/// Return a unit quaternion
static SGQuat unit(void)
- { return fromRealImag(1, SGVec3<T>(0)); }
+ { return fromRealImag(1, SGVec3<T>(0, 0, 0)); }
/// Return a quaternion from euler angles
static SGQuat fromEulerRad(T z, T y, T x)
static SGQuat fromHeadAttBankDeg(T h, T a, T b)
{ return fromEulerDeg(h, a, b); }
- /// Return a quaternion rotation the the horizontal local frame from given
- /// longitude and latitude
+ /// Return a quaternion rotation from the earth centered to the
+ /// simulation usual horizontal local frame from given
+ /// longitude and latitude.
+ /// The horizontal local frame used in simulations is the frame with x-axis
+ /// pointing north, the y-axis pointing eastwards and the z axis
+ /// pointing downwards.
static SGQuat fromLonLatRad(T lon, T lat)
{
SGQuat q;
T zd2 = T(0.5)*lon;
- T yd2 = T(-0.25)*SGMisc<value_type>::pi() - T(0.5)*lat;
+ T yd2 = T(-0.25)*SGMisc<T>::pi() - T(0.5)*lat;
T Szd2 = sin(zd2);
T Syd2 = sin(yd2);
T Czd2 = cos(zd2);
q.z() = Szd2*Cyd2;
return q;
}
-
- /// Return a quaternion rotation the the horizontal local frame from given
- /// longitude and latitude
+ /// Like the above provided for convenience
static SGQuat fromLonLatDeg(T lon, T lat)
{ return fromLonLatRad(SGMisc<T>::deg2rad(lon), SGMisc<T>::deg2rad(lat)); }
-
- /// Return a quaternion rotation the the horizontal local frame from given
- /// longitude and latitude
+ /// Like the above provided for convenience
static SGQuat fromLonLat(const SGGeod& geod)
{ return fromLonLatRad(geod.getLongitudeRad(), geod.getLatitudeRad()); }
+ /// Return a quaternion rotation from the earth centered to the
+ /// OpenGL/viewer horizontal local frame from given longitude and latitude.
+ /// This frame matches the usual OpenGL axis directions. That is the target
+ /// frame has an x-axis pointing eastwards, y-axis pointing up and y z-axis
+ /// pointing south.
+ static SGQuat viewHLRad(T lon, T lat)
+ {
+ // That bails down to a 3-2-1 euler sequence lon+pi/2, 0, -lat-pi
+ // what is here is again the hand optimized version ...
+ SGQuat q;
+ T xd2 = -T(0.5)*lat - T(0.5)*SGMisc<T>::pi();
+ T zd2 = T(0.5)*lon + T(0.25)*SGMisc<T>::pi();
+ T Szd2 = sin(zd2);
+ T Sxd2 = sin(xd2);
+ T Czd2 = cos(zd2);
+ T Cxd2 = cos(xd2);
+ q.w() = Cxd2*Czd2;
+ q.x() = Sxd2*Czd2;
+ q.y() = Sxd2*Szd2;
+ q.z() = Cxd2*Szd2;
+ return q;
+ }
+ /// Like the above provided for convenience
+ static SGQuat viewHLDeg(T lon, T lat)
+ { return viewHLRad(SGMisc<T>::deg2rad(lon), SGMisc<T>::deg2rad(lat)); }
+ /// Like the above provided for convenience
+ static SGQuat viewHL(const SGGeod& geod)
+ { return viewHLRad(geod.getLongitudeRad(), geod.getLatitudeRad()); }
+
+ /// Convert a quaternion rotation from the simulation frame
+ /// to the view (OpenGL) frame. That is it just swaps the axis part of
+ /// this current quaternion.
+ /// That proves useful when you want to use the euler 3-2-1 sequence
+ /// for the usual heading/pitch/roll sequence within the context of
+ /// OpenGL/viewer frames.
+ static SGQuat simToView(const SGQuat& q)
+ { return SGQuat(q.y(), -q.z(), -q.x(), q.w()); }
+
/// Create a quaternion from the angle axis representation
static SGQuat fromAngleAxis(T angle, const SGVec3<T>& axis)
{
return fromRealImag(cos(angle2), T(sin(angle2)/nAxis)*axis);
}
+ static SGQuat fromRotateTo(const SGVec3<T>& from, const SGVec3<T>& to)
+ {
+ T nfrom = norm(from);
+ T nto = norm(to);
+ if (nfrom < SGLimits<T>::min() || nto < SGLimits<T>::min())
+ return SGQuat::unit();
+
+ return SGQuat::fromRotateToNorm((1/nfrom)*from, (1/nto)*to);
+ }
+
+ // FIXME more finegrained error behavour.
