
completed code
Diff: quaternion.cpp
- Revision:
- 0:f43994f44684
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/quaternion.cpp Thu Nov 08 20:48:47 2018 +0000 @@ -0,0 +1,68 @@ +/* + * @author: Thomas Garcia, 2017 + */ + +#include "quaternion.h" +#include <math.h> +#include <string.h> + +float vector_normalize(struct vector *raw, struct vector *unit) +{ + float mag = sqrt(pow(raw->x, 2) + pow(raw->y, 2) + pow(raw->z, 2)); + if(mag != 0) { + unit->x = raw->x / mag; + unit->y = raw->y / mag; + unit->z = raw->z / mag; + } + return mag; +} + +void vector_add(struct vector *v1, struct vector *v2, struct vector *result) +{ + result->x = v1->x + v2->x; + result->y = v1->y + v2->y; + result->z = v1->z + v2->z; +} + +void vector_multiply(struct vector *v, float c, struct vector *result) +{ + result->x = v->x * c; + result->y = v->y * c; + result->z = v->z * c; +} + +void quaternion_create(struct vector *v, float angle, struct quaternion *result) +{ + result->r = cos(angle/2); + result->i = v->x * sin(angle/2); + result->j = v->y * sin(angle/2); + result->k = v->z * sin(angle/2); +} + +void quaternion_rotate(struct vector *v, struct quaternion *q, struct vector *result) +{ + struct vector n; + memcpy(&n, v, sizeof(n)); + result->x = n.x * (1 - 2*(pow(q->j, 2) + pow(q->k, 2))) + n.y * 2*(q->i * q->j - q->k * q->r) + n.z * 2*(q->i * q->k + q->j * q->r); + result->y = n.x * 2*(q->i * q->j + q->k * q->r) + n.y * (1 - 2*(pow(q->i, 2) + pow(q->k, 2))) + n.z * 2*(q->j * q->k - q->i * q->r); + result->z = n.x * 2*(q->i * q->k - q->j * q->r) + n.y * 2*(q->j * q->k + q->i * q->r) + n.z * (1 - 2*(pow(q->i, 2) + pow(q->j, 2))); +} + +void quaternion_multiply(struct quaternion *q1, struct quaternion *q2, struct quaternion *result) +{ + result->r = q1->r * q2->r - q1->i * q2->i - q1->j * q2->j - q1->k * q2->k; + result->i = q1->r * q2->i + q1->i * q2->r + q1->j * q2->k - q1->k * q2->j; + result->j = q1->r * q2->j - q1->i * q2->k + q1->j * q2->r + q1->k * q2->i; + result->k = q1->r * q2->k + q1->i * q2->j - q1->j * q2->i + q1->k * q2->r; +} + +float vector_roll(struct vector *v) +{ + return atan2(v->x, sqrt(pow(v->z, 2) + pow(v->y, 2))); +} + +float vector_pitch(struct vector *v) +{ + return -atan2(v->y, v->z); +} +