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Quaternion mark const helpers const
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@ -346,9 +346,9 @@ public:
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*
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* @return inverted quaternion
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*/
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Quaternion inversed()
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Quaternion inversed() const
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{
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Quaternion &q = *this;
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const Quaternion &q = *this;
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Type normSq = q.dot(q);
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return Quaternion(
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q(0)/normSq,
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@ -393,7 +393,8 @@ public:
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* @param vec vector to rotate in frame 2 (typically reference frame)
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* @return rotated vector in frame 1 (typically body frame)
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*/
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Vector3f conjugate_inversed(const Vector3f &vec) {
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Vector3f conjugate_inversed(const Vector3f &vec) const
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{
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Quaternion q = *this;
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Quaternion v(0, vec(0), vec(1), vec(2));
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Quaternion res = q.inversed()*v*q;
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@ -459,9 +460,9 @@ public:
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*
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* @return vector, direction representing rotation axis and norm representing angle
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*/
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Vector<Type, 3> to_axis_angle()
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Vector<Type, 3> to_axis_angle() const
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{
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Quaternion &q = *this;
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const Quaternion &q = *this;
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Type axis_magnitude = Type(sqrt(q(1) * q(1) + q(2) * q(2) + q(3) * q(3)));
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Vector<Type, 3> vec;
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vec(0) = q(1);
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@ -479,9 +480,9 @@ public:
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/**
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* Imaginary components of quaternion
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*/
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Vector3<Type> imag()
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Vector3<Type> imag() const
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{
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Quaternion &q = *this;
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const Quaternion &q = *this;
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return Vector3<Type>(q(1), q(2), q(3));
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}
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@ -492,9 +493,9 @@ public:
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* == last column of the equivalent rotation matrix
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* but calculated more efficiently than a full conversion
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*/
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Vector3<Type> dcm_z()
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Vector3<Type> dcm_z() const
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{
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Quaternion &q = *this;
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const Quaternion &q = *this;
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Vector3<Type> R_z;
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const Type a = q(0);
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const Type b = q(1);
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