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374 lines
9.5 KiB
374 lines
9.5 KiB
/* |
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* quaternion.cpp |
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* Copyright (C) Andrew Tridgell 2012 |
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* |
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* This file is free software: you can redistribute it and/or modify it |
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* under the terms of the GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This file is distributed in the hope that it will be useful, but |
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* WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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* See the GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License along |
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* with this program. If not, see <http://www.gnu.org/licenses/>. |
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*/ |
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#pragma GCC optimize("O3") |
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#include "AP_Math.h" |
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// return the rotation matrix equivalent for this quaternion |
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void Quaternion::rotation_matrix(Matrix3f &m) const |
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{ |
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const float q3q3 = q3 * q3; |
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const float q3q4 = q3 * q4; |
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const float q2q2 = q2 * q2; |
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const float q2q3 = q2 * q3; |
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const float q2q4 = q2 * q4; |
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const float q1q2 = q1 * q2; |
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const float q1q3 = q1 * q3; |
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const float q1q4 = q1 * q4; |
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const float q4q4 = q4 * q4; |
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m.a.x = 1.0f-2.0f*(q3q3 + q4q4); |
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m.a.y = 2.0f*(q2q3 - q1q4); |
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m.a.z = 2.0f*(q2q4 + q1q3); |
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m.b.x = 2.0f*(q2q3 + q1q4); |
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m.b.y = 1.0f-2.0f*(q2q2 + q4q4); |
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m.b.z = 2.0f*(q3q4 - q1q2); |
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m.c.x = 2.0f*(q2q4 - q1q3); |
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m.c.y = 2.0f*(q3q4 + q1q2); |
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m.c.z = 1.0f-2.0f*(q2q2 + q3q3); |
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} |
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// return the rotation matrix equivalent for this quaternion after normalization |
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void Quaternion::rotation_matrix_norm(Matrix3f &m) const |
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{ |
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const float q1q1 = q1 * q1; |
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const float q1q2 = q1 * q2; |
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const float q1q3 = q1 * q3; |
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const float q1q4 = q1 * q4; |
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const float q2q2 = q2 * q2; |
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const float q2q3 = q2 * q3; |
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const float q2q4 = q2 * q4; |
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const float q3q3 = q3 * q3; |
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const float q3q4 = q3 * q4; |
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const float q4q4 = q4 * q4; |
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const float invs = 1.0f / (q1q1 + q2q2 + q3q3 + q4q4); |
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m.a.x = ( q2q2 - q3q3 - q4q4 + q1q1)*invs; |
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m.a.y = 2.0f*(q2q3 - q1q4)*invs; |
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m.a.z = 2.0f*(q2q4 + q1q3)*invs; |
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m.b.x = 2.0f*(q2q3 + q1q4)*invs; |
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m.b.y = (-q2q2 + q3q3 - q4q4 + q1q1)*invs; |
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m.b.z = 2.0f*(q3q4 - q1q2)*invs; |
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m.c.x = 2.0f*(q2q4 - q1q3)*invs; |
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m.c.y = 2.0f*(q3q4 + q1q2)*invs; |
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m.c.z = (-q2q2 - q3q3 + q4q4 + q1q1)*invs; |
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} |
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// return the rotation matrix equivalent for this quaternion |
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// Thanks to Martin John Baker |
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm |
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void Quaternion::from_rotation_matrix(const Matrix3f &m) |
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{ |
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const float &m00 = m.a.x; |
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const float &m11 = m.b.y; |
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const float &m22 = m.c.z; |
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const float &m10 = m.b.x; |
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const float &m01 = m.a.y; |
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const float &m20 = m.c.x; |
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const float &m02 = m.a.z; |
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const float &m21 = m.c.y; |
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const float &m12 = m.b.z; |
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float &qw = q1; |
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float &qx = q2; |
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float &qy = q3; |
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float &qz = q4; |
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const float tr = m00 + m11 + m22; |
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if (tr > 0) { |
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const float S = sqrtf(tr+1) * 2; |
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qw = 0.25f * S; |
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qx = (m21 - m12) / S; |
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qy = (m02 - m20) / S; |
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qz = (m10 - m01) / S; |
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} else if ((m00 > m11) && (m00 > m22)) { |
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const float S = sqrtf(1.0f + m00 - m11 - m22) * 2.0f; |
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qw = (m21 - m12) / S; |
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qx = 0.25f * S; |
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qy = (m01 + m10) / S; |
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qz = (m02 + m20) / S; |
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} else if (m11 > m22) { |
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const float S = sqrtf(1.0f + m11 - m00 - m22) * 2.0f; |
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qw = (m02 - m20) / S; |
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qx = (m01 + m10) / S; |
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qy = 0.25f * S; |
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qz = (m12 + m21) / S; |
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} else { |
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const float S = sqrtf(1.0f + m22 - m00 - m11) * 2.0f; |
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qw = (m10 - m01) / S; |
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qx = (m02 + m20) / S; |
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qy = (m12 + m21) / S; |
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qz = 0.25f * S; |
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} |
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} |
