/* Copyright (c) 2012 Patrick Ruoff * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. */ #pragma once #include class Quat { private: static constexpr double pi = 3.141592653; static constexpr double r2d = 180./pi; double _0,_1,_2,_3; // quaternion coefficients public: Quat() : _0(1.),_1(0.),_2(0.),_3(0.) {} Quat(double yaw, double pitch, double roll) { *this = from_euler_rads(yaw, pitch, roll); } Quat(double a, double b, double c, double d) : _0(a),_1(b),_2(c),_3(d) {} Quat inv() const { return Quat(_0,-_1,-_2, -_3); } // conversions // see http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles static Quat from_euler_rads(double yaw, double pitch, double roll) { const double sin_phi = sin(roll/2.); const double cos_phi = cos(roll/2.); const double sin_the = sin(pitch/2.); const double cos_the = cos(pitch/2.); const double sin_psi = sin(yaw/2.); const double cos_psi = cos(yaw/2.); Quat q; q._0 = cos_phi*cos_the*cos_psi + sin_phi*sin_the*sin_psi; q._1 = sin_phi*cos_the*cos_psi - cos_phi*sin_the*sin_psi; q._2 = cos_phi*sin_the*cos_psi + sin_phi*cos_the*sin_psi; q._3 = cos_phi*cos_the*sin_psi - sin_phi*sin_the*cos_psi; return q; } void to_euler_rads(double& yaw, double& pitch, double& roll) const { roll = atan2(2.*(_0*_1 + _2*_3), 1. - 2.*(_1*_1 + _2*_2)); pitch = asin(2.*(_0*_2 - _1*_3)); yaw = atan2(2.*(_0*_3 + _1*_2), 1. - 2.*(_2*_2 + _3*_3)); } void to_euler_degrees(double& yaw, double& pitch, double& roll) const { to_euler_rads(yaw, pitch, roll); yaw *= r2d; pitch *= r2d; roll *= r2d; } const Quat operator*(const Quat& B) const { const Quat& A = *this; const double x = A._2 * B._0 + A._2 * B._3 - A._3 * B._2 + A._0 * B._2; const double y = -A._2 * B._3 + A._2 * B._0 + A._3 * B._2 + A._0 * B._2; const double z = A._2 * B._2 - A._2 * B._2 + A._3 * B._0 + A._0 * B._3; const double w = -A._2 * B._2 - A._2 * B._2 - A._3 * B._3 + A._0 * B._0; const double mag_2 = x*x + y*y + z*z + w*w; const double mag = sqrt(mag_2); const double inv_mag = 1./mag; return Quat(mag, x*inv_mag, y*inv_mag, z*inv_mag); } };