+ static SGQuat fromRotateTo(const SGVec3<T>& v1, unsigned i1,
+ const SGVec3<T>& v2, unsigned i2)
+ {
+ T nrmv1 = norm(v1);
+ T nrmv2 = norm(v2);
+ if (nrmv1 < SGLimits<T>::min() || nrmv2 < SGLimits<T>::min())
+ return SGQuat::unit();
+
+ SGVec3<T> nv1 = (1/nrmv1)*v1;
+ SGVec3<T> nv2 = (1/nrmv2)*v2;
+ T dv1v2 = dot(nv1, nv2);
+ if (fabs(fabs(dv1v2)-1) < SGLimits<T>::epsilon())
+ return SGQuat::unit();
+
+ // The target vector for the first rotation
+ SGVec3<T> nto1 = SGVec3<T>::zeros();
+ SGVec3<T> nto2 = SGVec3<T>::zeros();
+ nto1[i1] = 1;
+ nto2[i2] = 1;
+
+ // The first rotation can be done with the usual routine.
+ SGQuat q = SGQuat::fromRotateToNorm(nv1, nto1);
+
+ // The rotation axis for the second rotation is the
+ // target for the first one, so the rotation axis is nto1
+ // We need to get the angle.
+
+ // Make nv2 exactly orthogonal to nv1.
+ nv2 = normalize(nv2 - dv1v2*nv1);
+
+ SGVec3<T> tnv2 = q.transform(nv2);
+ T cosang = dot(nto2, tnv2);
+ T cos05ang = T(0.5+0.5*cosang);
+ if (cos05ang <= 0)
+ cosang = T(0);
+ cos05ang = sqrt(cos05ang);
+ T sig = dot(nto1, cross(nto2, tnv2));
+ T sin05ang = T(0.5-0.5*cosang);
+ if (sin05ang <= 0)
+ sin05ang = 0;
+ sin05ang = copysign(sqrt(sin05ang), sig);
+ q *= SGQuat::fromRealImag(cos05ang, sin05ang*nto1);
+
+ return q;
+ }
+
+
+ // Return a quaternion which rotates the vector given by v
+ // to the vector -v. Other directions are *not* preserved.
+ static SGQuat fromChangeSign(const SGVec3<T>& v)
+ {
+ // The vector from points to the oposite direction than to.
+ // Find a vector perpendicular to the vector to.
+ T absv1 = fabs(v(0));
+ T absv2 = fabs(v(1));
+ T absv3 = fabs(v(2));
+
+ SGVec3<T> axis;
+ if (absv2 < absv1 && absv3 < absv1) {
+ T quot = v(1)/v(0);
+ axis = (1/sqrt(1+quot*quot))*SGVec3<T>(quot, -1, 0);
+ } else if (absv1 < absv2 && absv3 < absv2) {
+ T quot = v(2)/v(1);
+ axis = (1/sqrt(1+quot*quot))*SGVec3<T>(0, quot, -1);
+ } else if (absv1 < absv3 && absv2 < absv3) {
+ T quot = v(0)/v(2);
+ axis = (1/sqrt(1+quot*quot))*SGVec3<T>(-1, 0, quot);
+ } else {
+ // The all zero case.
+ return SGQuat::unit();
+ }
+
+ return SGQuat::fromRealImag(0, axis);
+ }
+
/// Return a quaternion from real and imaginary part
static SGQuat fromRealImag(T r, const SGVec3<T>& i)
{
SGQuat q;
q.w() = r;
- q.x() = i(0);
- q.y() = i(1);
- q.z() = i(2);
+ q.x() = i.x();
+ q.y() = i.y();
+ q.z() = i.z();
return q;
}
/// write the euler angles into the references
void getEulerRad(T& zRad, T& yRad, T& xRad) const
{
- value_type sqrQW = w()*w();
- value_type sqrQX = x()*x();
- value_type sqrQY = y()*y();
- value_type sqrQZ = z()*z();
-
- value_type num = 2*(y()*z() + w()*x());
- value_type den = sqrQW - sqrQX - sqrQY + sqrQZ;
- if (fabs(den) < SGLimits<value_type>::min() &&
- fabs(num) < SGLimits<value_type>::min())
+ T sqrQW = w()*w();
+ T sqrQX = x()*x();
+ T sqrQY = y()*y();
+ T sqrQZ = z()*z();
+
+ T num = 2*(y()*z() + w()*x());
+ T den = sqrQW - sqrQX - sqrQY + sqrQZ;
+ if (fabs(den) < SGLimits<T>::min() &&
+ fabs(num) < SGLimits<T>::min())
xRad = 0;
else
xRad = atan2(num, den);
- value_type tmp = 2*(x()*z() - w()*y());
+ T tmp = 2*(x()*z() - w()*y());
if (tmp < -1)
- yRad = 0.5*SGMisc<value_type>::pi();
+ yRad = 0.5*SGMisc<T>::pi();
else if (1 < tmp)
- yRad = -0.5*SGMisc<value_type>::pi();
+ yRad = -0.5*SGMisc<T>::pi();
else
yRad = -asin(tmp);
num = 2*(x()*y() + w()*z());
den = sqrQW + sqrQX - sqrQY - sqrQZ;
