/************************************************************************
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POLHEMUS PROPRIETARY
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Polhemus
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P.O. Box 560
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Colchester, Vermont 05446
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(802) 655-3159
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Copyright © 2005 by Polhemus
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All Rights Reserved.
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*************************************************************************/
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// Quaternion.cpp: implementation of the CQuaternion class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "Quaternion.h"
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#include <math.h>
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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const float PI=3.14159265f;
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const float DEG2RADS=PI/180.0f;
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// Function name : CQuaternion::CQuaternion
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// Description : Default Constructor -- Orientaton 0,0,0
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// Return type :
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CQuaternion::CQuaternion()
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{
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q0=1.0f;
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q1=q2=q3=0.0f;
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}
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CQuaternion::~CQuaternion()
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{
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}
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// Function name : CQuaternion::CQuaternion
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// Description : Constructs class from array of four floats
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// Argument : float q[]
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CQuaternion::CQuaternion(const float q[])
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{
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q0=q[0];
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q1=q[1];
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q2=q[2];
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q3=q[3];
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Normalize();
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}
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// Function name : CQuaternion::CQuaternion
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// Description : Constructs class from 4 individual floats
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// Argument : float quat0
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// Argument : float quat1
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// Argument : float quat2
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// Argument : float quat3
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CQuaternion::CQuaternion(float quat0, float quat1, float quat2, float quat3)
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{
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q0=quat0;
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q1=quat1;
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q2=quat2;
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q3=quat3;
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Normalize();
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}
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// Function name : CQuaternion::CQuaternion
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// Description : Constructs class from az,el,roll in either deg or radians
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// Argument : float az
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// Argument : float el
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// Argument : float rl
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// Argument : bool deg - bool to indicate that angles are in degrees. Default is true
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CQuaternion::CQuaternion(float az, float el, float rl,bool deg)
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{
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float eul[3]={az,el,rl};
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SetFromEulers(eul,deg);
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}
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// Function name : CQuaternion::CQuaternion
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// Description : Constructs class from an axis and an angle of rotation about that axis
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// Argument : float vect[] - 3 values representing the vector which is the axis of rotation
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// Argument : float angle - The angle to rotate about vect. Degrees or Radians
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// Argument : bool deg - bool to indicate that angles are in degrees. Default is true
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CQuaternion::CQuaternion(const float vect[], float angle, bool deg)
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{
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if (deg)
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angle*=DEG2RADS;
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float halfAng=angle/2.0f;
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q0=(float)cos(halfAng);
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q1=vect[0]*(float)sin(halfAng);
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q2=vect[1]*(float)sin(halfAng);
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q3=vect[2]*(float)sin(halfAng);
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Normalize();
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}
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// Function name : CQuaternion::GetEuler
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// Description : Returns the Euler angles associated with this quaternion in deg or rads
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// Return type : void
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// Argument : float& az - azimuth returned here.
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// Argument : float& el - elevation returned here.
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// Argument : float& rl - roll returned here.
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// Argument : bool deg - If true returned angles are in degrees, otherwise radians. Default is true
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void CQuaternion::GetEuler(float& az, float& el, float& rl,bool deg) const
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{
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float mat[3][3];
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float sinAz,sinEl,sinRl,cosAz,cosEl,cosRl;
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// create orthogonal Attitude matrix
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GetAttMat(mat);
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sinEl=-mat[2][0];
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cosEl=(float)sqrt(1.0f-(sinEl*sinEl));
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if (fabs(cosEl)<0.001f){
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sinAz=0.0f;
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cosAz=1.0f;
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}
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else {
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sinAz=mat[1][0]/cosEl;
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cosAz=mat[0][0]/cosEl;
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}
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sinRl=sinAz*mat[0][2]-cosAz*mat[1][2];
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cosRl=-sinAz*mat[0][1]+cosAz*mat[1][1];
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az=(float)atan2((double)sinAz,(double)cosAz);
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el=(float)atan2((double)sinEl,(double)cosEl);
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rl=(float)atan2((double)sinRl,(double)cosRl);
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if (deg){ // convert to degrees
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az/=DEG2RADS;
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el/=DEG2RADS;
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rl/=DEG2RADS;
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}
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}
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// Function name : CQuaternion::GetEuler
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// Description : Returns the Euler angles associated with this quaternion in deg or rads
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// Return type : void
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// Argument : float aer[] - array of 3 floats where az,el,roll are returned.
