577 lines
15 KiB
C++
577 lines
15 KiB
C++
///
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/// \file include/scmp/geom/Quaternion.h
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/// \author K. Isom <kyle@imap.cc>
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/// \date 2019-08-05
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/// \brief Quaternion implementation suitable for navigation in R3.
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///
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/// Copyright 2019 K. Isom <kyle@imap.cc>
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///
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/// Permission to use, copy, modify, and/or distribute this software for
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/// any purpose with or without fee is hereby granted, provided that
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/// the above copyright notice and this permission notice appear in all /// copies.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
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/// WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
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/// WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE
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/// AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL
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/// DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA
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/// OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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/// TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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/// PERFORMANCE OF THIS SOFTWARE.
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///
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#ifndef SCMATH_GEOM_QUATERNION_H
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#define SCMATH_GEOM_QUATERNION_H
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#include <cassert>
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#include <cmath>
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#include <initializer_list>
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#include <iostream>
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#include <ostream>
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#include <scmp/Math.h>
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#include <scmp/geom/Vector.h>
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namespace scmp {
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namespace geom {
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/// \brief Quaternions provide a representation of Orientation
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/// and rotations in three dimensions.
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///
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/// Quaternions encode rotations in three-dimensional space. While
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/// technically a Quaternion is comprised of a real element and a
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/// complex vector<3>, for the purposes of this library, it is modeled
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/// as a floating point 4D vector of the form <w, x, y, z>, where x, y,
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/// and z represent an Axis of rotation in R3 and w the Angle, in
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/// radians, of the rotation about that Axis. Where Euler angles are
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/// concerned, the ZYX (or yaw, pitch, roll) sequence is used.
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///
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/// For information on the underlying vector type, see the
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/// documentation for scmp::geom::Vector.
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///
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/// Like vectors, quaternions carry an internal tolerance value ε that
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/// is used for floating point comparisons. The math namespace contains
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/// the default values used for this; generally, a tolerance of 0.0001
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/// is considered appropriate for the uses of this library. The
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/// tolerance can be explicitly set with the SetEpsilon method.
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template<typename T>
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class Quaternion {
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public:
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/// \brief Construct an identity Quaternion.
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Quaternion() : v(Vector<T, 3>{0.0, 0.0, 0.0}), w(1.0)
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{
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scmp::DefaultEpsilon(this->eps);
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v.SetEpsilon(this->eps);
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};
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/// \brief Construct a Quaternion with an Axis and Angle of
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/// rotation.
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///
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/// A Quaternion may be initialised with a Vector<T, 3> Axis
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/// of rotation and an Angle of rotation. This doesn't do the
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/// Angle transforms to simplify internal operations.
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///
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/// \param _axis A three-dimensional vector of the same type as
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/// the Quaternion.
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/// \param _angle The Angle of rotation about the Axis of
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/// rotation.
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Quaternion(Vector<T, 3> _axis, T _angle) : v(_axis), w(_angle)
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{
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this->constrainAngle();
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scmp::DefaultEpsilon(this->eps);
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v.SetEpsilon(this->eps);
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};
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/// A Quaternion may be initialised with a Vector<T, 4> comprised of
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/// the Axis of rotation followed by the Angle of rotation.
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///
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/// \param vector A vector in the form <w, x, y, z>.
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Quaternion(Vector<T, 4> vector) :
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v(Vector<T, 3>{vector[1], vector[2], vector[3]}),
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w(vector[0])
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{
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this->constrainAngle();
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scmp::DefaultEpsilon(this->eps);
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v.SetEpsilon(this->eps);
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}
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/// \brief An initializer list containing values for w, x, y,
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/// and z.
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///
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/// \param ilst An initial set of values in the form
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/// <w, x, y, z>.
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Quaternion(std::initializer_list<T> ilst)
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{
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auto it = ilst.begin();
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this->v = Vector<T, 3>{it[1], it[2], it[3]};
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this->w = it[0];
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this->constrainAngle();
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scmp::DefaultEpsilon(this->eps);
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v.SetEpsilon(this->eps);
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}
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/// \brief Set the comparison tolerance for this Quaternion.
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///
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/// \param epsilon A tolerance value.
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void
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SetEpsilon(T epsilon)
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{
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this->eps = epsilon;
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this->v.SetEpsilon(epsilon);
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}
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/// \brief Return the Axis of rotation of this Quaternion.