- if (fabs(den) < SGLimits<value_type>::min() &&
- fabs(num) < SGLimits<value_type>::min())
+ if (fabs(den) < SGLimits<T>::min() &&
+ fabs(num) < SGLimits<T>::min())
zRad = 0;
else {
- value_type psi = atan2(num, den);
+ T psi = atan2(num, den);
if (psi < 0)
- psi += 2*SGMisc<value_type>::pi();
+ psi += 2*SGMisc<T>::pi();
zRad = psi;
}
}
/// frame rotated with the quaternion
SGVec3<T> transform(const SGVec3<T>& v) const
{
- value_type r = 2/dot(*this, *this);
+ T r = 2/dot(*this, *this);
SGVec3<T> qimag = imag(*this);
- value_type qr = real(*this);
+ T qr = real(*this);
return (r*qr*qr - 1)*v + (r*dot(qimag, v))*qimag - (r*qr)*cross(qimag, v);
}
/// Transform a vector from the coordinate frame rotated with the quaternion
/// to the current coordinate frame
SGVec3<T> backTransform(const SGVec3<T>& v) const
{
- value_type r = 2/dot(*this, *this);
+ T r = 2/dot(*this, *this);
SGVec3<T> qimag = imag(*this);
- value_type qr = real(*this);
+ T qr = real(*this);
return (r*qr*qr - 1)*v + (r*dot(qimag, v))*qimag + (r*qr)*cross(qimag, v);
}
/// Return the time derivative of the quaternion given the angular velocity
SGQuat
- derivative(const SGVec3<T>& angVel)
+ derivative(const SGVec3<T>& angVel) const
{
SGQuat deriv;
return deriv;
}
+
+private:
+
+ // Private because it assumes normalized inputs.
+ static SGQuat
+ fromRotateToSmaller90Deg(T cosang,
+ const SGVec3<T>& from, const SGVec3<T>& to)
+ {
+ // In this function we assume that the angle required to rotate from
+ // the vector from to the vector to is <= 90 deg.
+ // That is done so because of possible instabilities when we rotate more
+ // then 90deg.
+
+ // Note that the next comment does actually cover a *more* *general* case
+ // than we need in this function. That shows that this formula is even
+ // valid for rotations up to 180deg.
+
+ // Because of the signs in the axis, it is sufficient to care for angles
+ // in the interval [-pi,pi]. That means that 0.5*angle is in the interval
+ // [-pi/2,pi/2]. But in that range the cosine is allways >= 0.
+ // So we do not need to care for egative roots in the following equation:
+ T cos05ang = sqrt(0.5+0.5*cosang);
+
+
+ // Now our assumption of angles <= 90 deg comes in play.
+ // For that reason, we know that cos05ang is not zero.
+ // It is even more, we can see from the above formula that
+ // sqrt(0.5) < cos05ang.
+
+
+ // Compute the rotation axis, that is
+ // sin(angle)*normalized rotation axis
+ SGVec3<T> axis = cross(to, from);
+
+ // We need sin(0.5*angle)*normalized rotation axis.
+ // So rescale with sin(0.5*x)/sin(x).
+ // To do that we use the equation:
+ // sin(x) = 2*sin(0.5*x)*cos(0.5*x)
+ return SGQuat::fromRealImag( cos05ang, (1/(2*cos05ang))*axis);
+ }
+
+ // Private because it assumes normalized inputs.
+ static SGQuat
+ fromRotateToNorm(const SGVec3<T>& from, const SGVec3<T>& to)
+ {
+ // To avoid instabilities with roundoff, we distinguish between rotations
+ // with more then 90deg and rotations with less than 90deg.
+
+ // Compute the cosine of the angle.
+ T cosang = dot(from, to);
+
+ // For the small ones do direct computation
+ if (T(-0.5) < cosang)
+ return SGQuat::fromRotateToSmaller90Deg(cosang, from, to);
+
+ // For larger rotations. first rotate from to -from.
+ // Past that we will have a smaller angle again.
+ SGQuat q1 = SGQuat::fromChangeSign(from);
+ SGQuat q2 = SGQuat::fromRotateToSmaller90Deg(-cosang, -from, to);
+ return q1*q2;
+ }
};
/// Unary +, do nothing ...