/// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*- /* * quaternion.cpp * Copyright (C) Andrew Tridgell 2012 * * This file 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 file 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 . */ #include "AP_Math.h" // return the rotation matrix equivalent for this quaternion void Quaternion::rotation_matrix(Matrix3f &m) { float q3q3 = q3 * q3; float q3q4 = q3 * q4; float q2q2 = q2 * q2; float q2q3 = q2 * q3; float q2q4 = q2 * q4; float q1q2 = q1 * q2; float q1q3 = q1 * q3; float q1q4 = q1 * q4; float q4q4 = q4 * q4; m.a.x = 1-2*(q3q3 + q4q4); m.a.y = 2*(q2q3 - q1q4); m.a.z = 2*(q2q4 + q1q3); m.b.x = 2*(q2q3 + q1q4); m.b.y = 1-2*(q2q2 + q4q4); m.b.z = 2*(q3q4 - q1q2); m.c.x = 2*(q2q4 - q1q3); m.c.y = 2*(q3q4 + q1q2); m.c.z = 1-2*(q2q2 + q3q3); } // convert a vector from earth to body frame void Quaternion::earth_to_body(Vector3f &v) { Matrix3f m; // we reverse z before and afterwards because of the differing // quaternion conventions from APM conventions. v.z = -v.z; rotation_matrix(m); v = m * v; v.z = -v.z; } // create a quaternion from Euler angles void Quaternion::from_euler(float roll, float pitch, float yaw) { float cr2 = cos(roll*0.5); float cp2 = cos(pitch*0.5); float cy2 = cos(yaw*0.5); float sr2 = sin(roll*0.5); float sp2 = sin(pitch*0.5); float sy2 = sin(yaw*0.5); q1 = cr2*cp2*cy2 + sr2*sp2*sy2; q2 = sr2*cp2*cy2 - cr2*sp2*sy2; q3 = cr2*sp2*cy2 + sr2*cp2*sy2; q4 = cr2*cp2*sy2 - sr2*sp2*cy2; } // create eulers from a quaternion void Quaternion::to_euler(float *roll, float *pitch, float *yaw) { if (roll) { *roll = (atan2(2.0*(q1*q2 + q3*q4), 1 - 2.0*(q2*q2 + q3*q3))); } if (pitch) { // we let safe_asin() handle the singularities near 90/-90 in pitch *pitch = safe_asin(2.0*(q1*q3 - q4*q2)); } if (yaw) { *yaw = atan2(2.0*(q1*q4 + q2*q3), 1 - 2.0*(q3*q3 + q4*q4)); } }