Fixed quaternion multiplication
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@@ -1,7 +1,7 @@
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#include "Quaternion.h"
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#include <cmath>
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float Quaternion::operator[](uint8_t index)
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float Quaternion::operator[](uint8_t index) const
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{
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if (index < 4)
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{
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@@ -12,24 +12,36 @@ float Quaternion::operator[](uint8_t index)
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return 1e+6;
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}
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Quaternion Quaternion::operator+(const Quaternion &other)
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Quaternion Quaternion::operator+(const Quaternion &other) const
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{
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return Quaternion{this->v1 * other.v1, this->v2 * other.v2, this->v3 * other.v3, this->w * other.w};
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}
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Quaternion &
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Quaternion::Rotate(Quaternion &other, Quaternion &buffer)
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Quaternion::Q_Mult(Quaternion &other, Quaternion &buffer) const
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{
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// eq. 6
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buffer.v1 = this->w * other.v1 + other.w * this->v1 - this->v2 * other.v3 + this->v3 * other.v2;
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buffer.v2 = this->w * other.v2 + other.w * this->v2 - this->v3 * other.v1 + this->v1 * other.v3;
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buffer.v3 = this->w * other.v3 + other.w * this->v3 - this->v1 * other.v2 + this->v2 * other.v1;
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buffer.w = this->w * other.w - this->v1 * other.v1 - this->v2 * other.v2 - this->v3 * other.v3;
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buffer.w = (other.w * this->w - other.v1 * this->v1 - other.v2 * this->v2 - other.v3 * this->v3);
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buffer.v1 = (other.w * this->v1 + other.v1 * this->w - other.v2 * this->v3 + other.v3 * this->v2);
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buffer.v2 = (other.w * this->v2 + other.v1 * this->v3 + other.v2 * this->w - other.v3 * this->v1);
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buffer.v3 = (other.w * this->v3 - other.v1 * this->v2 + other.v2 * this->v1 + other.v3 * this->w);
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return buffer;
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}
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Quaternion &Quaternion::Rotate(Quaternion &other, Quaternion &buffer) const
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{
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Quaternion prime{-this->v1, -this->v2, -this->v3, this->w};
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static_cast<Matrix<1, 4>>(buffer) = static_cast<Matrix<1, 4>>(other);
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buffer.w = 0;
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Quaternion temp{};
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this->Q_Mult(buffer, temp);
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temp.Q_Mult(prime, buffer);
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return buffer;
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}
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Matrix<1, 3> &
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Quaternion::ToEulerAngles(Matrix<1, 3> &angleBuffer)
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Quaternion::ToEulerAngles(Matrix<1, 3> &angleBuffer) const
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{
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// from https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
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// rotation sequence R = Rx * Ry * Rz
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@@ -53,7 +65,7 @@ Quaternion::ToEulerAngles(Matrix<1, 3> &angleBuffer)
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return angleBuffer;
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}
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Matrix<3, 3> &Quaternion::ToRotationMatrix(Matrix<3, 3> &rotationMatrixBuffer)
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Matrix<3, 3> &Quaternion::ToRotationMatrix(Matrix<3, 3> &rotationMatrixBuffer) const
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{
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// eq. 4
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// from https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToMatrix/index.htm
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@@ -18,44 +18,50 @@ public:
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* @param index The index of the element to access
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* @return The value of the element at the index
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*/
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float operator[](uint8_t index);
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float operator[](uint8_t index) const;
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/**
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* @brief Add two quaternions together
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* @param other The quaternion to add to this one
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* @return The net quaternion
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*/
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Quaternion operator+(const Quaternion &other);
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Quaternion operator+(const Quaternion &other) const;
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/**
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* @brief Rotate a quaternion by another quaternion
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* @brief Q_Mult a quaternion by another quaternion
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* @param other The quaternion to rotate by
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* @param buffer The buffer to store the result in
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* @return A reference to the buffer
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*/
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Quaternion &Rotate(Quaternion &other, Quaternion &buffer);
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Quaternion &Q_Mult(Quaternion &other, Quaternion &buffer) const;
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/**
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* @brief Rotate a quaternion by another quaternion
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* @param other The quaternion to rotate
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* @param buffer The buffer to store the result in
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*
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*/
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Quaternion &Rotate(Quaternion &other, Quaternion &buffer) const;
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/**
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* @brief Calculate the Euler angles from the quaternion
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* @param angleBuffer The buffer to store the angles in
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* @return A reference to the buffer
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*/
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Matrix<1, 3> &ToEulerAngles(Matrix<1, 3> &angleBuffer);
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Matrix<1, 3> &ToEulerAngles(Matrix<1, 3> &angleBuffer) const;
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/**
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* @brief Convert the quaternion to a rotation matrix
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* @param rotationMatrixBuffer The buffer to store the rotation matrix in
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* @return A reference to the buffer
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*/
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Matrix<3, 3> &ToRotationMatrix(Matrix<3, 3> &rotationMatrixBuffer);
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Matrix<3, 3> &ToRotationMatrix(Matrix<3, 3> &rotationMatrixBuffer) const;
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// Give people an easy way to access the elements
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float &v1{matrix[0]};
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float &v2{matrix[1]};
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float &v3{matrix[2]};
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float &w{matrix[3]};
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private:
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};
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#endif // QUATERNION_H_
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@@ -73,8 +73,8 @@ TEST_CASE("Vector Math", "Vector")
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SECTION("Rotation")
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{
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Quaternion q3;
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q1.Rotate(q2, q3);
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REQUIRE(q3.v1 == -24);
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q1.Q_Mult(q2, q3);
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REQUIRE(q3.v1 == 24);
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REQUIRE(q3.v2 == 48);
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REQUIRE(q3.v3 == 48);
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REQUIRE(q3.w == -6);
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