fsfw/src/fsfw/globalfunctions/math/QuaternionOperations.cpp

187 lines
6.9 KiB
C++

#include "fsfw/globalfunctions/math/QuaternionOperations.h"
#include <stdint.h>
#include <cmath>
#include <cstring>
#include "fsfw/globalfunctions/math/VectorOperations.h"
QuaternionOperations::~QuaternionOperations() {}
void QuaternionOperations::multiply(const double* q1, const double* q2, double* q) {
double out[4];
out[0] = q1[3] * q2[0] + q1[2] * q2[1] - q1[1] * q2[2] + q1[0] * q2[3];
out[1] = -q1[2] * q2[0] + q1[3] * q2[1] + q1[0] * q2[2] + q1[1] * q2[3];
out[2] = q1[1] * q2[0] - q1[0] * q2[1] + q1[3] * q2[2] + q1[2] * q2[3];
out[3] = -q1[0] * q2[0] - q1[1] * q2[1] - q1[2] * q2[2] + q1[3] * q2[3];
memcpy(q, out, 4 * sizeof(*q));
}
void QuaternionOperations::toDcm(const double* quaternion, double dcm[][3]) {
dcm[0][0] = 2 * (quaternion[0] * quaternion[0] + quaternion[3] * quaternion[3]) - 1;
dcm[0][1] = 2 * (quaternion[0] * quaternion[1] + quaternion[2] * quaternion[3]);
dcm[0][2] = 2 * (quaternion[0] * quaternion[2] - quaternion[1] * quaternion[3]);
dcm[1][0] = 2 * (quaternion[0] * quaternion[1] - quaternion[2] * quaternion[3]);
dcm[1][1] = 2 * (quaternion[1] * quaternion[1] + quaternion[3] * quaternion[3]) - 1;
dcm[1][2] = 2 * (quaternion[1] * quaternion[2] + quaternion[0] * quaternion[3]);
dcm[2][0] = 2 * (quaternion[0] * quaternion[2] + quaternion[1] * quaternion[3]);
dcm[2][1] = 2 * (quaternion[1] * quaternion[2] - quaternion[0] * quaternion[3]);
dcm[2][2] = 2 * (quaternion[2] * quaternion[2] + quaternion[3] * quaternion[3]) - 1;
}
void QuaternionOperations::inverse(const double* quaternion, double* inverseQuaternion) {
memcpy(inverseQuaternion, quaternion, 4 * sizeof(*quaternion));
VectorOperations<double>::mulScalar(inverseQuaternion, -1, inverseQuaternion, 3);
}
void QuaternionOperations::slerp(const double q1[4], const double q2[4], const double weight,
double q[4]) {
double q1s[4] = {0, 0, 0, 0}, q2I[4] = {0, 0, 0, 0}, qD[4] = {0, 0, 0, 0}, left[4] = {0, 0, 0, 0},
right[4] = {0, 0, 0, 0}, angle = 0;
// we need to be able to invert this quaternion
std::memcpy(q1s, q1, 4 * sizeof(double));
// calculate angle between orientations
inverse(q2, q2I);
multiply(q1s, q2I, qD);
angle = std::acos(qD[3]);
if (std::cos(angle) < 0.0) {
// we need to invert one quaternion
VectorOperations<double>::mulScalar(q1s, -1, q1s, 4);
multiply(q1s, q2I, qD);
angle = std::acos(qD[3]);
}
if (std::sin(angle) == 0.0) {
// nothing to calculate here
std::memcpy(q, q1s, 4 * sizeof(double));
return;
}
VectorOperations<double>::mulScalar(q1s, std::sin((1 - weight) * angle) / std::sin(angle), left,
4);
VectorOperations<double>::mulScalar(q2, std::sin(weight * angle) / std::sin(angle), right, 4);
VectorOperations<double>::add(left, right, q, 4);
normalize(q);
}
void QuaternionOperations::preventSignJump(double qNew[4], const double qOld[4]) {
double qDiff[4] = {0, 0, 0, 0}, qSum[4] = {0, 0, 0, 0};
VectorOperations<double>::subtract(qOld, qNew, qDiff, 4);
VectorOperations<double>::add(qOld, qNew, qSum, 4);
if (VectorOperations<double>::norm(qDiff, 4) > VectorOperations<double>::norm(qSum, 4)) {
VectorOperations<double>::mulScalar(qNew, -1, qNew, 4);
}
}
QuaternionOperations::QuaternionOperations() {}
void QuaternionOperations::normalize(const double* quaternion, double* unitQuaternion) {