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///
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/// \return The Axis of rotation of this Quaternion.
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Vector<T, 3>
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Axis() const
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{
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return this->v;
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}
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/// \brief Return the Angle of rotation of this Quaternion.
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///
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/// \return the Angle of rotation of this Quaternion.
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T
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Angle() const
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{
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return this->w;
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}
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/// \brief Compute the Dot product of two quaternions.
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///
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/// \param other Another Quaternion.
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/// \return The Dot product between the two quaternions.
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T
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Dot(const Quaternion<T> &other) const
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{
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double innerProduct = this->v[0] * other.v[0];
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innerProduct += (this->v[1] * other.v[1]);
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innerProduct += (this->v[2] * other.v[2]);
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innerProduct += (this->w * other.w);
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return innerProduct;
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}
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/// \brief Compute the Norm of a Quaternion.
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///
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/// Treating the Quaternion as a Vector<T, 4>, this is the same
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/// process as computing the Magnitude.
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///
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/// \return A non-negative real number.
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T
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Norm() const
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{
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T n = 0;
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n += (this->v[0] * this->v[0]);
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n += (this->v[1] * this->v[1]);
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n += (this->v[2] * this->v[2]);
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n += (this->w * this->w);
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return std::sqrt(n);
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}
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/// \brief Return the unit Quaternion.
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///
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/// \return The unit Quaternion.
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Quaternion
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UnitQuaternion()
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{
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return *this / this->Norm();
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}
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/// \brief Compute the Conjugate of a Quaternion.
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///
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/// \return The Conjugate of this Quaternion.
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Quaternion
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Conjugate() const
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{
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return Quaternion(Vector<T, 4>{this->w, -this->v[0], -this->v[1], -this->v[2]});
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}
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/// \brief Compute the Inverse of a Quaternion.
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///
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/// \return The Inverse of this Quaternion.
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Quaternion
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Inverse() const
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{
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T _norm = this->Norm();
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return this->Conjugate() / (_norm * _norm);
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}
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/// \brief Determine whether this is an identity Quaternion.
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///
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/// \return true if this is an identity Quaternion.
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bool
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IsIdentity() const {
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return this->v.IsZero() &&
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scmp::WithinTolerance(this->w, (T)1.0, this->eps);
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}
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/// \brief Determine whether this is a unit Quaternion.
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///
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/// \return true if this is a unit Quaternion.
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bool
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IsUnitQuaternion() const
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{
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auto normal = this->Norm();
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return scmp::WithinTolerance(normal, (T) 1.0, this->eps);
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}
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/// \brief Convert to Vector form.
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///
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/// Return the Quaternion as a Vector<T, 4>, with the Axis of
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/// rotation followed by the Angle of rotation.
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///
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/// \return A vector representation of the Quaternion.
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Vector<T, 4>
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AsVector() const
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{
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return Vector<T, 4>{this->w, this->v[0], this->v[1], this->v[2]};
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}
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/// \brief Rotate Vector vr about this Quaternion.
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///
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/// \param vr The vector to be rotated.
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/// \return The rotated vector.
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Vector<T, 3>
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Rotate(Vector<T, 3> vr) const
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{
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return (this->Conjugate() * vr * (*this)).Axis();
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}
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/// \brief Return Euler angles for this Quaternion.
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///
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/// Return the Euler angles for this Quaternion as a vector of
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/// <yaw, pitch, roll>.
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///
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/// \warning Users of this function should watch out for gimbal
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/// lock.
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///
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/// \return A vector<T, 3> containing <yaw, pitch, roll>
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Vector<T, 3>
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Euler() const
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{
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T yaw, pitch, roll;
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T a = this->w, a2 = a * a;
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T b = this->v[0], b2 = b * b;
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T c = this->v[1], c2 = c * c;
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T d = this->v[2], d2 = d * d;
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yaw = std::atan2(2 * ((a * b) + (c * d)), a2 - b2 - c2 + d2);
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pitch = std::asin(2 * ((b * d) - (a * c)));
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roll = std::atan2(2 * ((a * d) + (b * c)), a2 + b2 - c2 - d2);
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return Vector<T, 3>{yaw, pitch, roll};
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}
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/// \brief Quaternion addition.
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///
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/// \param other The Quaternion to be added with this one.
