source: flair-src/trunk/lib/FlairCore/src/Quaternion.cpp@ 421

Last change on this file since 421 was 336, checked in by Sanahuja Guillaume, 5 years ago

use float

File size: 5.4 KB
Line 
1// %flair:license{
2// This file is part of the Flair framework distributed under the
3// CECILL-C License, Version 1.0.
4// %flair:license}
5// created: 2016/02/03
6// filename: Quaternion.cpp
7//
8// author: Guillaume Sanahuja
9// Copyright Heudiasyc UMR UTC/CNRS 7253
10//
11// version: $Id: $
12//
13// purpose: Class defining a quaternion
14//
15//
16/*********************************************************************/
17
18#include "Quaternion.h"
19#include "Euler.h"
20#include "RotationMatrix.h"
21#include <math.h>
22#include <stdio.h>
23
24namespace flair {
25namespace core {
26
27Quaternion::Quaternion(float inQ0, float inQ1, float inQ2, float inQ3)
28 : q0(inQ0), q1(inQ1), q2(inQ2), q3(inQ3) {}
29
30Quaternion::~Quaternion() {}
31
32Quaternion &Quaternion::operator=(const Quaternion &quaternion) {
33 q0 = quaternion.q0;
34 q1 = quaternion.q1;
35 q2 = quaternion.q2;
36 q3 = quaternion.q3;
37 return (*this);
38}
39
40float Quaternion::GetNorm(void) const {
41 return sqrtf(q0 * q0 + q1 * q1 + q2 * q2 + q3 * q3);
42}
43
44void Quaternion::Normalize(void) {
45 float n = GetNorm();
46 if (n != 0) {
47 q0 = q0 / n;
48 q1 = q1 / n;
49 q2 = q2 / n;
50 q3 = q3 / n;
51 }
52}
53
54void Quaternion::Conjugate(void) {
55 q1 = -q1;
56 q2 = -q2;
57 q3 = -q3;
58}
59
60Quaternion Quaternion::GetConjugate(void) {
61 return Quaternion(q0, -q1, -q2, -q3);
62}
63
64void Quaternion::GetLogarithm(Vector3Df &logarithm) {
65 Normalize();
66 float v_norm = sqrtf(q1 * q1 + q2 * q2 + q3 * q3);
67
68 if (v_norm != 0) {
69 float v_arccos = acosf(q0);
70 logarithm.x = (q1 * v_arccos) / v_norm;
71 logarithm.y = (q2 * v_arccos) / v_norm;
72 logarithm.z = (q3 * v_arccos) / v_norm;
73 } else {
74 logarithm.x = 0;
75 logarithm.y = 0;
76 logarithm.z = 0;
77 }
78}
79
80Vector3Df Quaternion::GetLogarithm(void) {
81 Vector3Df vector;
82 GetLogarithm(vector);
83 return vector;
84}
85
86Quaternion Quaternion::GetDerivative(const Vector3Df &angularSpeed) const {
87 const Quaternion Qw(0, angularSpeed.x, angularSpeed.y, angularSpeed.z);
88 return 0.5 * (*this) * Qw;
89}
90
91void Quaternion::Derivate(const Vector3Df &angularSpeed) {
92 Quaternion Q = GetDerivative(angularSpeed);
93 (*this) = Q;
94}
95
96float Quaternion::GetEulerRoll(void) const {
97 return atan2f(2 * (q0 * q1 + q2 * q3), 1 - 2 * (q1 * q1 + q2 * q2));
98}
99
100
101float Quaternion::GetEulerPitch(void) const {
102 return asinf(2 * (q0 * q2 - q1 * q3));
103}
104
105
106float Quaternion::GetEulerYaw(void) const {
107 return atan2f(2 * (q0 * q3 + q1 * q2), 1 - 2 * (q2 * q2 + q3 * q3));
108}
109
110void Quaternion::ToEuler(Euler &euler) const {
111 euler.roll = GetEulerRoll();
112 euler.pitch = GetEulerPitch();
113 euler.yaw = GetEulerYaw();
114}
115
116Euler Quaternion::ToEuler(void) const {
117 Euler euler;
