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137 lines
3.2 KiB
C++
137 lines
3.2 KiB
C++
/*
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* quaternion.cpp
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*
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* Created on: Jun 17, 2024
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* Author: Dario
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*/
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#include <sta/math/quaternion.hpp>
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#include <math.h>
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#include <sta/debug/profile.hpp>
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namespace sta
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{
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namespace math
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{
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Quaternion::Quaternion(float w, float x, float y, float z)
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: x{x}, y{y}, z{z}, w{w}
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{
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}
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Quaternion::Quaternion()
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: x{0}, y{0}, z{0}, w{1}
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{
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}
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Quaternion Quaternion::integrate(float dt, float ox, float oy, float oz)
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{
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ox *= (M_PI / 180.0f);
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oy *= (M_PI / 180.0f);
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oz *= (M_PI / 180.0f);
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float norm = sqrt(ox*ox + oy*oy + oz*oz);
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if (norm == 0)
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{
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return *this;
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}
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float dt2 = dt / 2;
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float cosDt2 = cos(norm * dt2);
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float sinDt2 = 1/norm * sin(norm * dt2);
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float qw = cosDt2*w + -sinDt2*ox*x + -sinDt2*oy*y + -sinDt2*oz*z;
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float qx = sinDt2*ox*w + cosDt2*x + sinDt2*oz*y + -sinDt2*oy*z;
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float qy = sinDt2*oy*w + -sinDt2*oz*x + cosDt2*y + sinDt2*ox*z;
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float qz = sinDt2*oz*w + sinDt2*oy*x + -sinDt2*ox*y + cosDt2*z;
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return Quaternion(qw, qx, qy, qz).normalized();
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}
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matrix Quaternion::toRotationMatrix(){
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matrix R = matrix(3, 3);
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R.set(0, 0, 2 *(w*w + x*x) - 1);
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R.set(0, 1, 2 *(x*y - w*z));
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R.set(0, 2, 2 *(x*z + w*y));
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R.set(1, 0, 2 *(x*y + w*z));
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R.set(1, 1, 2 *(w*w + y*y) - 1);
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R.set(1, 2, 2 *(y*z - w*x));
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R.set(2, 0, 2 *(x*z - w*y));
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R.set(2, 1, 2 *(y*z + w*x));
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R.set(2, 2, 2 *(w*w + z*z) - 1);
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return R;
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}
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Quaternion Quaternion::unit()
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{
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return Quaternion();
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}
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float Quaternion::norm()
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{
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return sqrtf(x*x + y*y + z*z + w*w);
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}
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Quaternion Quaternion::normalized()
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{
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float n = norm();
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return Quaternion(w / n, x / n, y / n, z / n);
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}
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Quaternion Quaternion::operator*(const Quaternion& quat)
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{
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float rw = w * quat.w - x * quat.x + y * quat.y + z * quat.z;
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float rx = w * quat.x + x * quat.w + y * quat.z - z * quat.y;
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float ry = w * quat.y - x * quat.z + y * quat.w + z * quat.x;
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float rz = w * quat.z - x * quat.y - y * quat.x + z * quat.w;
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return Quaternion(rw, rx, ry, rz);
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}
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Quaternion operator*(const Quaternion& q1, const Quaternion& q2)
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{
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float rw = q1.w * q2.w - q1.x * q2.x + q1.y * q2.y + q1.z * q2.z;
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float rx = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
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float ry = q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x;
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float rz = q1.w * q2.z - q1.x * q2.y - q1.y * q2.x + q1.z * q2.w;
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return Quaternion(rw, rx, ry, rz);
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}
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Quaternion operator+(const Quaternion& q1, const Quaternion& q2)
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{
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return Quaternion(q1.w + q2.w, q1.x + q2.x, q1.y + q2.y, q1.z + q2.z);
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}
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Quaternion operator*(const Quaternion& quat, float scalar)
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{
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return Quaternion(scalar * quat.w, scalar * quat.x, scalar * quat.y, scalar * quat.z);
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}
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Quaternion operator*(float scalar, const Quaternion& quat)
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{
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return quat * scalar;
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}
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Quaternion operator*(const Quaternion& quat, double scalar)
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{
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return Quaternion(scalar * quat.w, scalar * quat.x, scalar * quat.y, scalar * quat.z);
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}
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Quaternion operator*(double scalar, const Quaternion& quat)
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{
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return quat * scalar;
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}
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} // namespace math
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} // namespace sta
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