/* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ // Copyright 2012 Andrew Tridgell, all rights reserved. // Refactored by Jonathan Challinger #pragma once #include #if MATH_CHECK_INDEXES #include #endif #include template class QuaternionT { public: T q1, q2, q3, q4; // constructor creates a quaternion equivalent // to roll=0, pitch=0, yaw=0 QuaternionT() { q1 = 1; q2 = q3 = q4 = 0; } // setting constructor QuaternionT(const T _q1, const T _q2, const T _q3, const T _q4) : q1(_q1), q2(_q2), q3(_q3), q4(_q4) { } // setting constructor QuaternionT(const T _q[4]) : q1(_q[0]), q2(_q[1]), q3(_q[2]), q4(_q[3]) { } // function call operator void operator()(const T _q1, const T _q2, const T _q3, const T _q4) { q1 = _q1; q2 = _q2; q3 = _q3; q4 = _q4; } // check if any elements are NAN bool is_nan(void) const WARN_IF_UNUSED { return isnan(q1) || isnan(q2) || isnan(q3) || isnan(q4); } // return the rotation matrix equivalent for this quaternion void rotation_matrix(Matrix3f &m) const; void rotation_matrix(Matrix3d &m) const; // return the rotation matrix equivalent for this quaternion after normalization void rotation_matrix_norm(Matrix3 &m) const; // return the rotation matrix equivalent for this quaternion void from_rotation_matrix(const Matrix3 &m); // create a quaternion from a given rotation void from_rotation(enum Rotation rotation); // rotate this quaternion by the given rotation void rotate(enum Rotation rotation); // convert a vector from earth to body frame void earth_to_body(Vector3 &v) const; // create a quaternion from Euler angles void from_euler(T roll, T pitch, T yaw); // create a quaternion from Euler angles applied in yaw, roll, pitch order // instead of the normal yaw, pitch, roll order void from_vector312(T roll, T pitch, T yaw); // convert this quaternion to a rotation vector where the direction of the vector represents // the axis of rotation and the length of the vector represents the angle of rotation void to_axis_angle(Vector3 &v) const; // create a quaternion from a rotation vector where the direction of the vector represents // the axis of rotation and the length of the vector represents the angle of rotation void from_axis_angle(Vector3 v); // create a quaternion from its axis-angle representation // the axis vector must be length 1. the rotation angle theta is in radians void from_axis_angle(const Vector3 &axis, T theta); // rotate by the provided rotation vector void rotate(const Vector3 &v); // create a quaternion from a rotation vector // only use with small angles. I.e. length of v should less than 0.17 radians (i.e. 10 degrees) void from_axis_angle_fast(Vector3 v); // create a quaternion from its axis-angle representation // the axis vector must be length 1, theta should less than 0.17 radians (i.e. 10 degrees) void from_axis_angle_fast(const Vector3 &axis, T theta); // rotate by the provided rotation vector // only use with small angles. I.e. length of v should less than 0.17 radians (i.e. 10 degrees) void rotate_fast(const Vector3 &v); // get euler roll angle T get_euler_roll() const; // get euler pitch angle T get_euler_pitch() const; // get euler yaw angle T get_euler_yaw() const; // create eulers from a quaternion void to_euler(float &roll, float &pitch, float &yaw) const; void to_euler(double &roll, double &pitch, double &yaw) const; // create eulers from a quaternion Vector3 to_vector312(void) const; T length(void) const; void normalize(); // initialise the quaternion to no rotation void initialise() { q1 = 1.0f; q2 = q3 = q4 = 0.0f; } QuaternionT inverse(void) const; // reverse the rotation of this quaternion void invert(); // allow a quaternion to be used as an array, 0 indexed T & operator[](uint8_t i) { T *_v = &q1; #if MATH_CHECK_INDEXES assert(i < 4); #endif return _v[i]; } const T & operator[](uint8_t i) const { const T *_v = &q1; #if MATH_CHECK_INDEXES assert(i < 4); #endif return _v[i]; } QuaternionT operator*(const QuaternionT &v) const; Vector3 operator*(const Vector3 &v) const; QuaternionT &operator*=(const QuaternionT &v); QuaternionT operator/(const QuaternionT &v) const; // angular difference between quaternions QuaternionT angular_difference(const QuaternionT &v) const; // absolute (e.g. always positive) earth-frame roll-pitch difference (in radians) between this Quaternion and another T roll_pitch_difference(const QuaternionT &v) const; // double/float conversion QuaternionT todouble(void) const { return QuaternionT(q1,q2,q3,q4); } QuaternionT tofloat(void) const { return QuaternionT(q1,q2,q3,q4); } }; typedef QuaternionT Quaternion; typedef QuaternionT QuaternionD;