andrew Tridgell, all rights reserved.
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2014-10-13 00:41:13 -03:00
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// Refactored by Jonathan Challinger
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2016-02-17 21:25:33 -04:00
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#pragma once
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2012-03-04 23:31:47 -04:00
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2021-11-05 13:12:24 -03:00
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#include "definitions.h"
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#include "matrix3.h"
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#include <cmath>
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#if MATH_CHECK_INDEXES
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#include <assert.h>
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#endif
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#include <math.h>
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template <typename T>
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class QuaternionT {
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public:
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T q1, q2, q3, q4;
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2012-08-17 03:20:14 -03:00
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// constructor creates a quaternion equivalent
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// to roll=0, pitch=0, yaw=0
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QuaternionT()
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{
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q1 = 1;
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q2 = q3 = q4 = 0;
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}
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// setting constructor
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QuaternionT(const T _q1, const T _q2, const T _q3, const T _q4) :
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q1(_q1), q2(_q2), q3(_q3), q4(_q4)
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{
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}
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// setting constructor
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QuaternionT(const T _q[4]) :
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q1(_q[0]), q2(_q[1]), q3(_q[2]), q4(_q[3])
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{
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}
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// check if any elements are NAN
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bool is_nan(void) const WARN_IF_UNUSED
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{
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return isnan(q1) || isnan(q2) || isnan(q3) || isnan(q4);
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}
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// populate the supplied rotation matrix equivalent from this quaternion
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void rotation_matrix(Matrix3f &m) const;
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void rotation_matrix(Matrix3d &m) const;
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// make this quaternion equivalent to the supplied matrix
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void from_rotation_matrix(const Matrix3<T> &m);
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// create a quaternion from a given rotation
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void from_rotation(enum Rotation rotation);
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// rotate this quaternion by the given rotation
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void rotate(enum Rotation rotation);
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// convert a vector from earth to body frame
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void earth_to_body(Vector3<T> &v) const;
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// create a quaternion from Euler angles using 321 euler ordering
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void from_euler(T roll, T pitch, T yaw);
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void from_euler(const Vector3<T> &v);
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// create a quaternion from Euler angles applied in yaw, roll, pitch order (312)
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// instead of the normal yaw, pitch, roll order
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void from_vector312(T roll, T pitch, T yaw);
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// convert this quaternion to a rotation vector where the direction of the vector represents
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// the axis of rotation and the length of the vector represents the angle of rotation
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void to_axis_angle(Vector3<T> &v) const;
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// create a quaternion from a rotation vector where the direction of the vector represents
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// the axis of rotation and the length of the vector represents the angle of rotation
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void from_axis_angle(Vector3<T> v);
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// create a quaternion from its axis-angle representation
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// the axis vector must be length 1. the rotation angle theta is in radians
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void from_axis_angle(const Vector3<T> &axis, T theta);
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// rotate by the provided rotation vector
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void rotate(const Vector3<T> &v);
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// create a quaternion from a rotation vector
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// only use with small angles. I.e. length of v should less than 0.17 radians (i.e. 10 degrees)
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void from_axis_angle_fast(Vector3<T> v);
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// create a quaternion from its axis-angle representation
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// the axis vector must be length 1, theta should less than 0.17 radians (i.e. 10 degrees)
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void from_axis_angle_fast(const Vector3<T> &axis, T theta);
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// create a quaternion by integrating an angular velocity over some time_delta, which is
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// assumed to be small
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void from_angular_velocity(const Vector3<T>& angular_velocity, float time_delta);
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// rotate by the provided rotation vector
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// only use with small angles. I.e. length of v should less than 0.17 radians (i.e. 10 degrees)
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void rotate_fast(const Vector3<T> &v);
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// get euler roll angle in radians
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T get_euler_roll() const;
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// get euler pitch angle in radians
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T get_euler_pitch() const;
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// get euler yaw angle in radians
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T get_euler_yaw() const;
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// create eulers (in radians) from a quaternion, using 321 ordering
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void to_euler(float &roll, float &pitch, float &yaw) const;
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void to_euler(Vector3f &rpy) const {
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to_euler(rpy.x, rpy.y, rpy.z);
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}
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void to_euler(double &roll, double &pitch, double &yaw) const;
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void to_euler(Vector3d &rpy) const {
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to_euler(rpy.x, rpy.y, rpy.z);
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}
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// create eulers from a quaternion with 312 ordering
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Vector3<T> to_vector312(void) const;
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T length_squared(void) const;
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T length(void) const;
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void normalize();
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// Checks if each element of the quaternion is zero
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bool is_zero(void) const;
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// zeros the quaternion to [0, 0, 0, 0], an invalid quaternion
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// See initialize() if you want the zero rotation quaternion
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void zero(void);
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// Checks if the quaternion is unit_length within a tolerance
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// Returns True: if its magnitude is close to unit length +/- 1E-3
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// This limit is somewhat greater than sqrt(FLT_EPSL)
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bool is_unit_length(void) const;
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// initialise the quaternion to no rotation
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void initialise()
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{
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q1 = 1.0f;
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q2 = q3 = q4 = 0.0f;
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}
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QuaternionT<T> inverse(void) const;
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// reverse the rotation of this quaternion
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void invert();
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// allow a quaternion to be used as an array, 0 indexed
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T & operator[](uint8_t i)
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{
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T *_v = &q1;
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#if MATH_CHECK_INDEXES
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assert(i < 4);
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#endif
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return _v[i];
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}
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const T & operator[](uint8_t i) const
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{
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const T *_v = &q1;
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#if MATH_CHECK_INDEXES
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assert(i < 4);
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#endif
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return _v[i];
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}
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QuaternionT<T> operator*(const QuaternionT<T> &v) const;
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Vector3<T> operator*(const Vector3<T> &v) const;
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QuaternionT<T> &operator*=(const QuaternionT<T> &v);
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QuaternionT<T> operator/(const QuaternionT<T> &v) const;
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// angular difference between quaternions
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QuaternionT<T> angular_difference(const QuaternionT<T> &v) const;
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// absolute (e.g. always positive) earth-frame roll-pitch difference (in radians) between this Quaternion and another
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T roll_pitch_difference(const QuaternionT<T> &v) const;
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// double/float conversion
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QuaternionT<double> todouble(void) const {
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return QuaternionT<double>(q1,q2,q3,q4);
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}
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QuaternionT<float> tofloat(void) const {
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return QuaternionT<float>(q1,q2,q3,q4);
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}
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};
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typedef QuaternionT<float> Quaternion;
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typedef QuaternionT<double> QuaternionD;
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