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AP_Math: add quaternion::rotation_matrix_norm
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@ -45,6 +45,32 @@ void Quaternion::rotation_matrix(Matrix3f &m) const
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m.c.z = 1.0f-2.0f*(q2q2 + q3q3);
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}
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// return the rotation matrix equivalent for this quaternion after normalization
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void Quaternion::rotation_matrix_norm(Matrix3f &m) const
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{
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float q1q1 = q1 * q1;
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float q1q2 = q1 * q2;
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float q1q3 = q1 * q3;
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float q1q4 = q1 * q4;
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float q2q2 = q2 * q2;
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float q2q3 = q2 * q3;
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float q2q4 = q2 * q4;
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float q3q3 = q3 * q3;
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float q3q4 = q3 * q4;
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float q4q4 = q4 * q4;
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float invs = 1.0f / (q1q1 + q2q2 + q3q3 + q4q4);
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m.a.x = ( q2q2 - q3q3 - q4q4 + q1q1)*invs;
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m.a.y = 2.0f*(q2q3 - q1q4)*invs;
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m.a.z = 2.0f*(q2q4 + q1q3)*invs;
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m.b.x = 2.0f*(q2q3 + q1q4)*invs;
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m.b.y = (-q2q2 + q3q3 - q4q4 + q1q1)*invs;
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m.b.z = 2.0f*(q3q4 - q1q2)*invs;
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m.c.x = 2.0f*(q2q4 - q1q3)*invs;
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m.c.y = 2.0f*(q3q4 + q1q2)*invs;
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m.c.z = (-q2q2 - q3q3 + q4q4 + q1q1)*invs;
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}
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// return the rotation matrix equivalent for this quaternion
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// Thanks to Martin John Baker
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
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@ -59,6 +59,9 @@ public:
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// return the rotation matrix equivalent for this quaternion
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void rotation_matrix(Matrix3f &m) const;
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// return the rotation matrix equivalent for this quaternion after normalization
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void rotation_matrix_norm(Matrix3f &m) const;
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void from_rotation_matrix(const Matrix3f &m);
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// convert a vector from earth to body frame
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