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Vector3D/src/Quaternion.cpp
Cynopolis 60a2b12b5f
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Replaced normalize with EuclideanNorm
2025-06-02 14:26:41 -04:00

121 lines
3.9 KiB
C++

#include "Quaternion.h"
#include <cmath>
/**
* @brief Create a quaternion from an angle and axis
* @param angle The angle to rotate by
* @param axis The axis to rotate around
*/
Quaternion Quaternion::FromAngleAndAxis(float angle, const Matrix<1, 3> &axis) {
const float halfAngle = angle / 2;
const float sinHalfAngle = sin(halfAngle);
Matrix<1, 3> normalizedAxis{};
normalizedAxis = axis.EuclideanNorm();
return Quaternion{static_cast<float>(cos(halfAngle)),
normalizedAxis.Get(0, 0) * sinHalfAngle,
normalizedAxis.Get(0, 1) * sinHalfAngle,
normalizedAxis.Get(0, 2) * sinHalfAngle};
}
float Quaternion::operator[](uint8_t index) const {
if (index < 4) {
return this->matrix[index];
}
// index out of bounds
return 1e+6;
}
void Quaternion::operator=(const Quaternion &other) {
memcpy(&(this->matrix), &(other.matrix), 4 * sizeof(float));
}
Quaternion Quaternion::operator*(const Quaternion &other) const {
Quaternion result{};
this->Q_Mult(other, result);
return result;
}
Quaternion Quaternion::operator*(float scalar) const {
return Quaternion{this->w * scalar, this->v1 * scalar, this->v2 * scalar,
this->v3 * scalar};
}
Quaternion Quaternion::operator+(const Quaternion &other) const {
return Quaternion{this->w + other.w, this->v1 + other.v1, this->v2 + other.v2,
this->v3 + other.v3};
}
Quaternion &Quaternion::Q_Mult(const Quaternion &other,
Quaternion &buffer) const {
// eq. 6
buffer.w = (other.w * this->w - other.v1 * this->v1 - other.v2 * this->v2 -
other.v3 * this->v3);
buffer.v1 = (other.w * this->v1 + other.v1 * this->w - other.v2 * this->v3 +
other.v3 * this->v2);
buffer.v2 = (other.w * this->v2 + other.v1 * this->v3 + other.v2 * this->w -
other.v3 * this->v1);
buffer.v3 = (other.w * this->v3 - other.v1 * this->v2 + other.v2 * this->v1 +
other.v3 * this->w);
return buffer;
}
Quaternion &Quaternion::Rotate(Quaternion &other, Quaternion &buffer) const {
Quaternion prime{this->w, -this->v1, -this->v2, -this->v3};
buffer.v1 = other.v1;
buffer.v2 = other.v2;
buffer.v3 = other.v3;
buffer.w = 0;
Quaternion temp{};
this->Q_Mult(buffer, temp);
temp.Q_Mult(prime, buffer);
return buffer;
}
void Quaternion::Normalize() {
float magnitude = sqrt(this->v1 * this->v1 + this->v2 * this->v2 +
this->v3 * this->v3 + this->w * this->w);
if (magnitude == 0) {
return;
}
this->v1 /= magnitude;
this->v2 /= magnitude;
this->v3 /= magnitude;
this->w /= magnitude;
}
Matrix<3, 3> Quaternion::ToRotationMatrix() const {
float xx = this->v1 * this->v1;
float yy = this->v2 * this->v2;
float zz = this->v3 * this->v3;
Matrix<3, 3> rotationMatrix{1 - 2 * (yy - zz),
2 * (this->v1 * this->v2 - this->v3 * this->w),
2 * (this->v1 * this->v3 + this->v2 * this->w),
2 * (this->v1 * this->v2 + this->v3 * this->w),
1 - 2 * (xx - zz),
2 * (this->v2 * this->v3 - this->v1 * this->w),
2 * (this->v1 * this->v3 - this->v2 * this->w),
2 * (this->v2 * this->v3 + this->v1 * this->w),
1 - 2 * (xx - yy)};
return rotationMatrix;
};
Matrix<3, 1> Quaternion::ToEulerAngle() const {
float sqv1 = this->v1 * this->v1;
float sqv2 = this->v2 * this->v2;
float sqv3 = this->v3 * this->v3;
float sqw = this->w * this->w;
Matrix<3, 1> eulerAngle;
{
atan2(2.0 * (this->v1 * this->v2 + this->v3 * this->w),
(sqv1 - sqv2 - sqv3 + sqw));
asin(-2.0 * (this->v1 * this->v3 - this->v2 * this->w) /
(sqv1 + sqv2 + sqv3 + sqw));
atan2(2.0 * (this->v2 * this->v3 + this->v1 * this->w),
(-sqv1 - sqv2 + sqv3 + sqw));
};
return eulerAngle;
}