// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*- /* 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 #ifndef QUATERNION_H #define QUATERNION_H #include #if defined(MATH_CHECK_INDEXES) && (MATH_CHECK_INDEXES == 1) #include #endif class Quaternion { public: float q1, q2, q3, q4; // constructor creates a quaternion equivalent // to roll=0, pitch=0, yaw=0 Quaternion() { q1 = 1; q2 = q3 = q4 = 0; } // setting constructor Quaternion(const float _q1, const float _q2, const float _q3, const float _q4) : q1(_q1), q2(_q2), q3(_q3), q4(_q4) { } // function call operator void operator ()(const float _q1, const float _q2, const float _q3, const float _q4) { q1 = _q1; q2 = _q2; q3 = _q3; q4 = _q4; } // check if any elements are NAN bool is_nan(void) const { return isnan(q1) || isnan(q2) || isnan(q3) || isnan(q4); } // return the rotation matrix equivalent for this quaternion void rotation_matrix(Matrix3f &m) const; void from_rotation_matrix(const Matrix3f &m); // convert a vector from earth to body frame void earth_to_body(Vector3f &v) const; // create a quaternion from Euler angles void from_euler(float roll, float pitch, float yaw); void from_vector312(float roll ,float pitch, float yaw); void to_axis_angle(Vector3f &v); void from_axis_angle(Vector3f v); void from_axis_angle(const Vector3f &axis, float theta); void rotate(const Vector3f &v); void from_axis_angle_fast(Vector3f v); void from_axis_angle_fast(const Vector3f &axis, float theta); void rotate_fast(const Vector3f &v); // get euler roll angle float get_euler_roll() const; // get euler pitch angle float get_euler_pitch() const; // get euler yaw angle float get_euler_yaw() const; // create eulers from a quaternion void to_euler(float &roll, float &pitch, float &yaw) const; // create eulers from a quaternion Vector3f to_vector312(void) const; float length(void) const; void normalize(); // initialise the quaternion to no rotation void initialise() { q1 = 1.0f; q2 = q3 = q4 = 0.0f; } Quaternion inverse(void) const; // allow a quaternion to be used as an array, 0 indexed float & operator[](uint8_t i) { float *_v = &q1; #if defined(MATH_CHECK_INDEXES) && (MATH_CHECK_INDEXES == 1) assert(i < 4); #endif return _v[i]; } const float & operator[](uint8_t i) const { const float *_v = &q1; #if defined(MATH_CHECK_INDEXES) && (MATH_CHECK_INDEXES == 1) assert(i < 4); #endif return _v[i]; } Quaternion operator*(const Quaternion &v) const; Quaternion &operator*=(const Quaternion &v); Quaternion operator/(const Quaternion &v) const; }; #endif // QUATERNION_H