fsfw/src/fsfw/globalfunctions/math/QuaternionOperations.h

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#ifndef QUATERNIONOPERATIONS_H_
#define QUATERNIONOPERATIONS_H_
#include <stdint.h>
class QuaternionOperations {
public:
virtual ~QuaternionOperations();
static void multiply(const double *q1, const double *q2, double *q);
static void fromDcm(const double dcm[][3], double *quaternion,
uint8_t *index = 0);
static void toDcm(const double *quaternion, double dcm[][3]);
static void toDcm(const double *quaternion, float dcm[][3]);
static float norm(const double *quaternion);
static void normalize(double *quaternion);
static void normalize(const double *quaternion, double *unitQuaternion);
static void inverse(const double *quaternion, double *inverseQuaternion);
/**
* returns angle in ]-Pi;Pi] or [0;Pi] if abs == true
*/
static double getAngle(const double *quaternion, bool abs = false);
//multiplies 3d vector with dcm derived from quaternion
template<typename T>
static void multiplyVector(const double *quaternion, const T *vector,
T * result) {
result[0] =
(2.
* (quaternion[0] * quaternion[0]
+ quaternion[3] * quaternion[3]) - 1.)
* vector[0]
+ 2.
* (quaternion[0] * quaternion[1]
+ quaternion[2] * quaternion[3])
* vector[1]
+ 2.
* (quaternion[0] * quaternion[2]
- quaternion[1] * quaternion[3])
* vector[2];
result[1] =
2.
* (quaternion[0] * quaternion[1]
- quaternion[2] * quaternion[3]) * vector[0]
+ (2.
* (quaternion[1] * quaternion[1]
+ quaternion[3] * quaternion[3]) - 1.)
* vector[1]
+ 2.
* (quaternion[1] * quaternion[2]
+ quaternion[0] * quaternion[3])
* vector[2];
result[2] =
2.
* (quaternion[0] * quaternion[2]
+ quaternion[1] * quaternion[3]) * vector[0]
+ 2.
* (quaternion[1] * quaternion[2]
- quaternion[0] * quaternion[3])
* vector[1]
+ (2.
* (quaternion[2] * quaternion[2]
+ quaternion[3] * quaternion[3]) - 1.)
* vector[2];
}
private:
QuaternionOperations();
};
#endif /* QUATERNIONOPERATIONS_H_ */