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// convert a vector from earth to body frame |
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void Quaternion::earth_to_body(Vector3f &v) const |
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{ |
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Matrix3f m; |
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rotation_matrix(m); |
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v = m * v; |
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} |
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// create a quaternion from Euler angles |
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void Quaternion::from_euler(float roll, float pitch, float yaw) |
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{ |
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const float cr2 = cosf(roll*0.5f); |
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const float cp2 = cosf(pitch*0.5f); |
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const float cy2 = cosf(yaw*0.5f); |
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const float sr2 = sinf(roll*0.5f); |
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const float sp2 = sinf(pitch*0.5f); |
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const float sy2 = sinf(yaw*0.5f); |
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q1 = cr2*cp2*cy2 + sr2*sp2*sy2; |
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q2 = sr2*cp2*cy2 - cr2*sp2*sy2; |
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q3 = cr2*sp2*cy2 + sr2*cp2*sy2; |
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q4 = cr2*cp2*sy2 - sr2*sp2*cy2; |
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} |
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// create a quaternion from Euler angles |
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void Quaternion::from_vector312(float roll ,float pitch, float yaw) |
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{ |
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Matrix3f m; |
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m.from_euler312(roll, pitch, yaw); |
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from_rotation_matrix(m); |
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} |
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void Quaternion::from_axis_angle(Vector3f v) |
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{ |
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const float theta = v.length(); |
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if (is_zero(theta)) { |
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q1 = 1.0f; |
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q2=q3=q4=0.0f; |
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return; |
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} |
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v /= theta; |
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from_axis_angle(v,theta); |
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} |
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void Quaternion::from_axis_angle(const Vector3f &axis, float theta) |
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{ |
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// axis must be a unit vector as there is no check for length |
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if (is_zero(theta)) { |
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q1 = 1.0f; |
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q2=q3=q4=0.0f; |
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return; |
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} |
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const float st2 = sinf(theta/2.0f); |
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q1 = cosf(theta/2.0f); |
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q2 = axis.x * st2; |
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q3 = axis.y * st2; |
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q4 = axis.z * st2; |
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} |
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void Quaternion::rotate(const Vector3f &v) |
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{ |
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Quaternion r; |
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r.from_axis_angle(v); |
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(*this) *= r; |
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} |
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void Quaternion::to_axis_angle(Vector3f &v) |
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{ |
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const float l = sqrtf(sq(q2)+sq(q3)+sq(q4)); |
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v = Vector3f(q2,q3,q4); |
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if (!is_zero(l)) { |
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v /= l; |
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v *= wrap_PI(2.0f * atan2f(l,q1)); |
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} |
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} |
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void Quaternion::from_axis_angle_fast(Vector3f v) |
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{ |
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const float theta = v.length(); |
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if (is_zero(theta)) { |
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q1 = 1.0f; |
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q2=q3=q4=0.0f; |
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return; |
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} |
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v /= theta; |
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from_axis_angle_fast(v,theta); |
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} |
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void Quaternion::from_axis_angle_fast(const Vector3f &axis, float theta) |
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{ |
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const float t2 = theta/2.0f; |
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const float sqt2 = sq(t2); |
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const float st2 = t2-sqt2*t2/6.0f; |
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q1 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; |
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q2 = axis.x * st2; |
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q3 = axis.y * st2; |
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q4 = axis.z * st2; |
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} |
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void Quaternion::rotate_fast(const Vector3f &v) |
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{ |
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const float theta = v.length(); |
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if (is_zero(theta)) { |
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return; |
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} |
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const float t2 = theta/2.0f; |
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const float sqt2 = sq(t2); |
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float st2 = t2-sqt2*t2/6.0f; |
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st2 /= theta; |
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//"rotation quaternion" |
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const float w2 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; |
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const float x2 = v.x * st2; |
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const float y2 = v.y * st2; |
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const float z2 = v.z * st2; |
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//copy our quaternion |
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const float w1 = q1; |
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const float x1 = q2; |
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const float y1 = q3; |
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const float z1 = q4; |
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//do the multiply into our quaternion |
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q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; |