VectorOperations<double>::normalize(quaternion, unitQuaternion, 4);
}
float QuaternionOperations::norm(const double* quaternion) {
return VectorOperations<double>::norm(quaternion, 4);
}
void QuaternionOperations::fromDcm(const double dcm[][3], double* quaternion, uint8_t* index) {
double a[4];
a[0] = 1 + dcm[0][0] - dcm[1][1] - dcm[2][2];
a[1] = 1 - dcm[0][0] + dcm[1][1] - dcm[2][2];
a[2] = 1 - dcm[0][0] - dcm[1][1] + dcm[2][2];
a[3] = 1 + dcm[0][0] + dcm[1][1] + dcm[2][2];
uint8_t maxAIndex = 0;
VectorOperations<double>::maxValue(a, 4, &maxAIndex);
if (index != 0) {
*index = maxAIndex;
}
switch (maxAIndex) {
case 0:
quaternion[0] = 0.5 * sqrt(a[0]);
quaternion[1] = (dcm[0][1] + dcm[1][0]) / (2 * sqrt(a[0]));
quaternion[2] = (dcm[0][2] + dcm[2][0]) / (2 * sqrt(a[0]));
quaternion[3] = (dcm[1][2] - dcm[2][1]) / (2 * sqrt(a[0]));
break;
case 1:
quaternion[0] = (dcm[0][1] + dcm[1][0]) / (2 * sqrt(a[1]));
quaternion[1] = 0.5 * sqrt(a[1]);
quaternion[2] = (dcm[1][2] + dcm[2][1]) / (2 * sqrt(a[1]));
quaternion[3] = (dcm[2][0] - dcm[0][2]) / (2 * sqrt(a[1]));
break;
case 2:
quaternion[0] = (dcm[0][2] + dcm[2][0]) / (2 * sqrt(a[2]));
quaternion[1] = (dcm[1][2] + dcm[2][1]) / (2 * sqrt(a[2]));
quaternion[2] = 0.5 * sqrt(a[2]);
quaternion[3] = (dcm[0][1] - dcm[1][0]) / (2 * sqrt(a[2]));
break;
case 3:
quaternion[0] = (dcm[1][2] - dcm[2][1]) / (2 * sqrt(a[3]));
quaternion[1] = (dcm[2][0] - dcm[0][2]) / (2 * sqrt(a[3]));
quaternion[2] = (dcm[0][1] - dcm[1][0]) / (2 * sqrt(a[3]));
quaternion[3] = 0.5 * sqrt(a[3]);
break;
}
}
void QuaternionOperations::toDcm(const double* quaternion, float dcm[][3]) {
dcm[0][0] = 2 * (quaternion[0] * quaternion[0] + quaternion[3] * quaternion[3]) - 1;
dcm[0][1] = 2 * (quaternion[0] * quaternion[1] + quaternion[2] * quaternion[3]);
dcm[0][2] = 2 * (quaternion[0] * quaternion[2] - quaternion[1] * quaternion[3]);
dcm[1][0] = 2 * (quaternion[0] * quaternion[1] - quaternion[2] * quaternion[3]);
dcm[1][1] = 2 * (quaternion[1] * quaternion[1] + quaternion[3] * quaternion[3]) - 1;
dcm[1][2] = 2 * (quaternion[1] * quaternion[2] + quaternion[0] * quaternion[3]);
dcm[2][0] = 2 * (quaternion[0] * quaternion[2] + quaternion[1] * quaternion[3]);
dcm[2][1] = 2 * (quaternion[1] * quaternion[2] - quaternion[0] * quaternion[3]);
dcm[2][2] = 2 * (quaternion[2] * quaternion[2] + quaternion[3] * quaternion[3]) - 1;
}
void QuaternionOperations::normalize(double* quaternion) { normalize(quaternion, quaternion); }
double QuaternionOperations::getAngle(const double* quaternion, bool abs) {
if (quaternion[3] >= 0) {
return 2 * acos(quaternion[3]);
} else {
if (abs) {
return 2 * acos(-quaternion[3]);
} else {
return -2 * acos(-quaternion[3]);
}
}
}
void QuaternionOperations::rotationFromQuaternions(const double qNew[4], const double qOld[4],
const double timeDelta, double rotRate[3]) {
double qOldInv[4] = {0, 0, 0, 0};
double qDelta[4] = {0, 0, 0, 0};
inverse(qOld, qOldInv);
multiply(qNew, qOldInv, qDelta);
if (VectorOperations<double>::norm(qDelta, 4) != 0.0) {
normalize(qDelta);
}
if (VectorOperations<double>::norm(qDelta, 3) == 0.0) {
rotRate[0] = 0.0;
rotRate[1] = 0.0;
rotRate[2] = 0.0;
return;
}
double rotVec[3] = {0, 0, 0};
double angle = getAngle(qDelta);
VectorOperations<double>::normalize(qDelta, rotVec, 3);
VectorOperations<double>::mulScalar(rotVec, angle / timeDelta, rotRate, 3);
}