/*
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
#pragma once
#include
#if MATH_CHECK_INDEXES
#include
#endif
#include
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)
{
}
// setting constructor
Quaternion(const float _q[4]) :
q1(_q[0]), q2(_q[1]), q3(_q[2]), q4(_q[3])
{
}
// 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 WARN_IF_UNUSED
{
return isnan(q1) || isnan(q2) || isnan(q3) || isnan(q4);
}
// return the rotation matrix equivalent for this quaternion
void rotation_matrix(Matrix3f &m) const;
// return the rotation matrix equivalent for this quaternion after normalization
void rotation_matrix_norm(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 MATH_CHECK_INDEXES
assert(i < 4);
#endif
return _v[i];
}
const float & operator[](uint8_t i) const
{
const float *_v = &q1;
#if MATH_CHECK_INDEXES
assert(i < 4);
#endif
return _v[i];
}
Quaternion operator*(const Quaternion &v) const;
Quaternion &operator*=(const Quaternion &v);
Quaternion operator/(const Quaternion &v) const;
// angular difference between quaternions
Quaternion angular_difference(const Quaternion &v) const;
};