118 ToEuler(euler);
119 return euler;
120}
121
122void Quaternion::ToRotationMatrix(RotationMatrix &matrix) const {
123 float aSq = q0 * q0;
124 float bSq = q1 * q1;
125 float cSq = q2 * q2;
126 float dSq = q3 * q3;
127 matrix.m[0][0] = aSq + bSq - cSq - dSq;
128 matrix.m[0][1] = 2.0f * (q1 * q2 - q0 * q3);
129 matrix.m[0][2] = 2.0f * (q0 * q2 + q1 * q3);
130 matrix.m[1][0] = 2.0f * (q1 * q2 + q0 * q3);
131 matrix.m[1][1] = aSq - bSq + cSq - dSq;
132 matrix.m[1][2] = 2.0f * (q2 * q3 - q0 * q1);
133 matrix.m[2][0] = 2.0f * (q1 * q3 - q0 * q2);
134 matrix.m[2][1] = 2.0f * (q0 * q1 + q2 * q3);
135 matrix.m[2][2] = aSq - bSq - cSq + dSq;
136}
137
138Quaternion &Quaternion::operator+=(const Quaternion &quaternion) {
139 q0 += quaternion.q0;
140 q1 += quaternion.q1;
141 q2 += quaternion.q2;
142 q3 += quaternion.q3;
143 return (*this);
144}
145
146Quaternion &Quaternion::operator-=(const Quaternion &quaternion) {
147 q0 -= quaternion.q0;
148 q1 -= quaternion.q1;
149 q2 -= quaternion.q2;
150 q3 -= quaternion.q3;
151 return (*this);
152}
153
154Quaternion operator+(const Quaternion &quaternionA,
155 const Quaternion &quaterniontB) {
156 return Quaternion(
157 quaternionA.q0 + quaterniontB.q0, quaternionA.q1 + quaterniontB.q1,
158 quaternionA.q2 + quaterniontB.q2, quaternionA.q3 + quaterniontB.q3);
159}
160
161Quaternion operator-(const Quaternion &quaterniontA,
162 const Quaternion &quaterniontB) {
163 return Quaternion(
164 quaterniontA.q0 - quaterniontB.q0, quaterniontA.q1 - quaterniontB.q1,
165 quaterniontA.q2 - quaterniontB.q2, quaterniontA.q3 - quaterniontB.q3);
166}
167
168Quaternion operator-(const Quaternion &quaternion) {
169 return Quaternion(-quaternion.q0, -quaternion.q1, -quaternion.q2,
170 -quaternion.q3);
171}
172
173Quaternion operator*(const Quaternion &quaterniontA,
174 const Quaternion &quaterniontB) {
175 return Quaternion(
176 quaterniontA.q0 * quaterniontB.q0 - quaterniontA.q1 * quaterniontB.q1 -
177 quaterniontA.q2 * quaterniontB.q2 - quaterniontA.q3 * quaterniontB.q3,
178 quaterniontA.q0 * quaterniontB.q1 + quaterniontA.q1 * quaterniontB.q0 +
179 quaterniontA.q2 * quaterniontB.q3 - quaterniontA.q3 * quaterniontB.q2,
180 quaterniontA.q0 * quaterniontB.q2 - quaterniontA.q1 * quaterniontB.q3 +
181 quaterniontA.q2 * quaterniontB.q0 + quaterniontA.q3 * quaterniontB.q1,
182 quaterniontA.q0 * quaterniontB.q3 + quaterniontA.q1 * quaterniontB.q2 -
183 quaterniontA.q2 * quaterniontB.q1 + quaterniontA.q3 * quaterniontB.q0);
184}
185
186Quaternion operator*(float coeff, const Quaternion &quaternion) {
187 return Quaternion(coeff * quaternion.q0, coeff * quaternion.q1,
188 coeff * quaternion.q2, coeff * quaternion.q3);
189}
190
191Quaternion operator*(const Quaternion &quaternion, float coeff) {
192 return Quaternion(coeff * quaternion.q0, coeff * quaternion.q1,
193 coeff * quaternion.q2, coeff * quaternion.q3);
194}
195
196} // end namespace core
197} // end namespace flair
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