adafruit_bno055 / utility / quaternion.h @ 94d672fd
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/*
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Inertial Measurement Unit Maths Library
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Copyright (C) 2013-2014 Samuel Cowen
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www.camelsoftware.com
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef IMUMATH_QUATERNION_HPP
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#define IMUMATH_QUATERNION_HPP
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#include <stdlib.h> |
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#include <string.h> |
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#include <stdint.h> |
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#include <math.h> |
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#include "vector.h" |
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namespace imu |
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{ |
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class Quaternion |
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{ |
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public:
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Quaternion() |
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{ |
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_w = 1.0; |
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_x = _y = _z = 0.0; |
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} |
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Quaternion(double iw, double ix, double iy, double iz) |
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{ |
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_w = iw; |
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_x = ix; |
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_y = iy; |
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_z = iz; |
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} |
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Quaternion(double w, Vector<3> vec) |
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{ |
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_w = w; |
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_x = vec.x(); |
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_y = vec.y(); |
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_z = vec.z(); |
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} |
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double& w()
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{ |
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return _w;
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} |
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double& x()
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{ |
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return _x;
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} |
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double& y()
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{ |
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return _y;
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} |
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double& z()
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{ |
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return _z;
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} |
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double w() const |
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{ |
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return _w;
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} |
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double x() const |
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{ |
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return _x;
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} |
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double y() const |
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{ |
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return _y;
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} |
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double z() const |
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{ |
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return _z;
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} |
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double magnitude() const |
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{ |
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double res = (_w*_w) + (_x*_x) + (_y*_y) + (_z*_z);
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return sqrt(res);
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} |
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void normalize()
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{ |
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double mag = magnitude();
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*this = this->scale(1/mag);
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} |
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Quaternion conjugate() const
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{ |
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Quaternion q; |
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q.w() = _w; |
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q.x() = -_x; |
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q.y() = -_y; |
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q.z() = -_z; |
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return q;
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} |
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void fromAxisAngle(Vector<3> axis, double theta) |
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{ |
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_w = cos(theta/2);
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//only need to calculate sine of half theta once
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double sht = sin(theta/2); |
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_x = axis.x() * sht; |
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_y = axis.y() * sht; |
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_z = axis.z() * sht; |
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} |
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void fromMatrix(Matrix<3> m) |
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{ |
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float tr = m(0, 0) + m(1, 1) + m(2, 2); |
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float S = 0.0; |
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if (tr > 0) |
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{ |
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S = sqrt(tr+1.0) * 2; |
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_w = 0.25 * S; |
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_x = (m(2, 1) - m(1, 2)) / S; |
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_y = (m(0, 2) - m(2, 0)) / S; |
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_z = (m(1, 0) - m(0, 1)) / S; |
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} |
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else if ((m(0, 0) < m(1, 1))&(m(0, 0) < m(2, 2))) |
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{ |
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S = sqrt(1.0 + m(0, 0) - m(1, 1) - m(2, 2)) * 2; |
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_w = (m(2, 1) - m(1, 2)) / S; |
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_x = 0.25 * S; |
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_y = (m(0, 1) + m(1, 0)) / S; |
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_z = (m(0, 2) + m(2, 0)) / S; |
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} |
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else if (m(1, 1) < m(2, 2)) |
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{ |
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S = sqrt(1.0 + m(1, 1) - m(0, 0) - m(2, 2)) * 2; |
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_w = (m(0, 2) - m(2, 0)) / S; |
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_x = (m(0, 1) + m(1, 0)) / S; |
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_y = 0.25 * S; |
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_z = (m(1, 2) + m(2, 1)) / S; |
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} |
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else
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{ |
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S = sqrt(1.0 + m(2, 2) - m(0, 0) - m(1, 1)) * 2; |
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_w = (m(1, 0) - m(0, 1)) / S; |
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_x = (m(0, 2) + m(2, 0)) / S; |
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_y = (m(1, 2) + m(2, 1)) / S; |
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_z = 0.25 * S; |
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} |
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} |
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void toAxisAngle(Vector<3>& axis, float& angle) const |
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{ |
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float sqw = sqrt(1-_w*_w); |
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if(sqw == 0) //it's a singularity and divide by zero, avoid |
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return;
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angle = 2 * acos(_w);
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axis.x() = _x / sqw; |
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axis.y() = _y / sqw; |
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axis.z() = _z / sqw; |
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} |
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Matrix<3> toMatrix() const |
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{ |
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Matrix<3> ret;
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ret.cell(0, 0) = 1-(2*(_y*_y))-(2*(_z*_z)); |
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ret.cell(0, 1) = (2*_x*_y)-(2*_w*_z); |
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ret.cell(0, 2) = (2*_x*_z)+(2*_w*_y); |
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ret.cell(1, 0) = (2*_x*_y)+(2*_w*_z); |
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ret.cell(1, 1) = 1-(2*(_x*_x))-(2*(_z*_z)); |
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ret.cell(1, 2) = (2*(_y*_z))-(2*(_w*_x)); |
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ret.cell(2, 0) = (2*(_x*_z))-(2*_w*_y); |
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ret.cell(2, 1) = (2*_y*_z)+(2*_w*_x); |
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ret.cell(2, 2) = 1-(2*(_x*_x))-(2*(_y*_y)); |
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return ret;
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} |
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// Returns euler angles that represent the quaternion. Angles are
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// returned in rotation order and right-handed about the specified
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// axes:
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//
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// v[0] is applied 1st about z (ie, roll)
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// v[1] is applied 2nd about y (ie, pitch)
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// v[2] is applied 3rd about x (ie, yaw)
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//
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// Note that this means result.x() is not a rotation about x;
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// similarly for result.z().
