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[wpimath] Add 3D geometry classes (#4175)
Also clean up 2D geometry documentation.
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wpimath/src/main/native/cpp/geometry/Quaternion.cpp
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80
wpimath/src/main/native/cpp/geometry/Quaternion.cpp
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// Copyright (c) FIRST and other WPILib contributors.
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// Open Source Software; you can modify and/or share it under the terms of
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// the WPILib BSD license file in the root directory of this project.
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#include "frc/geometry/Quaternion.h"
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using namespace frc;
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Quaternion::Quaternion(double w, double x, double y, double z)
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: m_r{w}, m_v{x, y, z} {}
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Quaternion Quaternion::operator*(const Quaternion& other) const {
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// https://en.wikipedia.org/wiki/Quaternion#Scalar_and_vector_parts
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const auto& r1 = m_r;
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const auto& v1 = m_v;
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const auto& r2 = other.m_r;
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const auto& v2 = other.m_v;
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Eigen::Vector3d cross{v1(1) * v2(2) - v2(1) * v1(2),
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v2(0) * v1(2) - v1(0) * v2(2),
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v1(0) * v2(1) - v2(0) * v1(1)};
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Eigen::Vector3d v = r1 * v2 + r2 * v1 + cross;
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return Quaternion{r1 * r2 - v1.dot(v2), v(0), v(1), v(2)};
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}
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bool Quaternion::operator==(const Quaternion& other) const {
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return std::abs(m_r * other.m_r + m_v.dot(other.m_v)) > 1.0 - 1E-9;
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}
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bool Quaternion::operator!=(const Quaternion& other) const {
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return !operator==(other);
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}
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Quaternion Quaternion::Inverse() const {
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return Quaternion{m_r, -m_v(0), -m_v(1), -m_v(2)};
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}
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Quaternion Quaternion::Normalize() const {
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double norm = std::sqrt(W() * W() + X() * X() + Y() * Y() + Z() * Z());
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if (norm == 0.0) {
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return Quaternion{};
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} else {
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return Quaternion{W() / norm, X() / norm, Y() / norm, Z() / norm};
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}
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}
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double Quaternion::W() const {
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return m_r;
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}
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double Quaternion::X() const {
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return m_v(0);
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}
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double Quaternion::Y() const {
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return m_v(1);
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}
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double Quaternion::Z() const {
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return m_v(2);
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}
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Eigen::Vector3d Quaternion::ToRotationVector() const {
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// See equation (31) in "Integrating Generic Sensor Fusion Algorithms with
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// Sound State Representation through Encapsulation of Manifolds"
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//
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// https://arxiv.org/pdf/1107.1119.pdf
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double norm = m_v.norm();
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if (norm < 1e-9) {
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return (2.0 / W() - 2.0 / 3.0 * norm * norm / (W() * W() * W())) * m_v;
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} else {
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if (W() < 0.0) {
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return 2.0 * std::atan2(-norm, -W()) / norm * m_v;
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} else {
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return 2.0 * std::atan2(norm, W()) / norm * m_v;
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}
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}
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}
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