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Quaternion conjugate(void) const { return Quaternion(-complex(), real()); }
/*** @brief Computes the inverse of this quaternion.
* * @note This is a general inverse. If you know a priori * that you're using a unit quaternion (i.e., norm() == 1), * it will be significantly faster to use conjugate() instead. *
* @return The quaternion q such that q * (*this) == (*this) * q * == [ 0 0 0 1 ]T. */ Quaternion inverse(void) const { return conjugate() / norm(); }
/*** @brief Computes the product of this quaternion with the
* quaternion 'rhs'. * * @param rhs The right-hand-side of the product operation.
* * @return The quaternion product (*this) x @p rhs. */ Quaternion product(const Quaternion& rhs) const { return Quaternion(y()*rhs.z() - z()*rhs.y() + x()*rhs.w() + w()*rhs.x(), z()*rhs.x() - x()*rhs.z() + y()*rhs.w() + w()*rhs.y(), x()*rhs.y() - y()*rhs.x() + z()*rhs.w() + w()*rhs.z(), w()*rhs.w() - x()*rhs.x() - y()*rhs.y() - z()*rhs.z()); }
/** * @brief Quaternion product operator. *
* The result is a quaternion such that: * * result.real() = (*this).real() * rhs.real() - * (*this).complex().dot(rhs.complex()); * * and: * * result.complex() = rhs.complex() * (*this).real * + (*this).complex() * rhs.real() * - (*this).complex().cross(rhs.complex()); * * @return The quaternion product (*this) x rhs. */
Quaternion operator*(const Quaternion& rhs) const { return product(rhs); }
/** * @brief Quaternion scalar product operator. * @param s A scalar by which to multiply all components * of this quaternion. * @return The quaternion (*this) * s. */
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Quaternion operator*(double s) const { return Quaternion(complex()*s, real()*s); }
/** * @brief Produces the sum of this quaternion and rhs. */ Quaternion operator+(const Quaternion& rhs) const { return Quaternion(x()+rhs.x(), y()+rhs.y(), z()+rhs.z(), w()+rhs.w()); }
/** * @brief Produces the difference of this quaternion and rhs. */ Quaternion operator-(const Quaternion& rhs) const { return Quaternion(x()-rhs.x(), y()-rhs.y(), z()-rhs.z(), w()-rhs.w()); }
/** * @brief Unary negation. */ Quaternion operator-() const { return Quaternion(-x(), -y(), -z(), -w()); }
/** * @brief Quaternion scalar division operator. * @param s A scalar by which to divide all components * of this quaternion. * @return The quaternion (*this) / s. */ Quaternion operator/(double s) const { if (s == 0) std::clog
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* * Specifically this is the matrix such that: * * q.vector().transpose() * this->matrix() = (q * * (*this)).vector().transpose() for any quaternion q. * * Note that this is @e NOT the rotation matrix that may be * represented by a unit quaternion. */ TMatrix4 rightMatrix() const { double m[16] = { +w(), -z(), y(), -x(), +z(), w(), -x(), -y(), -y(), x(), w(), -z(), +x(), y(), z(), w()
}; return TMatrix4(m); }
/** * @brief Returns this quaternion as a 4-vector. * * This is simply the vector [x y z w]T */
TVector4 vector() const { return TVector4(mData); }
/** * @brief Returns the norm ("magnitude") of the quaternion. * @return The 2-norm of [ w(), x(), y(), z() ]T. */ double norm() const { return sqrt(mData[0]*mData[0]+mData[1]*mData[1]+ mData[2]*mData[2]+mData[3]*mData[3]); }
/** * @brief Computes the rotation matrix represented by a unit * quaternion. *
* @note This does not check that this quaternion is normalized. * It formulaically returns the matrix, which will not be a * rotation if the quaternion is non-unit. */ TMatrix3 rotationMatrix() const { double m[9] = { 1-2*y()*y()-2*z()*z(), 2*x()*y() - 2*z()*w(), 2*x()*z() + 2*y()*w(), 2*x()*y() + 2*z()*w(), 1-2*x()*x()-2*z()*z(), 2*y()*z() - 2*x()*w(), 2*x()*z() - 2*y()*w(), 2*y()*z() + 2*x()*w(), 1-2*x()*x()-2*y()*y() }; return TMatrix3(m); }
/*** @brief Returns the scaled-axis representation of this
* quaternion rotation. */ TVector3 scaledAxis(void) const { double w[3]; HeliMath::scaled_axis_from_quaternion(w, mData); return TVector3(w); }
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/*** @brief Sets quaternion to be same as rotation by scaled axis w.
