/* * 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 . */ #pragma GCC optimize("O2") #include "AP_Math.h" #include // return the rotation matrix equivalent for this quaternion template void QuaternionT::rotation_matrix(Matrix3d &m) const { const T q3q3 = q3 * q3; const T q3q4 = q3 * q4; const T q2q2 = q2 * q2; const T q2q3 = q2 * q3; const T q2q4 = q2 * q4; const T q1q2 = q1 * q2; const T q1q3 = q1 * q3; const T q1q4 = q1 * q4; const T q4q4 = q4 * q4; m.a.x = 1.0f-2.0f*(q3q3 + q4q4); m.a.y = 2.0f*(q2q3 - q1q4); m.a.z = 2.0f*(q2q4 + q1q3); m.b.x = 2.0f*(q2q3 + q1q4); m.b.y = 1.0f-2.0f*(q2q2 + q4q4); m.b.z = 2.0f*(q3q4 - q1q2); m.c.x = 2.0f*(q2q4 - q1q3); m.c.y = 2.0f*(q3q4 + q1q2); m.c.z = 1.0f-2.0f*(q2q2 + q3q3); } // return the rotation matrix equivalent for this quaternion template void QuaternionT::rotation_matrix(Matrix3f &m) const { const T q3q3 = q3 * q3; const T q3q4 = q3 * q4; const T q2q2 = q2 * q2; const T q2q3 = q2 * q3; const T q2q4 = q2 * q4; const T q1q2 = q1 * q2; const T q1q3 = q1 * q3; const T q1q4 = q1 * q4; const T q4q4 = q4 * q4; m.a.x = 1.0f-2.0f*(q3q3 + q4q4); m.a.y = 2.0f*(q2q3 - q1q4); m.a.z = 2.0f*(q2q4 + q1q3); m.b.x = 2.0f*(q2q3 + q1q4); m.b.y = 1.0f-2.0f*(q2q2 + q4q4); m.b.z = 2.0f*(q3q4 - q1q2); m.c.x = 2.0f*(q2q4 - q1q3); m.c.y = 2.0f*(q3q4 + q1q2); m.c.z = 1.0f-2.0f*(q2q2 + q3q3); } // return the rotation matrix equivalent for this quaternion after normalization template void QuaternionT::rotation_matrix_norm(Matrix3 &m) const { const T q1q1 = q1 * q1; const T q1q2 = q1 * q2; const T q1q3 = q1 * q3; const T q1q4 = q1 * q4; const T q2q2 = q2 * q2; const T q2q3 = q2 * q3; const T q2q4 = q2 * q4; const T q3q3 = q3 * q3; const T q3q4 = q3 * q4; const T q4q4 = q4 * q4; const T invs = 1.0f / (q1q1 + q2q2 + q3q3 + q4q4); m.a.x = ( q2q2 - q3q3 - q4q4 + q1q1)*invs; m.a.y = 2.0f*(q2q3 - q1q4)*invs; m.a.z = 2.0f*(q2q4 + q1q3)*invs; m.b.x = 2.0f*(q2q3 + q1q4)*invs; m.b.y = (-q2q2 + q3q3 - q4q4 + q1q1)*invs; m.b.z = 2.0f*(q3q4 - q1q2)*invs; m.c.x = 2.0f*(q2q4 - q1q3)*invs; m.c.y = 2.0f*(q3q4 + q1q2)*invs; m.c.z = (-q2q2 - q3q3 + q4q4 + q1q1)*invs; } // return the rotation matrix equivalent for this quaternion // Thanks to Martin John Baker // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm template void QuaternionT::from_rotation_matrix(const Matrix3 &m) { const T &m00 = m.a.x; const T &m11 = m.b.y; const T &m22 = m.c.z; const T &m10 = m.b.x; const T &m01 = m.a.y; const T &m20 = m.c.x; const T &m02 = m.a.z; const T &m21 = m.c.y; const T &m12 = m.b.z; T &qw = q1; T &qx = q2; T &qy = q3; T &qz = q4; const T tr = m00 + m11 + m22; if (tr > 0) { const T S = sqrtF(tr+1) * 2; qw = 0.25f * S; qx = (m21 - m12) / S; qy = (m02 - m20) / S; qz = (m10 - m01) / S; } else if ((m00 > m11) && (m00 > m22)) { const T S = sqrtF(1.0f + m00 - m11 - m22) * 2.0f; qw = (m21 - m12) / S; qx = 0.25f * S; qy = (m01 + m10) / S; qz = (m02 + m20) / S; } else if (m11 > m22) { const T S = sqrtF(1.0f + m11 - m00 - m22) * 2.0f; qw = (m02 - m20) / S; qx = (m01 + m10) / S; qy = 0.25f * S; qz = (m12 + m21) / S; } else { const T