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/// \return The result of adding the two quaternions together.
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Quaternion
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operator+(const Quaternion<T> &other) const
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{
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return Quaternion(this->v + other.v, this->w + other.w);
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}
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/// \brief Quaternion subtraction.
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///
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/// \param other The Quaternion to be subtracted from this one.
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/// \return The result of subtracting the other Quaternion from this one.
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Quaternion
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operator-(const Quaternion<T> &other) const
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{
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return Quaternion(this->v - other.v, this->w - other.w);
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}
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/// \brief Scalar multiplication.
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///
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/// \param k The scaling value.
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/// \return A scaled Quaternion.
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Quaternion
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operator*(const T k) const
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{
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return Quaternion(this->v * k, this->w * k);
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}
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/// \brief Scalar division.
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///
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/// \param k The scalar divisor.
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/// \return A scaled Quaternion.
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Quaternion
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operator/(const T k) const
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{
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return Quaternion(this->v / k, this->w / k);
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}
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/// \brief Quaternion Hamilton multiplication with a three-
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/// dimensional vector.
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///
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/// This is done by treating the vector as a pure Quaternion
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/// (e.g. with an Angle of rotation of 0).
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///
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/// \param vector The vector to multiply with this Quaternion.
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/// \return The Hamilton product of the Quaternion and vector.
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Quaternion
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operator*(const Vector<T, 3> &vector) const
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{
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return Quaternion(vector * this->w + this->v.Cross(vector),
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(T) 0.0);
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}
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/// \brief Quaternion Hamilton multiplication.
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///
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/// \param other The other Quaternion to multiply with this one.
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/// @result The Hamilton product of the two quaternions.
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Quaternion
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operator*(const Quaternion<T> &other) const
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{
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T angle = (this->w * other.w) -
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(this->v * other.v);
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Vector<T, 3> axis = (other.v * this->w) +
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(this->v * other.w) +
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(this->v.Cross(other.v));
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return Quaternion(axis, angle);
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}
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/// \brief Quaternion equivalence.
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///
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/// \param other The Quaternion to check equality against.
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/// \return True if the two quaternions are equal within their tolerance.
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bool
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operator==(const Quaternion<T> &other) const
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{
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return (this->v == other.v) &&
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(scmp::WithinTolerance(this->w, other.w, this->eps));
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}
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/// \brief Quaternion non-equivalence.
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///
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/// \param other The Quaternion to check inequality against.
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/// \return True if the two quaternions are unequal within their tolerance.
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bool
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operator!=(const Quaternion<T> &other) const
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{
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return !(*this == other);
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}
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/// \brief Output a Quaternion to a stream in the form
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/// `a + <i, j, k>`.
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///
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/// \todo improve the formatting.
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///
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/// \param outs An output stream
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/// \param q A Quaternion
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/// \return The output stream
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friend std::ostream &
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operator<<(std::ostream &outs, const Quaternion<T> &q)
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{
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outs << q.w << " + " << q.v;
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return outs;
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}
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private:
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static constexpr T minRotation = -4 * M_PI;
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static constexpr T maxRotation = 4 * M_PI;
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Vector<T, 3> v; // Axis of rotation
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T w; // Angle of rotation
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T eps;
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void
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constrainAngle()
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{
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if (this->w < 0.0) {
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this->w = std::fmod(this->w, this->minRotation);
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}
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else {
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this->w = std::fmod(this->w, this->maxRotation);
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}
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}
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};
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///
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/// \defgroup quaternion_aliases Quaternion type aliases.
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/// Type aliases are provided for float and double quaternions.
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///
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/// \ingroup quaternion_aliases
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/// \brief Type alias for a float Quaternion.
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typedef Quaternion<float> Quaternionf;
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/// \ingroup quaternion_aliases
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/// \brief Type alias for a double Quaternion.
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typedef Quaternion<double> Quaterniond;
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/// \brief Convenience Quaternion construction function.
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///
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/// Return a float Quaternion scaled appropriately from a vector and
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/// Angle, e.g.
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/// angle = cos(Angle / 2),
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/// Axis.UnitVector() * sin(Angle / 2).
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///
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/// \param axis The Axis of rotation.
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/// \param angle The Angle of rotation.
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/// \return A Quaternion.