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q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; |
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q3 = w1*y2 - x1*z2 + y1*w2 + z1*x2; |
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q4 = w1*z2 + x1*y2 - y1*x2 + z1*w2; |
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} |
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// get euler roll angle |
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float Quaternion::get_euler_roll() const |
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{ |
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return (atan2f(2.0f*(q1*q2 + q3*q4), 1.0f - 2.0f*(q2*q2 + q3*q3))); |
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} |
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// get euler pitch angle |
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float Quaternion::get_euler_pitch() const |
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{ |
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return safe_asin(2.0f*(q1*q3 - q4*q2)); |
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} |
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// get euler yaw angle |
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float Quaternion::get_euler_yaw() const |
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{ |
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return atan2f(2.0f*(q1*q4 + q2*q3), 1.0f - 2.0f*(q3*q3 + q4*q4)); |
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} |
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// create eulers from a quaternion |
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void Quaternion::to_euler(float &roll, float &pitch, float &yaw) const |
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{ |
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roll = get_euler_roll(); |
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pitch = get_euler_pitch(); |
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yaw = get_euler_yaw(); |
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} |
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// create eulers from a quaternion |
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Vector3f Quaternion::to_vector312(void) const |
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{ |
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Matrix3f m; |
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rotation_matrix(m); |
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return m.to_euler312(); |
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} |
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float Quaternion::length(void) const |
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{ |
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return sqrtf(sq(q1) + sq(q2) + sq(q3) + sq(q4)); |
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} |
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Quaternion Quaternion::inverse(void) const |
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{ |
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return Quaternion(q1, -q2, -q3, -q4); |
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} |
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void Quaternion::normalize(void) |
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{ |
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const float quatMag = length(); |
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if (!is_zero(quatMag)) { |
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const float quatMagInv = 1.0f/quatMag; |
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q1 *= quatMagInv; |
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q2 *= quatMagInv; |
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q3 *= quatMagInv; |
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q4 *= quatMagInv; |
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} |
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} |
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Quaternion Quaternion::operator*(const Quaternion &v) const |
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{ |
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Quaternion ret; |
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const float &w1 = q1; |
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const float &x1 = q2; |
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const float &y1 = q3; |
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const float &z1 = q4; |
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const float w2 = v.q1; |
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const float x2 = v.q2; |
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const float y2 = v.q3; |
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const float z2 = v.q4; |
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ret.q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; |
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ret.q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; |
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ret.q3 = w1*y2 - x1*z2 + y1*w2 + z1*x2; |
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ret.q4 = w1*z2 + x1*y2 - y1*x2 + z1*w2; |
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return ret; |
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} |
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Quaternion &Quaternion::operator*=(const Quaternion &v) |
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{ |
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const float w1 = q1; |
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const float x1 = q2; |
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const float y1 = q3; |
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const float z1 = q4; |
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const float w2 = v.q1; |
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const float x2 = v.q2; |
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const float y2 = v.q3; |
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const float z2 = v.q4; |
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q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; |
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q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; |
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q3 = w1*y2 - x1*z2 + y1*w2 + z1*x2; |
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q4 = w1*z2 + x1*y2 - y1*x2 + z1*w2; |
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return *this; |
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} |
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Quaternion Quaternion::operator/(const Quaternion &v) const |
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{ |
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Quaternion ret; |
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const float &quat0 = q1; |
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const float &quat1 = q2; |
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const float &quat2 = q3; |
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const float &quat3 = q4; |
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const float rquat0 = v.q1; |
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const float rquat1 = v.q2; |
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const float rquat2 = v.q3; |
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const float rquat3 = v.q4; |
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ret.q1 = (rquat0*quat0 + rquat1*quat1 + rquat2*quat2 + rquat3*quat3); |
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ret.q2 = (rquat0*quat1 - rquat1*quat0 - rquat2*quat3 + rquat3*quat2); |
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ret.q3 = (rquat0*quat2 + rquat1*quat3 - rquat2*quat0 - rquat3*quat1); |
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ret.q4 = (rquat0*quat3 - rquat1*quat2 + rquat2*quat1 - rquat3*quat0); |
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return ret; |
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} |
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// angular difference in radians between quaternions |
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Quaternion Quaternion::angular_difference(const Quaternion &v) const |
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{ |
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return v.inverse() * *this; |
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}
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