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// Argument : bool deg - If true returned angles are in degrees, otherwise radians. Default is true
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void CQuaternion::GetEuler(float aer[],bool deg) const
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{
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GetEuler(aer[0],aer[1],aer[2],deg);
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}
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// Function name : CQuaternion::Normalize
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// Description : normalizes the quat to a unit quaternion
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// Return type : void
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void CQuaternion::Normalize()
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{
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float mag=(float)sqrt(q0*q0+q1*q1+q2*q2+q3*q3);
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if (q0<0.0f)
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mag*=-1.0f; // make first entry pos
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q0/=mag;
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q1/=mag;
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q2/=mag;
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q3/=mag;
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}
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// Function name : CQuaternion::GetAttMat
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// Description : Returns the attitude matrix associated with this quaternion
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// Return type : void
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// Argument : float mat[][3] - 3x3 float array where att matrix is returned.
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void CQuaternion::GetAttMat(float mat[][3]) const
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{
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// create orthogonal Attitude matrix
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mat[0][0]=q0*q0+q1*q1-q2*q2-q3*q3;
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mat[0][1]=2*(q1*q2-q0*q3);
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mat[0][2]=2*(q1*q3+q0*q2);
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mat[1][0]=2*(q0*q3+q1*q2);
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mat[1][1]=q0*q0-q1*q1+q2*q2-q3*q3;
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mat[1][2]=2*(q2*q3-q0*q1);
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mat[2][0]=2*(q1*q3-q0*q2);
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mat[2][1]=2*(q0*q1+q2*q3);
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mat[2][2]=q0*q0-q1*q1-q2*q2+q3*q3;
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}
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// Function name : *
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// Description : multiplies two quaternion.
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// Return type : CQuaternion - The product of the multiplication.
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// Argument : const CQuaternion& quat2 - The quat to mult this quat by.
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CQuaternion CQuaternion::operator *(const CQuaternion& quat2) const
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{
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CQuaternion prod;
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prod.q0 = q0*quat2.q0 - q1*quat2.q1 - q2*quat2.q2 - q3*quat2.q3;
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prod.q1 = q0*quat2.q1 + q1*quat2.q0 + q2*quat2.q3 - q3*quat2.q2;
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prod.q2 = q0*quat2.q2 - q1*quat2.q3 + q2*quat2.q0 + q3*quat2.q1;
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prod.q3 = q0*quat2.q3 + q1*quat2.q2 - q2*quat2.q1 + q3*quat2.q0;
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prod.Normalize();
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return prod;
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}
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// Function name : *
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// Description : Multiplies quaternion by a scaler
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// Return type : CQuaternion -- the product
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// Argument : const float scaler
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CQuaternion CQuaternion::operator *(const float scaler) const
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{
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CQuaternion prod;
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prod.q0=q0*scaler;
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prod.q1=q1*scaler;
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prod.q2=q2*scaler;
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prod.q3=q3*scaler;
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return prod;
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}
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// Function name : *=
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// Description : Multiply and assign eg. thisQuat*=thatQuat--->thisQuat=thisQuat*thatQuat
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// Return type : void
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// Argument : const CQuaternion &quat - The quat to mult this quat by.
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void CQuaternion::operator *=(const CQuaternion &quat)
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{
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CQuaternion prod=*this * quat;
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*this=prod;
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}
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// Function name : CQuaternion::GetAxisAngle
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// Description : Returns the axis and angle of rotation that is associated with this quaternion
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// Return type : void
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// Argument : float vect[] - array of 3 floats to receive vector representing the axis
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// Argument : float &angle - reference to received the angle.
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// Argument : bool deg - if true angle will be in degrees, otherwise radians. Default is true.