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/// \relatesalso Quaternion
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Quaternionf MakeQuaternion(Vector3F axis, float angle);
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/// \brief Convience Quaternion construction function.
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///
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/// Return a double Quaternion scaled appropriately from a vector and
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/// Angle, e.g.
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/// Angle = cos(Angle / 2),
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/// Axis.UnitVector() * sin(Angle / 2).
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///
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/// \param axis The Axis of rotation.
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/// \param angle The Angle of rotation.
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/// \return A Quaternion.
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/// \relatesalso Quaternion
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Quaterniond MakeQuaternion(Vector3D axis, double angle);
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/// \brief Convience Quaternion construction function.
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///
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/// Return a double Quaternion scaled appropriately from a vector and
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/// Angle, e.g.
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/// Angle = cos(Angle / 2),
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/// Axis.UnitVector() * sin(Angle / 2).
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///
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/// \param axis The Axis of rotation.
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/// \param angle The Angle of rotation.
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/// \return A Quaternion.
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/// \relatesalso Quaternion
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template <typename T>
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Quaternion<T>
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MakeQuaternion(Vector<T, 3> axis, T angle)
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{
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return Quaternion<T>(axis.UnitVector() * std::sin(angle / (T)2.0),
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std::cos(angle / (T)2.0));
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}
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/// \brief COnstruct a Quaternion from Euler angles.
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///
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/// Given a vector of Euler angles in ZYX sequence (e.g. yaw, pitch,
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/// roll), return a Quaternion.
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///
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/// \param euler A vector Euler Angle in ZYX sequence.
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/// \return A Quaternion representation of the Orientation represented
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/// by the Euler angles.
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/// \relatesalso Quaternion
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Quaternionf FloatQuaternionFromEuler(Vector3F euler);
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/// \brief COnstruct a Quaternion from Euler angles.
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///
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/// Given a vector of Euler angles in ZYX sequence (e.g. yaw, pitch,
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/// roll), return a Quaternion.
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///
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/// \param euler A vector Euler Angle in ZYX sequence.
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/// \return A Quaternion representation of the Orientation represented
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/// by the Euler angles.
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/// \relatesalso Quaternion
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Quaterniond DoubleQuaternionFromEuler(Vector3D euler);
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/// \brief Linear interpolation for two Quaternions.
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///
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/// LERP computes the linear interpolation of two quaternions At some
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/// fraction of the distance between them.
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///
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/// \tparam T
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/// \param p The starting Quaternion.
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/// \param q The ending Quaternion.
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/// \param t The fraction of the distance between the two quaternions to
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/// interpolate.
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/// \return A Quaternion representing the linear interpolation of the
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/// two quaternions.
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template <typename T>
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Quaternion<T>
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LERP(Quaternion<T> p, Quaternion<T> q, T t)
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{
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return (p + (q - p) * t).UnitQuaternion();
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}
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/// \brief Shortest distance spherical linear interpolation.
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///
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/// ShortestSLERP computes the shortest distance spherical linear
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/// interpolation between two unit quaternions At some fraction of the
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/// distance between them.
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///
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/// \tparam T
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/// \param p The starting Quaternion.
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/// \param q The ending Quaternion.
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/// \param t The fraction of the distance between the two quaternions
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/// to interpolate.
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/// \return A Quaternion representing the shortest path between two
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/// quaternions.
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template <typename T>
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Quaternion<T>
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ShortestSLERP(Quaternion<T> p, Quaternion<T> q, T t)
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{
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assert(p.IsUnitQuaternion());
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assert(q.IsUnitQuaternion());
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T dp = p.Dot(q);
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T sign = dp < 0.0 ? -1.0 : 1.0;
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T omega = std::acos(dp * sign);
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T sin_omega = std::sin(omega); // Compute once.
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if (dp > 0.99999) {
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return LERP(p, q * sign, t);
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}
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return (p * std::sin((1.0 - t) * omega) / sin_omega) +
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(q * sign * std::sin(omega*t) / sin_omega);
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}
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/// \brief Internal consistency check.
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///
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/// Run a quick self test to exercise basic functionality of the Quaternion
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/// class to verify correct operation. Note that if \#NDEBUG is defined, the
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/// self test is disabled.
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void QuaternionSelfTest();
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} // namespace geom
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} // namespace wr
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#endif // SCMATH_GEOM_QUATERNION_H
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