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Switch to Hamilton quaternions and add Cholesky decomposition.
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committed by
Matthias Grob
parent
471e96ff6f
commit
e595ebb9a7
+16
-7
@@ -4,11 +4,20 @@
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* All rotations and axis systems follow the right-hand rule.
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* The Hamilton quaternion product definition is used.
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*
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* In order to rotate a vector v by a righthand rotation defined by the quaternion q
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* In order to rotate a vector in frame b (v_b) to frame n by a righthand
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* rotation defined by the quaternion q_nb (from frame b to n)
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* one can use the following operation:
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* v_rotated = q^(-1) * [0;v] * q
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* where q^(-1) represents the inverse of the quaternion q.
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* The product z of two quaternions z = q1 * q2 represents an intrinsic rotation
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* v_n = q_nb * [0;v_b] * q_nb^-1
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*
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* Just like DCM's: v_n = C_nb * v_b (vector rotation)
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* M_n = C_nb * M_b * C_nb^(-1) (matrix rotation)
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*
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* or similarly
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* v_b = q_nb^1 * [0;v_n] * q_nb
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*
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* where q_nb^(-1) represents the inverse of the quaternion q_nb = q_bn
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*
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* The product z of two quaternions z = q2 * q1 represents an intrinsic rotation
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* in the order of first q1 followed by q2.
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* The first element of the quaternion
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* represents the real part, thus, a quaternion representing a zero-rotation
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@@ -211,9 +220,9 @@ public:
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const Quaternion &p = *this;
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Quaternion r;
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r(0) = p(0) * q(0) - p(1) * q(1) - p(2) * q(2) - p(3) * q(3);
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r(1) = p(0) * q(1) + p(1) * q(0) - p(2) * q(3) + p(3) * q(2);
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r(2) = p(0) * q(2) + p(1) * q(3) + p(2) * q(0) - p(3) * q(1);
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r(3) = p(0) * q(3) - p(1) * q(2) + p(2) * q(1) + p(3) * q(0);
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r(1) = p(0) * q(1) + p(1) * q(0) + p(2) * q(3) - p(3) * q(2);
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r(2) = p(0) * q(2) - p(1) * q(3) + p(2) * q(0) + p(3) * q(1);
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r(3) = p(0) * q(3) + p(1) * q(2) - p(2) * q(1) + p(3) * q(0);
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return r;
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}
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