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void CQuaternion::GetAxisAngle(float vect[], float &angle, bool deg) const
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{
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angle=2.0f*(float)acos(q0);
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if (deg)
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angle/=DEG2RADS;
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float scale=(float)sqrt(q1*q1+q2*q2+q3*q3);
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if (fabs(scale)<0.001f){ // infinite axis, set to no rotation
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angle=0.0f;
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vect[0]=1.0f;
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vect[1]=vect[2]=0.0f;
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return;
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}
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vect[0]=q1/scale;
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vect[1]=q2/scale;
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vect[2]=q3/scale;
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scale=(float)sqrt(vect[0]*vect[0]+vect[1]*vect[1]+vect[2]*vect[2]);
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for (int i=0;i<3;i++)
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vect[i]/=scale;
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}
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// Function name : -
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// Description : Returns inverse of quaternion. eg -thisQuat --> InvthisQuat
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// Return type : CQuaternion - The inverse of this quaternion
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CQuaternion CQuaternion::operator -() const
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{
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CQuaternion inv=*this;
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inv.q1*=-1;
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inv.q2*=-1;
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inv.q3*=-1;
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return inv;
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}
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// Function name : CQuaternion::GetDeltaQuat
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// Description : Returns the quaternion that represents the difference between two quaternions
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// Return type : CQuaternion - the delta quaternion
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// Argument : const CQuaternion &quat - reference to a quaternion to measure the difference between
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CQuaternion CQuaternion::GetDeltaQuat(const CQuaternion &quat) const
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{
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/* CQuaternion inv=-(*this);
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return inv*quat;
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*/
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CQuaternion inv=-quat;
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return *this * inv;
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}
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// Function name : -
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// Description : Also retrieves the delta quat. eg. thisQuat-thatQuat --> GetDeltaQuat(thatQuat)
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// Yes this is really a multiplicaton process, but it's kind of intuitive.
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// Return type : CQuaternion CQuaternion::operator
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// Argument : const CQuaternion &quat
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CQuaternion CQuaternion::operator -(const CQuaternion &quat) const
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{
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return GetDeltaQuat(quat);
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}
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// Function name : CQuaternion::GetQuatVal
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// Description : returns the four values of the quaternion
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// Return type : void
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// Argument : float vals[] - array of 4 floats to recieve the quat values
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void CQuaternion::GetQuatVal(float vals[]) const
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{
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vals[0]=q0;
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vals[1]=q1;
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vals[2]=q2;
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vals[3]=q3;
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}
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// Function name : CQuaternion::GetQuatVal
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// Description : Returns an individual value of the quaternion
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// Return type : float - the requested value of the quaternion
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// Argument : int ind - the index (0-3) of the value to return. Invalid values return q0.
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float CQuaternion::GetQuatVal(int ind) const
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{
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float retVal;
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switch (ind) {
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case 0:
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default:
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retVal=q0;
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break;
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case 1:
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retVal=q1;
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break;
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case 2:
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retVal=q2;
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break;
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case 3:
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retVal=q3;
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}
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return retVal;
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}
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// Function name : CQuaternion::SetQuatVals
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// Description : Sets the values of the quaternion as indicated.
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// Return type : void
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// Argument : float val[] - Array of 4 floats that indicate the values to set the quaternion members to.