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//
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Vector<3> toEuler() const |
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{ |
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Vector<3> ret;
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double sqw = _w*_w;
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double sqx = _x*_x;
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double sqy = _y*_y;
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double sqz = _z*_z;
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ret.x() = atan2(2.0*(_x*_y+_z*_w),(sqx-sqy-sqz+sqw)); |
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ret.y() = asin(-2.0*(_x*_z-_y*_w)/(sqx+sqy+sqz+sqw)); |
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ret.z() = atan2(2.0*(_y*_z+_x*_w),(-sqx-sqy+sqz+sqw)); |
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return ret;
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} |
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Vector<3> toAngularVelocity(float dt) const |
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{ |
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Vector<3> ret;
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Quaternion one(1.0, 0.0, 0.0, 0.0); |
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Quaternion delta = one - *this; |
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Quaternion r = (delta/dt); |
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r = r * 2;
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r = r * one; |
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ret.x() = r.x(); |
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ret.y() = r.y(); |
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ret.z() = r.z(); |
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return ret;
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} |
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Vector<3> rotateVector(Vector<2> v) const |
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{ |
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Vector<3> ret(v.x(), v.y(), 0.0); |
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return rotateVector(ret);
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} |
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Vector<3> rotateVector(Vector<3> v) const |
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{ |
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Vector<3> qv(this->x(), this->y(), this->z());
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Vector<3> t;
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t = qv.cross(v) * 2.0; |
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return v + (t * _w) + qv.cross(t);
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} |
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Quaternion operator * (Quaternion q) const
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{ |
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Quaternion ret; |
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ret._w = ((_w*q._w) - (_x*q._x) - (_y*q._y) - (_z*q._z)); |
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ret._x = ((_w*q._x) + (_x*q._w) + (_y*q._z) - (_z*q._y)); |
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ret._y = ((_w*q._y) - (_x*q._z) + (_y*q._w) + (_z*q._x)); |
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ret._z = ((_w*q._z) + (_x*q._y) - (_y*q._x) + (_z*q._w)); |
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return ret;
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} |
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Quaternion operator + (Quaternion q) const
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{ |
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Quaternion ret; |
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ret._w = _w + q._w; |
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ret._x = _x + q._x; |
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ret._y = _y + q._y; |
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ret._z = _z + q._z; |
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return ret;
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} |
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Quaternion operator - (Quaternion q) const
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{ |
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Quaternion ret; |
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ret._w = _w - q._w; |
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ret._x = _x - q._x; |
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ret._y = _y - q._y; |
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ret._z = _z - q._z; |
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return ret;
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} |
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Quaternion operator / (float scalar) const |
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{ |
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Quaternion ret; |
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ret._w = this->_w/scalar; |
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ret._x = this->_x/scalar; |
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ret._y = this->_y/scalar; |
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ret._z = this->_z/scalar; |
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return ret;
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} |
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Quaternion operator * (float scalar) const |
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{ |
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Quaternion ret; |
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ret._w = this->_w*scalar; |
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ret._x = this->_x*scalar; |
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ret._y = this->_y*scalar; |
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ret._z = this->_z*scalar; |
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return ret;
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} |
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Quaternion scale(double scalar) const |
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{ |
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Quaternion ret; |
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ret._w = this->_w*scalar; |
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ret._x = this->_x*scalar; |
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ret._y = this->_y*scalar; |
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ret._z = this->_z*scalar; |
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return ret;
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} |
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private:
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double _w, _x, _y, _z;
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}; |
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}; |
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#endif
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