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166 lines
5.4 KiB
C++
166 lines
5.4 KiB
C++
/****************************************************************************
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*
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* Copyright (C) 2013 PX4 Development Team. All rights reserved.
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* Author: Anton Babushkin <anton.babushkin@me.com>
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* Pavel Kirienko <pavel.kirienko@gmail.com>
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* Lorenz Meier <lm@inf.ethz.ch>
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in
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* the documentation and/or other materials provided with the
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* distribution.
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* 3. Neither the name PX4 nor the names of its contributors may be
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* used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
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* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
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* AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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****************************************************************************/
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/**
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* @file Quaternion.hpp
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*
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* Quaternion class
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*/
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#ifndef QUATERNION_HPP
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#define QUATERNION_HPP
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#include <math.h>
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#include "Vector.hpp"
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#include "Matrix.hpp"
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namespace math
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{
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class __EXPORT Quaternion : public Vector<4>
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{
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public:
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/**
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* trivial ctor
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*/
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Quaternion() : Vector<4>() {}
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/**
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* copy ctor
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*/
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Quaternion(const Quaternion &q) : Vector<4>(q) {}
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/**
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* casting from vector
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*/
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Quaternion(const Vector<4> &v) : Vector<4>(v) {}
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/**
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* setting ctor
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*/
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Quaternion(const float d[4]) : Vector<4>(d) {}
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/**
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* setting ctor
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*/
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Quaternion(const float a0, const float b0, const float c0, const float d0): Vector<4>(a0, b0, c0, d0) {}
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using Vector<4>::operator *;
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/**
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* multiplication
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*/
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const Quaternion operator *(const Quaternion &q) const {
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return Quaternion(
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data[0] * q.data[0] - data[1] * q.data[1] - data[2] * q.data[2] - data[3] * q.data[3],
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data[0] * q.data[1] + data[1] * q.data[0] + data[2] * q.data[3] - data[3] * q.data[2],
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data[0] * q.data[2] - data[1] * q.data[3] + data[2] * q.data[0] + data[3] * q.data[1],
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data[0] * q.data[3] + data[1] * q.data[2] - data[2] * q.data[1] + data[3] * q.data[0]);
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}
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/**
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* derivative
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*/
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const Quaternion derivative(const Vector<3> &w) {
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float dataQ[] = {
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data[0], -data[1], -data[2], -data[3],
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data[1], data[0], -data[3], data[2],
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data[2], data[3], data[0], -data[1],
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data[3], -data[2], data[1], data[0]
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};
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Matrix<4, 4> Q(dataQ);
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Vector<4> v(0.0f, w.data[0], w.data[1], w.data[2]);
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return Q * v * 0.5f;
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}
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/**
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* imaginary part of quaternion
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*/
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Vector<3> imag(void) {
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return Vector<3>(&data[1]);
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}
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/**
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* set quaternion to rotation defined by euler angles
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*/
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void from_euler(float roll, float pitch, float yaw) {
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double cosPhi_2 = cos(double(roll) / 2.0);
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double sinPhi_2 = sin(double(roll) / 2.0);
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double cosTheta_2 = cos(double(pitch) / 2.0);
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double sinTheta_2 = sin(double(pitch) / 2.0);
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double cosPsi_2 = cos(double(yaw) / 2.0);
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double sinPsi_2 = sin(double(yaw) / 2.0);
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data[0] = cosPhi_2 * cosTheta_2 * cosPsi_2 + sinPhi_2 * sinTheta_2 * sinPsi_2;
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data[1] = sinPhi_2 * cosTheta_2 * cosPsi_2 - cosPhi_2 * sinTheta_2 * sinPsi_2;
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data[2] = cosPhi_2 * sinTheta_2 * cosPsi_2 + sinPhi_2 * cosTheta_2 * sinPsi_2;
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data[3] = cosPhi_2 * cosTheta_2 * sinPsi_2 - sinPhi_2 * sinTheta_2 * cosPsi_2;
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}
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void from_dcm(const Matrix<3, 3> &m) {
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// avoiding singularities by not using division equations
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data[0] = 0.5f * sqrtf(1.0f + m.data[0][0] + m.data[1][1] + m.data[2][2]);
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data[1] = 0.5f * sqrtf(1.0f + m.data[0][0] - m.data[1][1] - m.data[2][2]);
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data[2] = 0.5f * sqrtf(1.0f - m.data[0][0] + m.data[1][1] - m.data[2][2]);
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data[3] = 0.5f * sqrtf(1.0f - m.data[0][0] - m.data[1][1] + m.data[2][2]);
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}
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/**
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* create rotation matrix for the quaternion
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*/
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Matrix<3, 3> to_dcm(void) const {
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Matrix<3, 3> R;
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float aSq = data[0] * data[0];
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float bSq = data[1] * data[1];
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float cSq = data[2] * data[2];
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float dSq = data[3] * data[3];
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R.data[0][0] = aSq + bSq - cSq - dSq;
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R.data[0][1] = 2.0f * (data[1] * data[2] - data[0] * data[3]);
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R.data[0][2] = 2.0f * (data[0] * data[2] + data[1] * data[3]);
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R.data[1][0] = 2.0f * (data[1] * data[2] + data[0] * data[3]);
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R.data[1][1] = aSq - bSq + cSq - dSq;
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R.data[1][2] = 2.0f * (data[2] * data[3] - data[0] * data[1]);
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R.data[2][0] = 2.0f * (data[1] * data[3] - data[0] * data[2]);
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R.data[2][1] = 2.0f * (data[0] * data[1] + data[2] * data[3]);
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R.data[2][2] = aSq - bSq - cSq + dSq;
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return R;
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}
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};
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}
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#endif // QUATERNION_HPP
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