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- /*
- 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 <http://www.gnu.org/licenses/>.
- */
- // Copyright 2012 Andrew Tridgell, all rights reserved.
- // Refactored by Jonathan Challinger
- #pragma once
- #include <cmath>
- #if MATH_CHECK_INDEXES
- #include <assert.h>
- #endif
- #include <math.h>
- 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;
- };
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