S = sqrtF(1.0f + m22 - m00 - m11) * 2.0f; qw = (m10 - m01) / S; qx = (m02 + m20) / S; qy = (m12 + m21) / S; qz = 0.25f * S; } } // create a quaternion from a given rotation template void QuaternionT::from_rotation(enum Rotation rotation) { // the constants below can be calculated using the following formula: // Matrix3f m_from_rot; // m_from_rot.from_rotation(rotation); // Quaternion q_from_m; // from_rotation_matrix(m_from_rot); switch (rotation) { case ROTATION_NONE: q1 = 1; q2 = q3 = q4 = 0; return; case ROTATION_YAW_45: q1 = 0.92387956f; q2 = q3 = 0; q4 = 0.38268343f; return; case ROTATION_YAW_90: q1 = HALF_SQRT_2; q2 = q3 = 0; q4 = HALF_SQRT_2; return; case ROTATION_YAW_135: q1 = 0.38268343f; q2 = q3 = 0; q4 = 0.92387956f; return; case ROTATION_YAW_180: q1 = q2 = q3 = 0; q4=1; return; case ROTATION_YAW_225: q1 = -0.38268343f; q2 = q3 = 0; q4 = 0.92387956f; return; case ROTATION_YAW_270: q1 = HALF_SQRT_2; q2 = q3 = 0; q4 = -HALF_SQRT_2; return; case ROTATION_YAW_315: q1 = 0.92387956f; q2 = q3 = 0; q4 = -0.38268343f; return; case ROTATION_ROLL_180: q1 = q3 = q4 = 0; q2 = 1; return; case ROTATION_ROLL_180_YAW_45: q1 = q4 = 0; q2 = 0.92387956f; q3 = 0.38268343f; return; case ROTATION_ROLL_180_YAW_90: q1 = q4 = 0; q2 = q3 = HALF_SQRT_2; return; case ROTATION_ROLL_180_YAW_135: q1 = q4 = 0; q2 = 0.38268343f; q3 = 0.92387956f; return; case ROTATION_PITCH_180: q1 = q2 = q4 = 0; q3 = 1; return; case ROTATION_ROLL_180_YAW_225: q1 = q4 = 0; q2 = -0.38268343f; q3 = 0.92387956f; return; case ROTATION_ROLL_180_YAW_270: q1 = q4 = 0; q2 = -HALF_SQRT_2; q3 = HALF_SQRT_2; return; case ROTATION_ROLL_180_YAW_315: q1 = q4 = 0; q2 = 0.92387956f; q3 = -0.38268343f; return; case ROTATION_ROLL_90: q1 = q2 = HALF_SQRT_2; q3 = q4 = 0; return; case ROTATION_ROLL_90_YAW_45: q1 = 0.65328151f; q2 = 0.65328145f; q3 = q4 = 0.27059802f; return; case ROTATION_ROLL_90_YAW_90: q1 = q2 = q3 = q4 = 0.5f; return; case ROTATION_ROLL_90_YAW_135: q1 = q2 = 0.27059802f; q3 = 0.65328145f; q4 = 0.65328151f; return; case ROTATION_ROLL_270: q1 = HALF_SQRT_2; q2 = -HALF_SQRT_2; q3 = q4 = 0; return; case ROTATION_ROLL_270_YAW_45: q1 = 0.65328151f; q2 = -0.65328145f; q3 = -0.27059802f; q4 = 0.27059802f; return; case ROTATION_ROLL_270_YAW_90: q1 = q4 = 0.5f; q2 = q3 = -0.5f; return; case ROTATION_ROLL_270_YAW_135: q1 = 0.27059802f; q2 = -0.27059802f; q3 = -0.65328145f; q4 = 0.65328151f; return; case ROTATION_PITCH_90: q1 = q3 = HALF_SQRT_2; q2 = q4 = 0; return; case ROTATION_PITCH_270: q1 = HALF_SQRT_2; q2 = q4 = 0; q3 = -HALF_SQRT_2; return; case ROTATION_PITCH_180_YAW_90: q1 = q4 = 0; q2 = -HALF_SQRT_2; q3 = HALF_SQRT_2; return; case ROTATION_PITCH_180_YAW_270: q1 = q4 = 0; q2 = q3 = HALF_SQRT_2; return; case ROTATION_ROLL_90_PITCH_90: q1 = q2 = q3 = -0.5f; q4 = 0.5f; return; case ROTATION_ROLL_180_PITCH_90: q1 = q3 = 0; q2 = -HALF_SQRT_2; q4 = HALF_SQRT_2; return; case ROTATION_ROLL_270_PITCH_90: q1 = q3 = q4 = 0.5f; q2 = -0.5f; return; case ROTATION_ROLL_90_PITCH_180: q1 = q2 = 0; q3 = -HALF_SQRT_2; q4 = HALF_SQRT_2; return; case ROTATION_ROLL_270_PITCH_180: q1 = q2 = 0; q3 = q4 = HALF_SQRT_2; return; case ROTATION_ROLL_90_PITCH_270: q1 = q2 = q4 = 0.5f; q3 = -0.5; return; case ROTATION_ROLL_180_PITCH_270: q1 = q3 = 0; q2 = q4 = HALF_SQRT_2; return; case ROTATION_ROLL_270_PITCH_270: q1 = -0.5f; q2 = q3 = q4 = 0.5f; return; case ROTATION_ROLL_90_PITCH_180_YAW_90: q1 = q3 = -0.5f; q2 = q4 = 0.5f; return; case ROTATION_ROLL_90_YAW_270: q1 = q2 = -0.5f; q3 = q4 = 0.5f; return; case ROTATION_ROLL_90_PITCH_68_YAW_293: q1 = 0.26774535f; q2 = 0.70698798f; q3 = 0.01295743f; q4 = -0.65445596f; return; case ROTATION_PITCH_315: q1 = 0.92387956f; q2 = q4 = 0; q3 = -0.38268343f; return; case ROTATION_ROLL_90_PITCH_315: q1 = 0.65328151f; q2 = 0.65328145f; q3 = -0.27059802f; q4 = 0.27059802f; return; case ROTATION_PITCH_7: q1 = 0.99813479f; q2 = q4 = 0; q3 = 0.06104854f; return; case ROTATION_CUSTOM: // Error; custom rotations not supported INTERNAL_ERROR(AP_InternalError::error_t::flow_of_control); return; case ROTATION_MAX: break; } // rotation invalid INTERNAL_ERROR(AP_InternalError::error_t::bad_rotation); } // rotate this quaternion by the given rotation template void QuaternionT::rotate(enum Rotation rotation) { // create quaternion from rotation matrix QuaternionT q_from_rot; q_from_rot.from_rotation(rotation); // rotate this quaternion *this *= q_from_rot; } // convert a vector from earth to body frame template void QuaternionT::earth_to_body(Vector3 &v) const { Matrix3 m; rotation_matrix(m); v = m * v; } // create a quaternion from Euler angles template void QuaternionT::from_euler(T roll, T pitch, T yaw) { const T cr2 = cosF(roll*0.5); const T cp2 = cosF(pitch*0.5); const T cy2 = cosF(yaw*0.5); const T sr2 = sinF(roll*0.5); const T sp2 = sinF(pitch*0.5); const T sy2 = sinF(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 a quaternion from Euler angles applied in yaw, roll, pitch order // instead of the normal yaw, pitch, roll order template void QuaternionT::from_vector312(T roll, T pitch, T yaw) { Matrix3 m; m.from_euler312(roll, pitch, yaw); from_rotation_matrix(m); } // create a quaternion from its axis-angle representation template void QuaternionT::from_axis_angle(Vector3 v) { const T theta = v.length(); if (is_zero(theta)) { q1 = 1.0f; q2=q3=q4=0.0f; return; } v /= theta; from_axis_angle(v,theta); } // create a quaternion from its axis-angle representation // the axis vector must be length 1, theta is in radians template void QuaternionT::from_axis_angle(const Vector3 &axis, T theta) { // axis must be a unit vector as there is no check for length if (is_zero(theta)) { q1 = 1.0f; q2=q3=q4=0.0f; return; } const T st2 = sinF(theta/2.0f); q1 = cosF(theta/2.0f); q2 = axis.x * st2; q3 = axis.y * st2; q4 = axis.z * st2; } // rotate by the provided axis angle template void QuaternionT::rotate(const Vector3 &v) { QuaternionT r; r.from_axis_angle(v); (*this) *= r; } // 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 template void QuaternionT::to_axis_angle(Vector3 &v) const { const T l = sqrtF(sq(q2)+sq(q3)+sq(q4)); v = Vector3(q2,q3,q4); if (!is_zero(l)) { v /= l; v *= wrap_PI(2.0f * atan2f(l,q1)); } } // create a quaternion from its axis-angle representation // only use with small angles. I.e. length of v should less than 0.17 radians (i.e. 10 degrees) template void QuaternionT::from_axis_angle_fast(Vector3 v) { const T theta = v.length(); if (is_zero(theta)) { q1 = 1.0f; q2=q3=q4=0.0f; return; } v /= theta; from_axis_angle_fast(v,theta); } // create a quaternion from its axis-angle representation // theta should less than 0.17 radians (i.e. 10 degrees) template void QuaternionT::from_axis_angle_fast(const Vector3 &axis, T theta) { const T t2 = theta/2.0f; const T sqt2 = sq(t2); const T st2 = t2-sqt2*t2/6.0f; q1 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; q2 = axis.x * st2; q3 = axis.y * st2; q4 = axis.z * st2; } // rotate by the provided axis angle // only use with small angles. I.e. length of v should less than 0.17 radians (i.e. 10 degrees) template void QuaternionT::rotate_fast(const Vector3 &v) { const T theta = v.length(); if (is_zero(theta)) { return; } const T t2 = theta/2.0f; const T sqt2 = sq(t2); T st2 = t2-sqt2*t2/6.0f; st2 /= theta; //"rotation quaternion" const T w2 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; const T x2 = v.x * st2; const T y2 = v.y * st2; const T z2 = v.z * st2; //copy our quaternion const T w1 = q1; const T x1 = q2; const T y1 = q3; const T z1 = q4; //do the multiply into our quaternion q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; q3 = w1*y2 - x1*z2 + y1*w2 + z1*x2; q4 = w1*z2 + x1*y2 - y1*x2 + z1*w2; } // get euler roll angle template T QuaternionT::get_euler_roll() const { return (atan2f(2.0f*(q1*q2 + q3*q4), 1.0f - 2.0f*(q2*q2 + q3*q3))); } // get euler pitch angle template T QuaternionT::get_euler_pitch() const { return safe_asin(2.0f*(q1*q3 - q4*q2)); } // get euler yaw angle template T QuaternionT::get_euler_yaw() const { return atan2f(2.0f*(q1*q4 + q2*q3), 1.0f - 2.0f*(q3*q3 + q4*q4)); } // create eulers from a quaternion template void QuaternionT::to_euler(double &roll, double &pitch, double &yaw) const { roll = get_euler_roll(); pitch = get_euler_pitch(); yaw = get_euler_yaw(); } template void QuaternionT::to_euler(float &roll, float &pitch, float &yaw) const { roll = get_euler_roll(); pitch = get_euler_pitch(); yaw = get_euler_yaw(); } // create eulers from a quaternion template Vector3 QuaternionT::to_vector312(void) const { Matrix3 m; rotation_matrix(m); return m.to_euler312(); } template T QuaternionT::length(void) const { return sqrtF(sq(q1) + sq(q2) + sq(q3) + sq(q4)); } // return the reverse rotation of this quaternion template QuaternionT QuaternionT::inverse(void) const { return QuaternionT(q1, -q2, -q3, -q4); } // reverse the rotation of this quaternion template void QuaternionT::invert() { q2 = -q2; q3 = -q3; q4 = -q4; } template void QuaternionT::normalize(void) { const T quatMag = length(); if (!is_zero(quatMag)) { const T quatMagInv = 1.0f/quatMag; q1 *= quatMagInv; q2 *= quatMagInv; q3 *= quatMagInv; q4 *= quatMagInv; } } template QuaternionT QuaternionT::operator*(const QuaternionT &v) const { QuaternionT ret; const T &w1 = q1; const T &x1 = q2; const T &y1 = q3; const T &z1 = q4; const T w2 = v.q1; const T x2 = v.q2; const T y2 = v.q3; const T z2 = v.q4; ret.q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; ret.q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; ret.q3 = w1*y2 - x1*z2 + y1*w2 + z1*x2; ret.q4 = w1*z2 + x1*y2 - y1*x2 + z1*w2; return ret; } // Optimized quaternion rotation operator, equivalent to converting // (*this) to a rotation matrix then multiplying it to the argument `v`. // // 15 multiplies and 15 add / subtracts. Caches 3 floats template Vector3 QuaternionT::operator*(const Vector3 &v) const { // This uses the formula // // v2 = v1 + 2 q1 * qv x v1 + 2 qv x qv x v1 // // where "x" is the cross product (explicitly inlined for performance below), // "q1" is the scalar part and "qv" is the vector part of this quaternion Vector3 ret = v; // Compute and cache "qv x v1" T uv[] = {q3 * v.z - q4 * v.y, q4 * v.x - q2 * v.z, q2 * v.y - q3 * v.x}; uv[0] += uv[0]; uv[1] += uv[1]; uv[2] += uv[2]; ret.x += q1 * uv[0] + q3 * uv[2] - q4 * uv[1]; ret.y += q1 * uv[1] + q4 * uv[0] - q2 * uv[2]; ret.z += q1 * uv[2] + q2 * uv[1] - q3 * uv[0]; return ret; } template QuaternionT &QuaternionT::operator*=(const QuaternionT &v) { const T w1 = q1; const T x1 = q2; const T y1 = q3; const T z1 = q4; const T w2 = v.q1; const T x2 = v.q2; const T y2 = v.q3; const T z2 = v.q4; q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; q3 = w1*y2 - x1*z2 + y1*w2 + z1*x2; q4 = w1*z2 + x1*y2 - y1*x2 + z1*w2; return *this; } template QuaternionT QuaternionT::operator/(const QuaternionT &v) const { QuaternionT ret; const T &quat0 = q1; const T &quat1 = q2; const T &quat2 = q3; const T &quat3 = q4; const T rquat0 = v.q1; const T rquat1 = v.q2; const T rquat2 = v.q3; const T rquat3 = v.q4; ret.q1 = (rquat0*quat0 + rquat1*quat1 + rquat2*quat2 + rquat3*quat3); ret.q2 = (rquat0*quat1 - rquat1*quat0 - rquat2*quat3 + rquat3*quat2); ret.q3 = (rquat0*quat2 + rquat1*quat3 - rquat2*quat0 - rquat3*quat1); ret.q4 = (rquat0*quat3 - rquat1*quat2 + rquat2*quat1 - rquat3*quat0); return ret; } // angular difference in radians between quaternions template QuaternionT QuaternionT::angular_difference(const QuaternionT &v) const { return v.inverse() * *this; } // absolute (e.g. always positive) earth-frame roll-pitch difference (in radians) between this Quaternion and another template T QuaternionT::roll_pitch_difference(const QuaternionT &v) const { // convert Quaternions to rotation matrices Matrix3 m, vm; rotation_matrix(m); v.rotation_matrix(vm); // rotate earth frame vertical vector by each rotation matrix const Vector3 z_unit_vec{0,0,1}; const Vector3 z_unit_m = m.mul_transpose(z_unit_vec); const Vector3 z_unit_vm = vm.mul_transpose(z_unit_vec); const Vector3 vec_diff = z_unit_vm - z_unit_m; const T vec_len_div2 = constrain_float(vec_diff.length() * 0.5, 0.0, 1.0); // calculate and return angular difference return (2.0 * asinf(vec_len_div2)); } // define for float and double template class QuaternionT; template class QuaternionT;