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void CQuaternion::SetQuatVals(const float val[])
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{
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SetQuatVals(val[0],val[1],val[2],val[3]);
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}
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// Function name : CQuaternion::SetQuatVals
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// Description : Sets the values of the quaternion as indicated by the individual parameters
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// Return type : void
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// Argument : float w - set first quaternion value to this
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// Argument : float x - set second quaternion value to this
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// Argument : float y - set third quaternion value to this
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// Argument : float z - set fourth quaternion value to this
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void CQuaternion::SetQuatVals(const float w, const float x, const float y, const float z)
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{
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q0=w;
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q1=x;
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q2=y;
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q3=z;
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Normalize();
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}
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bool CQuaternion::IsIdentity()
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{
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return ((q0==1.0f) && (q1==0.0f) && (q2==0.0f) && (q3==0.0f));
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}
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void CQuaternion::Eul2Quat(float *quat, float *eul, bool isDeg)
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{
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CQuaternion q(eul[0],eul[1],eul[2],isDeg);
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q.MakeLargestElementPos();
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q.GetQuatVal(quat);
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}
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void CQuaternion::Quats2Eul(float *eul, float *quats, bool isDeg)
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{
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CQuaternion q(quats);
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q.GetEuler(eul,isDeg);
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}
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void CQuaternion::MakeLargestElementPos()
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{
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float max=(float)fabs(q0);
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bool bChgSign=q0<0;
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if ((float)fabs(q1)>max){
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max=(float)fabs(q1);
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bChgSign=q1<0;
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}
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if ((float)fabs(q2)>max){
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max=(float)fabs(q2);
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bChgSign=q2<0;
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}
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if ((float)fabs(q3)>max){
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max=(float)fabs(q3);
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bChgSign=q3<0;
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}
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if (bChgSign){
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q0*=-1;
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q1*=-1;
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q2*=-1;
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q3*=-1;
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}
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}
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void CQuaternion::SetFromEulers(float *eul, bool deg/*=true*/)
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{
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float azHalf=eul[0]/2.0f;
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float elHalf=eul[1]/2.0f;
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float rollHalf=eul[2]/2.0f;
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if (deg){
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azHalf*=DEG2RADS;
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elHalf*=DEG2RADS;
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rollHalf*=DEG2RADS;
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}
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q0=(float)(cos(azHalf)*cos(elHalf)*cos(rollHalf)+sin(azHalf)*sin(elHalf)*sin(rollHalf));
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q1=(float)(cos(azHalf)*cos(elHalf)*sin(rollHalf)-sin(azHalf)*sin(elHalf)*cos(rollHalf));
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q2=(float)(cos(azHalf)*sin(elHalf)*cos(rollHalf)+sin(azHalf)*cos(elHalf)*sin(rollHalf));
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q3=(float)(sin(azHalf)*cos(elHalf)*cos(rollHalf)-cos(azHalf)*sin(elHalf)*sin(rollHalf));
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Normalize();
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}
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// Function name : CQuaternion::Slerp
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// Description : Spherical interpolation of quaternions. Interpolates between
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// this quaternion and the quaternion passed in as a parameter
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// Return type : CQuaternion -- The interpolated quaternion
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// Argument : const CQuaternion &q
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// Argument : float t -- value between 0 and 1 which indicates the distance between
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// quaternions to interpolate
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CQuaternion CQuaternion::Slerp(const CQuaternion &q, float t) const
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{
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// qa*sin((1-t)theta)+qb*sin(t*theta)
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// q= ----------------------------------
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// sin(theta)
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// 2*theta = qa.q0*qb.q0+qa.q1*qb.q1+qa.q2*qb.q2+qa.q3*qb.q3
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float angle;
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if (t>=1.0f)
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return CQuaternion(q);
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if (t<=0.0f)
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return CQuaternion(*this);
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float dot=q0*q.q0+q1*q.q1+q2*q.q2+q3*q.q3;
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angle=(float)(acos(dot))/2.0f;
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if (angle<0.0f)
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angle*=-1;
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float coeff1,coeff2;
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if (angle==0.0f){
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coeff1=1-t;
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coeff2=t;
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}
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else {
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coeff1=(float)sin((1.0f-t)*angle)/(float)sin(angle);
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coeff2=(float)sin(t*angle)/(float)sin(angle);
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}
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CQuaternion res=*this*coeff1+q*coeff2;
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res.Normalize();
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return res;
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}
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// Function name : +
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// Description : Adds to quaternions
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// Return type : CQuaternion -- the sum
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// Argument : const CQuaternion &q1
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// Argument : const CQuaternion &q2
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CQuaternion CQuaternion::operator +(const CQuaternion &q) const
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{
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CQuaternion sum;
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sum.q0=q0+q.q0;
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sum.q1=q1+q.q1;
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sum.q2=q2+q.q2;
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sum.q3=q3+q.q3;
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return sum;
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}
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void CQuaternion::GetAngle(float &a,bool deg)
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{
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a=2.0f*(float)acos(q0);
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if (deg)
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a/=DEG2RADS;
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}
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