flix/flix/quaternion.h
Oleg Kalachev 48c7135efb Return zero rotation vector when converting neutral quaternion
Previously it would return nans
2025-07-01 02:48:49 +03:00

213 lines
5.3 KiB
C++

// Copyright (c) 2023 Oleg Kalachev <okalachev@gmail.com>
// Repository: https://github.com/okalachev/flix
// Lightweight rotation quaternion library
#pragma once
#include "vector.h"
class Quaternion : public Printable {
public:
float w, x, y, z;
Quaternion(): w(1), x(0), y(0), z(0) {};
Quaternion(float w, float x, float y, float z): w(w), x(x), y(y), z(z) {};
static Quaternion fromAxisAngle(const Vector& axis, float angle) {
float halfAngle = angle * 0.5;
float sin2 = sin(halfAngle);
float cos2 = cos(halfAngle);
float sinNorm = sin2 / axis.norm();
return Quaternion(cos2, axis.x * sinNorm, axis.y * sinNorm, axis.z * sinNorm);
}
static Quaternion fromRotationVector(const Vector& rotation) {
if (rotation.zero()) {
return Quaternion();
}
return Quaternion::fromAxisAngle(rotation, rotation.norm());
}
static Quaternion fromEuler(const Vector& euler) {
float cx = cos(euler.x / 2);
float cy = cos(euler.y / 2);
float cz = cos(euler.z / 2);
float sx = sin(euler.x / 2);
float sy = sin(euler.y / 2);
float sz = sin(euler.z / 2);
return Quaternion(
cx * cy * cz + sx * sy * sz,
sx * cy * cz - cx * sy * sz,
cx * sy * cz + sx * cy * sz,
cx * cy * sz - sx * sy * cz);
}
static Quaternion fromBetweenVectors(Vector u, Vector v) {
float dot = u.x * v.x + u.y * v.y + u.z * v.z;
float w1 = u.y * v.z - u.z * v.y;
float w2 = u.z * v.x - u.x * v.z;
float w3 = u.x * v.y - u.y * v.x;
Quaternion ret(
dot + sqrt(dot * dot + w1 * w1 + w2 * w2 + w3 * w3),
w1,
w2,
w3);
ret.normalize();
return ret;
}
bool finite() const {
return isfinite(w) && isfinite(x) && isfinite(y) && isfinite(z);
}
float norm() const {
return sqrt(w * w + x * x + y * y + z * z);
}
void normalize() {
float n = norm();
w /= n;
x /= n;
y /= n;
z /= n;
}
void toAxisAngle(Vector& axis, float& angle) const {
angle = acos(w) * 2;
axis.x = x / sin(angle / 2);
axis.y = y / sin(angle / 2);
axis.z = z / sin(angle / 2);
}
Vector toRotationVector() const {
if (w == 1 && x == 0 && y == 0 && z == 0) return Vector(0, 0, 0); // neutral quaternion
float angle;
Vector axis;
toAxisAngle(axis, angle);
return angle * axis;
}
Vector toEuler() const {
// https://github.com/ros/geometry2/blob/589caf083cae9d8fae7effdb910454b4681b9ec1/tf2/include/tf2/impl/utils.h#L87
Vector euler;
float sqx = x * x;
float sqy = y * y;
float sqz = z * z;
float sqw = w * w;
// Cases derived from https://orbitalstation.wordpress.com/tag/quaternion/
float sarg = -2 * (x * z - w * y) / (sqx + sqy + sqz + sqw);
if (sarg <= -0.99999) {
euler.x = 0;
euler.y = -0.5 * PI;
euler.z = -2 * atan2(y, x);
} else if (sarg >= 0.99999) {
euler.x = 0;
euler.y = 0.5 * PI;
euler.z = 2 * atan2(y, x);
} else {
euler.x = atan2(2 * (y * z + w * x), sqw - sqx - sqy + sqz);
euler.y = asin(sarg);
euler.z = atan2(2 * (x * y + w * z), sqw + sqx - sqy - sqz);
}
return euler;
}
float getYaw() const {
// https://github.com/ros/geometry2/blob/589caf083cae9d8fae7effdb910454b4681b9ec1/tf2/include/tf2/impl/utils.h#L122
float yaw;
float sqx = x * x;
float sqy = y * y;
float sqz = z * z;
float sqw = w * w;
double sarg = -2 * (x * z - w * y) / (sqx + sqy + sqz + sqw);
if (sarg <= -0.99999) {
yaw = -2 * atan2(y, x);
} else if (sarg >= 0.99999) {
yaw = 2 * atan2(y, x);
} else {
yaw = atan2(2 * (x * y + w * z), sqw + sqx - sqy - sqz);
}
return yaw;
}
void setYaw(float yaw) {
// TODO: optimize?
Vector euler = toEuler();
euler.z = yaw;
(*this) = Quaternion::fromEuler(euler);
}
Quaternion operator * (const Quaternion& q) const {
return Quaternion(
w * q.w - x * q.x - y * q.y - z * q.z,
w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y + y * q.w + z * q.x - x * q.z,
w * q.z + z * q.w + x * q.y - y * q.x);
}
bool operator == (const Quaternion& q) const {
return w == q.w && x == q.x && y == q.y && z == q.z;
}
bool operator != (const Quaternion& q) const {
return !(*this == q);
}
Quaternion inversed() const {
float normSqInv = 1 / (w * w + x * x + y * y + z * z);
return Quaternion(
w * normSqInv,
-x * normSqInv,
-y * normSqInv,
-z * normSqInv);
}
Vector conjugate(const Vector& v) const {
Quaternion qv(0, v.x, v.y, v.z);
Quaternion res = (*this) * qv * inversed();
return Vector(res.x, res.y, res.z);
}
Vector conjugateInversed(const Vector& v) const {
Quaternion qv(0, v.x, v.y, v.z);
Quaternion res = inversed() * qv * (*this);
return Vector(res.x, res.y, res.z);
}
// Rotate quaternion by quaternion
static Quaternion rotate(const Quaternion& a, const Quaternion& b, const bool normalize = true) {
Quaternion rotated = a * b;
if (normalize) {
rotated.normalize();
}
return rotated;
}
// Rotate vector by quaternion
static Vector rotateVector(const Vector& v, const Quaternion& q) {
return q.conjugateInversed(v);
}
// Quaternion between two quaternions a and b
static Quaternion between(const Quaternion& a, const Quaternion& b, const bool normalize = true) {
Quaternion q = a * b.inversed();
if (normalize) {
q.normalize();
}
return q;
}
size_t printTo(Print& p) const {
size_t r = 0;
r += p.print(w, 15) + p.print(" ");
r += p.print(x, 15) + p.print(" ");
r += p.print(y, 15) + p.print(" ");
r += p.print(z, 15);
return r;
}
};