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AP_Math: use is_zero and float constants

master
Leonard Hall 9 years ago committed by Randy Mackay
parent
commit
e0eecd56b2
  1. 23
      libraries/AP_Math/quaternion.cpp

23
libraries/AP_Math/quaternion.cpp

@ -99,19 +99,19 @@ void Quaternion::from_rotation_matrix(const Matrix3f &m)
qy = (m02 - m20) / S; qy = (m02 - m20) / S;
qz = (m10 - m01) / S; qz = (m10 - m01) / S;
} else if ((m00 > m11) && (m00 > m22)) { } else if ((m00 > m11) && (m00 > m22)) {
float S = sqrtf(1.0f + m00 - m11 - m22) * 2; float S = sqrtf(1.0f + m00 - m11 - m22) * 2.0f;
qw = (m21 - m12) / S; qw = (m21 - m12) / S;
qx = 0.25f * S; qx = 0.25f * S;
qy = (m01 + m10) / S; qy = (m01 + m10) / S;
qz = (m02 + m20) / S; qz = (m02 + m20) / S;
} else if (m11 > m22) { } else if (m11 > m22) {
float S = sqrtf(1.0f + m11 - m00 - m22) * 2; float S = sqrtf(1.0f + m11 - m00 - m22) * 2.0f;
qw = (m02 - m20) / S; qw = (m02 - m20) / S;
qx = (m01 + m10) / S; qx = (m01 + m10) / S;
qy = 0.25f * S; qy = 0.25f * S;
qz = (m12 + m21) / S; qz = (m12 + m21) / S;
} else { } else {
float S = sqrtf(1.0f + m22 - m00 - m11) * 2; float S = sqrtf(1.0f + m22 - m00 - m11) * 2.0f;
qw = (m10 - m01) / S; qw = (m10 - m01) / S;
qx = (m02 + m20) / S; qx = (m02 + m20) / S;
qy = (m12 + m21) / S; qy = (m12 + m21) / S;
@ -155,7 +155,7 @@ void Quaternion::from_vector312(float roll ,float pitch, float yaw)
void Quaternion::from_axis_angle(Vector3f v) void Quaternion::from_axis_angle(Vector3f v)
{ {
float theta = v.length(); float theta = v.length();
if (theta < 1.0e-12f) { if (is_zero(theta)) {
q1 = 1.0f; q1 = 1.0f;
q2=q3=q4=0.0f; q2=q3=q4=0.0f;
return; return;
@ -166,7 +166,8 @@ void Quaternion::from_axis_angle(Vector3f v)
void Quaternion::from_axis_angle(const Vector3f &axis, float theta) void Quaternion::from_axis_angle(const Vector3f &axis, float theta)
{ {
if (theta < 1.0e-12f) { // axis must be a unit vector as there is no check for length
if (is_zero(theta)) {
q1 = 1.0f; q1 = 1.0f;
q2=q3=q4=0.0f; q2=q3=q4=0.0f;
} }
@ -189,7 +190,7 @@ void Quaternion::to_axis_angle(Vector3f &v)
{ {
float l = sqrt(sq(q2)+sq(q3)+sq(q4)); float l = sqrt(sq(q2)+sq(q3)+sq(q4));
v = Vector3f(q2,q3,q4); v = Vector3f(q2,q3,q4);
if (l >= 1.0e-12f) { if (!is_zero(l)) {
v /= l; v /= l;
v *= wrap_PI(2.0f * atan2f(l,q1)); v *= wrap_PI(2.0f * atan2f(l,q1));
} }
@ -198,7 +199,7 @@ void Quaternion::to_axis_angle(Vector3f &v)
void Quaternion::from_axis_angle_fast(Vector3f v) void Quaternion::from_axis_angle_fast(Vector3f v)
{ {
float theta = v.length(); float theta = v.length();
if (theta < 1.0e-12f) { if (is_zero(theta)) {
q1 = 1.0f; q1 = 1.0f;
q2=q3=q4=0.0f; q2=q3=q4=0.0f;
} }
@ -221,7 +222,7 @@ void Quaternion::from_axis_angle_fast(const Vector3f &axis, float theta)
void Quaternion::rotate_fast(const Vector3f &v) void Quaternion::rotate_fast(const Vector3f &v)
{ {
float theta = v.length(); float theta = v.length();
if (theta < 1.0e-12f) { if (is_zero(theta)) {
return; return;
} }
float t2 = theta/2.0f; float t2 = theta/2.0f;
@ -251,7 +252,7 @@ void Quaternion::rotate_fast(const Vector3f &v)
// get euler roll angle // get euler roll angle
float Quaternion::get_euler_roll() const float Quaternion::get_euler_roll() const
{ {
return (atan2f(2.0f*(q1*q2 + q3*q4), 1 - 2.0f*(q2*q2 + q3*q3))); return (atan2f(2.0f*(q1*q2 + q3*q4), 1.0f - 2.0f*(q2*q2 + q3*q3)));
} }
// get euler pitch angle // get euler pitch angle
@ -263,7 +264,7 @@ float Quaternion::get_euler_pitch() const
// get euler yaw angle // get euler yaw angle
float Quaternion::get_euler_yaw() const float Quaternion::get_euler_yaw() const
{ {
return atan2f(2.0f*(q1*q4 + q2*q3), 1 - 2.0f*(q3*q3 + q4*q4)); return atan2f(2.0f*(q1*q4 + q2*q3), 1.0f - 2.0f*(q3*q3 + q4*q4));
} }
// create eulers from a quaternion // create eulers from a quaternion
@ -295,7 +296,7 @@ Quaternion Quaternion::inverse(void) const
void Quaternion::normalize(void) void Quaternion::normalize(void)
{ {
float quatMag = length(); float quatMag = length();
if (quatMag > 1e-16f) { if (!is_zero(quatMag)) {
float quatMagInv = 1.0f/quatMag; float quatMagInv = 1.0f/quatMag;
q1 *= quatMagInv; q1 *= quatMagInv;
q2 *= quatMagInv; q2 *= quatMagInv;

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