Program Listing for File Quaternion.h
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/*
* OctoMap - An Efficient Probabilistic 3D Mapping Framework Based on Octrees
* https://octomap.github.io/
*
* Copyright (c) 2009-2013, K.M. Wurm and A. Hornung, University of Freiburg
* All rights reserved.
* License: New BSD
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the University of Freiburg nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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*/
#ifndef OCTOMATH_QUATERNION_H
#define OCTOMATH_QUATERNION_H
#include "Vector3.h"
#include <iostream>
#include <vector>
namespace octomath {
class Quaternion {
public:
inline Quaternion() { u() = 1; x() = 0; y() = 0; z() = 0; }
Quaternion(const Quaternion& other);
Quaternion(float u, float x, float y, float z);
Quaternion(const Vector3& other);
Quaternion(double roll, double pitch, double yaw);
Quaternion(const Vector3& axis, double angle);
Vector3 toEuler() const;
void toRotMatrix(std::vector <double>& rot_matrix_3_3) const;
inline const float& operator() (unsigned int i) const { return data[i]; }
inline float& operator() (unsigned int i) { return data[i]; }
float norm () const;
Quaternion normalized () const;
Quaternion& normalize ();
void operator/= (float x);
Quaternion& operator= (const Quaternion& other);
bool operator== (const Quaternion& other) const;
Quaternion operator* (const Quaternion& other) const;
Quaternion operator* (const Vector3 &v) const;
friend Quaternion operator* (const Vector3 &v, const Quaternion &q);
inline Quaternion inv() const { return Quaternion(u(), -x(), -y(), -z()); }
Quaternion& inv_IP();
Vector3 rotate(const Vector3 &v) const;
inline float& u() { return data[0]; }
inline float& x() { return data[1]; }
inline float& y() { return data[2]; }
inline float& z() { return data[3]; }
inline const float& u() const { return data[0]; }
inline const float& x() const { return data[1]; }
inline const float& y() const { return data[2]; }
inline const float& z() const { return data[3]; }
std::istream& read(std::istream &s);
std::ostream& write(std::ostream &s) const;
std::istream& readBinary(std::istream &s);
std::ostream& writeBinary(std::ostream &s) const;
protected:
float data[4];
};
std::ostream& operator<<(std::ostream& s, const Quaternion& q);
}
#endif