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Quaternion.hh
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1 /*
2  * Copyright 2012 Nate Koenig
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16 */
17 /* Desc: External interfaces for Gazebo
18  * Author: Nate Koenig
19  * Date: 03 Apr 2007
20  */
21 
22 #ifndef _QUATERNION_HH_
23 #define _QUATERNION_HH_
24 
25 #include <math.h>
26 #include <iostream>
27 #include <cmath>
28 
29 #include "math/Helpers.hh"
30 #include "math/Angle.hh"
31 #include "math/Vector3.hh"
32 #include "math/Matrix3.hh"
33 #include "math/Matrix4.hh"
34 
35 namespace gazebo
36 {
37  namespace math
38  {
41 
44  class Quaternion
45  {
47  public: Quaternion();
48 
54  public: Quaternion(const double &_w, const double &_x, const double &_y,
55  const double &_z);
56 
61  public: Quaternion(const double &_roll, const double &_pitch,
62  const double &_yaw);
63 
67  public: Quaternion(const Vector3 &_axis, const double &_angle);
68 
71  public: Quaternion(const Vector3 &_rpy);
72 
75  public: Quaternion(const Quaternion &_qt);
76 
78  public: ~Quaternion();
79 
82  public: Quaternion &operator =(const Quaternion &_qt);
83 
85  public: void Invert();
86 
89  public: inline Quaternion GetInverse() const
90  {
91  double s = 0;
92  Quaternion q(this->w, this->x, this->y, this->z);
93 
94  // use s to test if quaternion is valid
95  s = q.w * q.w + q.x * q.x + q.y * q.y + q.z * q.z;
96 
97  if (math::equal(s, 0.0))
98  {
99  q.w = 1.0;
100  q.x = 0.0;
101  q.y = 0.0;
102  q.z = 0.0;
103  }
104  else
105  {
106  // deal with non-normalized quaternion
107  // div by s so q * qinv = identity
108  q.w = q.w / s;
109  q.x = -q.x / s;
110  q.y = -q.y / s;
111  q.z = -q.z / s;
112  }
113  return q;
114  }
115 
117  public: void SetToIdentity();
118 
121  public: Quaternion GetLog() const;
122 
125  public: Quaternion GetExp() const;
126 
128  public: void Normalize();
129 
135  public: void SetFromAxis(double _x, double _y, double _z, double _a);
136 
140  public: void SetFromAxis(const Vector3 &_axis, double _a);
141 
147  public: void Set(double _u, double _x, double _y, double _z);
148 
151  public: void SetFromEuler(const Vector3 &_vec);
152 
155  public: Vector3 GetAsEuler() const;
156 
159  public: static Quaternion EulerToQuaternion(const Vector3 &_vec);
160 
165  public: static Quaternion EulerToQuaternion(double _x,
166  double _y,
167  double _z);
168 
171  public: double GetRoll();
172 
175  public: double GetPitch();
176 
179  public: double GetYaw();
180 
184  public: void GetAsAxis(Vector3 &_axis, double &_angle) const;
185 
188  public: void Scale(double _scale);
189 
193  public: Quaternion operator+(const Quaternion &_qt) const;
194 
198  public: Quaternion operator+=(const Quaternion &_qt);
199 
203  public: Quaternion operator-(const Quaternion &_qt) const;
204 
208  public: Quaternion operator-=(const Quaternion &_qt);
209 
213  public: inline Quaternion operator*(const Quaternion &_q) const
214  {
215  return Quaternion(
216  this->w*_q.w - this->x*_q.x - this->y*_q.y - this->z*_q.z,
217  this->w*_q.x + this->x*_q.w + this->y*_q.z - this->z*_q.y,
218  this->w*_q.y - this->x*_q.z + this->y*_q.w + this->z*_q.x,
219  this->w*_q.z + this->x*_q.y - this->y*_q.x + this->z*_q.w);
220  }
221 
225  public: Quaternion operator*(const double &_f) const;
226 
230  public: Quaternion operator*=(const Quaternion &qt);
231 
234  public: Vector3 operator*(const Vector3 &_v) const;
235 
239  public: bool operator ==(const Quaternion &_qt) const;
240 
244  public: bool operator!=(const Quaternion &_qt) const;
245 
248  public: Quaternion operator-() const;
249 
253  public: inline Vector3 RotateVector(const Vector3 &_vec) const
254  {
255  Quaternion tmp(0.0, _vec.x, _vec.y, _vec.z);
256  tmp = (*this) * (tmp * this->GetInverse());
257  return Vector3(tmp.x, tmp.y, tmp.z);
258  }
259 
263  public: Vector3 RotateVectorReverse(Vector3 _vec) const;
264 
267  public: bool IsFinite() const;
268 
270  public: inline void Correct()
271  {
272  if (!finite(this->x))
273  this->x = 0;
274  if (!finite(this->y))
275  this->y = 0;
276  if (!finite(this->z))
277  this->z = 0;
278  if (!finite(this->w))
279  this->w = 1;
280 
281  if (math::equal(this->w, 0.0) &&
282  math::equal(this->x, 0.0) &&
283  math::equal(this->y, 0.0) &&
284  math::equal(this->z, 0.0))
285  {
286  this->w = 1;
287  }
288  }
289 
291  public: Matrix3 GetAsMatrix3() const;
292 
295  public: Matrix4 GetAsMatrix4() const;
296 
299  public: Vector3 GetXAxis() const;
300 
303  public: Vector3 GetYAxis() const;
304 
307  public: Vector3 GetZAxis() const;
308 
311  public: void Round(int _precision);
312 
316  public: double Dot(const Quaternion &_q) const;
317 
327  public: static Quaternion Squad(double _fT, const Quaternion &_rkP,
328  const Quaternion &_rkA, const Quaternion &_rkB,
329  const Quaternion &_rkQ, bool _shortestPath = false);
330 
338  public: static Quaternion Slerp(double _fT, const Quaternion &_rkP,
339  const Quaternion &_rkQ, bool _shortestPath = false);
340 
341 
343  public: double w;
344 
346  public: double x;
347 
349  public: double y;
350 
352  public: double z;
353 
358  public: friend std::ostream &operator<<(std::ostream &_out,
359  const gazebo::math::Quaternion &_q)
360  {
361  Vector3 v(_q.GetAsEuler());
362  _out << v.x << " " << v.y << " " << v.z;
363  return _out;
364  }
365 
370  public: friend std::istream &operator>>(std::istream &_in,
372  {
373  Angle r, p, y;
374 
375  // Skip white spaces
376  _in.setf(std::ios_base::skipws);
377  _in >> r >> p >> y;
378 
379  _q.SetFromEuler(Vector3(*r, *p, *y));
380 
381  return _in;
382  }
383  };
385  }
386 }
387 #endif
388