*/ void scaledAxis(const TVector3& w) { double theta = w.norm(); if (theta > 0.0001) { double s = sin(theta / 2.0); TVector3 W(w / theta * s); mData[0] = W[0]; mData[1] = W[1]; mData[2] = W[2]; mData[3] = cos(theta / 2.0); } else { mData[0]=mData[1]=mData[2]=0; mData[3]=1.0; } }
/** * @brief Returns a vector rotated by this quaternion. * * Functionally equivalent to: (rotationMatrix() * v) * or (q * Quaternion(0, v) * q.inverse()). *
* @warning conjugate() is used instead of inverse() for better * performance, when this quaternion must be normalized. */ TVector3 rotatedVector(const TVector3& v) const { return (((*this) * Quaternion(v, 0)) * conjugate()).complex(); }
/** * @brief Computes the quaternion that is equivalent to a given * euler angle rotation. * @param euler A 3-vector in order: roll-pitch-yaw.
*/ void euler(const TVector3& euler) { double c1 = cos(euler[2] * 0.5); double c2 = cos(euler[1] * 0.5); double c3 = cos(euler[0] * 0.5); double s1 = sin(euler[2] * 0.5); double s2 = sin(euler[1] * 0.5); double s3 = sin(euler[0] * 0.5);
mData[0] = c1*c2*s3 - s1*s2*c3; mData[1] = c1*s2*c3 + s1*c2*s3; mData[2] = s1*c2*c3 - c1*s2*s3; mData[3] = c1*c2*c3 + s1*s2*s3;
}
/** @brief Returns an equivalent euler angle representation of * this quaternion. * @return Euler angles in roll-pitch-yaw order. */ TVector3 euler(void) const { TVector3 euler; const static double PI_OVER_2 = M_PI * 0.5; const static double EPSILON = 1e-10;
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double sqw, sqx, sqy, sqz;
// quick conversion to Euler angles to give tilt to user sqw = mData[3]*mData[3]; sqx = mData[0]*mData[0]; sqy = mData[1]*mData[1]; sqz = mData[2]*mData[2];
euler[1] = asin(2.0 * (mData[3]*mData[1] - mData[0]*mData[2])); if (PI_OVER_2 - fabs(euler[1]) > EPSILON) { euler[2] = atan2(2.0 * (mData[0]*mData[1] + mData[3]*mData[2]), sqx - sqy - sqz + sqw); euler[0] = atan2(2.0 * (mData[3]*mData[0] + mData[1]*mData[2]), sqw - sqx - sqy + sqz); } else { // compute heading from local 'down' vector euler[2] = atan2(2*mData[1]*mData[2] - 2*mData[0]*mData[3], 2*mData[0]*mData[2] + 2*mData[1]*mData[3]); euler[0] = 0.0;
// If facing down, reverse yaw if (euler[1] < 0) euler[2] = M_PI - euler[2]; }
return euler; }
/** * @brief Computes a special representation that decouples the Z * rotation. * * The decoupled representation is two rotations, Qxy and Qz, * so that Q = Qxy * Qz. */ void decoupleZ(Quaternion* Qxy, Quaternion* Qz) const { TVector3 ztt(0,0,1); TVector3 zbt = this->rotatedVector(ztt);
TVector3 axis_xy = ztt.cross(zbt); double axis_norm = axis_xy.norm();
double axis_theta = acos(HeliMath::saturate(zbt[2], -1,+1)); if (axis_norm > 0.00001) { axis_xy = axis_xy * (axis_theta/axis_norm); // limit is *1 }
Qxy->scaledAxis(axis_xy); *Qz = (Qxy->conjugate() * (*this)); }
/**
* @brief Returns the quaternion slerped between this and q1 by fraction 0
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double omega = acos(HeliMath::saturate(q0.mData[0]*q1.mData[0] + q0.mData[1]*q1.mData[1] + q0.mData[2]*q1.mData[2] + q0.mData[3]*q1.mData[3], -1,1)); if (fabs(omega) < 1e-10) { omega = 1e-10; } double som = sin(omega); double st0 = sin((1-t) * omega) / som; double st1 = sin(t * omega) / som;
return Quaternion(q0.mData[0]*st0 + q1.mData[0]*st1, q0.mData[1]*st0 + q1.mData[1]*st1, q0.mData[2]*st0 + q1.mData[2]*st1, q0.mData[3]*st0 + q1.mData[3]*st1); }
/** * @brief Returns pointer to the internal array.
* * Array is in order x,y,z,w. */ double* row(uint32_t i) { return mData + i; }
// Const version of the above. const double* row(uint32_t i) const { return mData + i; }};
/*** @brief Global operator allowing left-multiply by scalar.*/Quaternion operator*(double s, const Quaternion& q);
#endif /* QUATERNION_H */