77 lines
1.6 KiB
C
77 lines
1.6 KiB
C
/*
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* Copyright 2022 Oleg Borodin <borodin@unix7.org>
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*/
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#include <stdio.h>
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#include <math.h>
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#include <geometry.h>
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void eulerangle_init(eulerangle_t* a) {
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a->z = 0.0;
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a->y = 0.0;
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a->x = 0.0;
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}
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void eulerangle_todegress(eulerangle_t* a) {
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a->z *= (180.0 / M_PI);
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a->y *= (180.0 / M_PI);
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a->x *= (180.0 / M_PI);
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}
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void eulerangle_toradians(eulerangle_t* a) {
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a->z *= (M_PI / 180.0);
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a->y *= (M_PI / 180.0);
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a->x *= (M_PI / 180.0);
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}
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void eulerangle_norm(eulerangle_t* a) {
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double n = sqrt(a->x*a->x + a->y*a->y + a->z*a->z);
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a->x *= n;
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a->y *= n;
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a->z *= n;
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}
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void quaternion_init(quaternion_t* q) {
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q->w = 1.0;
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q->x = 0.0;
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q->y = 0.0;
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q->z = 0.0;
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}
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void quaternion_toeuler(quaternion_t* q, eulerangle_t* a) {
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double x = q->x;
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double y = q->y;
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double z = q->z;
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double w = q->w;
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double ax = 0.0;
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double ay = 0.0;
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double az = 0.0;
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double t0 = (x + z)*(x - z); // x^2-z^2
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double t1 = (w + y)*(w - y); // w^2-y^2
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double n1 = 0.5 * (t0 + t1); // 1/2 x of x'
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double n2 = x*y + w*z; // 1/2 y of x'
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double n3 = w*y - x*z; // 1/2 z of x'
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double t = n1*n1 + n2*n2; // cos(theta)^2
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double n4 = 2.0 * (y*z + w*x); // z of y'
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az = atan2(n2, n1); // yaw (psi)
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ay = atan(n3 / sqrt(t)); // pitch (theta)
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if (t != 0.0) { // roll
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ax = atan2(n4, t1 - t0);
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} else {
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ax = (2.0 * atan2(x, w) - copysign(1.0, n3) * az);
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}
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a->x = ax;
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a->y = ay;
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a->z = az;
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}
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