213 lines
6.0 KiB
C++
213 lines
6.0 KiB
C++
/*
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Inertial Measurement Unit Maths Library
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Copyright (C) 2013-2014 Samuel Cowen
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www.camelsoftware.com
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Bug fixes and cleanups by Gé Vissers (gvissers@gmail.com)
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef IMUMATH_QUATERNION_HPP
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#define IMUMATH_QUATERNION_HPP
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#include <math.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include "matrix.h"
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namespace imu {
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class Quaternion {
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public:
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Quaternion() : _w(1.0), _x(0.0), _y(0.0), _z(0.0) {}
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Quaternion(double w, double x, double y, double z)
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: _w(w), _x(x), _y(y), _z(z) {}
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Quaternion(double w, Vector<3> vec)
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: _w(w), _x(vec.x()), _y(vec.y()), _z(vec.z()) {}
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double &w() { return _w; }
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double &x() { return _x; }
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double &y() { return _y; }
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double &z() { return _z; }
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double w() const { return _w; }
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double x() const { return _x; }
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double y() const { return _y; }
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double z() const { return _z; }
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double magnitude() const {
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return sqrt(_w * _w + _x * _x + _y * _y + _z * _z);
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}
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void normalize() {
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double mag = magnitude();
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*this = this->scale(1 / mag);
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}
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Quaternion conjugate() const { return Quaternion(_w, -_x, -_y, -_z); }
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void fromAxisAngle(const Vector<3> &axis, double theta) {
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_w = cos(theta / 2);
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// only need to calculate sine of half theta once
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double sht = sin(theta / 2);
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_x = axis.x() * sht;
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_y = axis.y() * sht;
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_z = axis.z() * sht;
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}
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void fromMatrix(const Matrix<3> &m) {
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double tr = m.trace();
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double S;
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if (tr > 0) {
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S = sqrt(tr + 1.0) * 2;
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_w = 0.25 * S;
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_x = (m(2, 1) - m(1, 2)) / S;
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_y = (m(0, 2) - m(2, 0)) / S;
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_z = (m(1, 0) - m(0, 1)) / S;
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} else if (m(0, 0) > m(1, 1) && m(0, 0) > m(2, 2)) {
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S = sqrt(1.0 + m(0, 0) - m(1, 1) - m(2, 2)) * 2;
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_w = (m(2, 1) - m(1, 2)) / S;
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_x = 0.25 * S;
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_y = (m(0, 1) + m(1, 0)) / S;
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_z = (m(0, 2) + m(2, 0)) / S;
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} else if (m(1, 1) > m(2, 2)) {
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S = sqrt(1.0 + m(1, 1) - m(0, 0) - m(2, 2)) * 2;
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_w = (m(0, 2) - m(2, 0)) / S;
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_x = (m(0, 1) + m(1, 0)) / S;
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_y = 0.25 * S;
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_z = (m(1, 2) + m(2, 1)) / S;
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} else {
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S = sqrt(1.0 + m(2, 2) - m(0, 0) - m(1, 1)) * 2;
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_w = (m(1, 0) - m(0, 1)) / S;
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_x = (m(0, 2) + m(2, 0)) / S;
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_y = (m(1, 2) + m(2, 1)) / S;
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_z = 0.25 * S;
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}
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}
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void toAxisAngle(Vector<3> &axis, double &angle) const {
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double sqw = sqrt(1 - _w * _w);
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if (sqw == 0) // it's a singularity and divide by zero, avoid
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return;
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angle = 2 * acos(_w);
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axis.x() = _x / sqw;
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axis.y() = _y / sqw;
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axis.z() = _z / sqw;
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}
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Matrix<3> toMatrix() const {
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Matrix<3> ret;
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ret.cell(0, 0) = 1 - 2 * _y * _y - 2 * _z * _z;
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ret.cell(0, 1) = 2 * _x * _y - 2 * _w * _z;
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ret.cell(0, 2) = 2 * _x * _z + 2 * _w * _y;
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ret.cell(1, 0) = 2 * _x * _y + 2 * _w * _z;
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ret.cell(1, 1) = 1 - 2 * _x * _x - 2 * _z * _z;
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ret.cell(1, 2) = 2 * _y * _z - 2 * _w * _x;
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ret.cell(2, 0) = 2 * _x * _z - 2 * _w * _y;
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ret.cell(2, 1) = 2 * _y * _z + 2 * _w * _x;
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ret.cell(2, 2) = 1 - 2 * _x * _x - 2 * _y * _y;
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return ret;
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}
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// Returns euler angles that represent the quaternion. Angles are
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// returned in rotation order and right-handed about the specified
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// axes:
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//
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// v[0] is applied 1st about z (ie, roll)
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// v[1] is applied 2nd about y (ie, pitch)
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// v[2] is applied 3rd about x (ie, yaw)
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//
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// Note that this means result.x() is not a rotation about x;
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// similarly for result.z().
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//
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Vector<3> toEuler() const {
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Vector<3> ret;
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double sqw = _w * _w;
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double sqx = _x * _x;
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double sqy = _y * _y;
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double sqz = _z * _z;
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ret.x() = atan2(2.0 * (_x * _y + _z * _w), (sqx - sqy - sqz + sqw));
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ret.y() = asin(-2.0 * (_x * _z - _y * _w) / (sqx + sqy + sqz + sqw));
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ret.z() = atan2(2.0 * (_y * _z + _x * _w), (-sqx - sqy + sqz + sqw));
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return ret;
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}
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Vector<3> toAngularVelocity(double dt) const {
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Vector<3> ret;
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Quaternion one(1.0, 0.0, 0.0, 0.0);
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Quaternion delta = one - *this;
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Quaternion r = (delta / dt);
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r = r * 2;
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r = r * one;
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ret.x() = r.x();
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ret.y() = r.y();
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ret.z() = r.z();
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return ret;
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}
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Vector<3> rotateVector(const Vector<2> &v) const {
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return rotateVector(Vector<3>(v.x(), v.y()));
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}
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Vector<3> rotateVector(const Vector<3> &v) const {
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Vector<3> qv(_x, _y, _z);
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Vector<3> t = qv.cross(v) * 2.0;
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return v + t * _w + qv.cross(t);
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}
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Quaternion operator*(const Quaternion &q) const {
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return Quaternion(_w * q._w - _x * q._x - _y * q._y - _z * q._z,
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_w * q._x + _x * q._w + _y * q._z - _z * q._y,
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_w * q._y - _x * q._z + _y * q._w + _z * q._x,
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_w * q._z + _x * q._y - _y * q._x + _z * q._w);
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}
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Quaternion operator+(const Quaternion &q) const {
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return Quaternion(_w + q._w, _x + q._x, _y + q._y, _z + q._z);
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}
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Quaternion operator-(const Quaternion &q) const {
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return Quaternion(_w - q._w, _x - q._x, _y - q._y, _z - q._z);
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}
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Quaternion operator/(double scalar) const {
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return Quaternion(_w / scalar, _x / scalar, _y / scalar, _z / scalar);
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}
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Quaternion operator*(double scalar) const { return scale(scalar); }
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Quaternion scale(double scalar) const {
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return Quaternion(_w * scalar, _x * scalar, _y * scalar, _z * scalar);
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}
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private:
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double _w, _x, _y, _z;
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};
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} // namespace imu
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#endif
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