Implement EulerAngle::ToQuaternion EulerAngle::ToAxisAngle
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@@ -18,6 +18,8 @@ public:
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AxisAngle ToAxisAngle() const;
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[[nodiscard]] Quaternion ToQuaternion() const;
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explicit EulerAngle(const Quaternion& rhs);
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explicit EulerAngle(const AxisAngle& rhs);
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@@ -89,6 +89,42 @@ namespace J3ML::LinearAlgebra {
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roll = std::atan2(x * s - y * z * t, 1 - (x*x + z*z) * t);
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}
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AxisAngle EulerAngle::ToAxisAngle() const {
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auto c1 = std::cos(yaw / 2);
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auto c2 = std::cos(pitch / 2);
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auto c3 = std::cos(roll / 2);
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auto s1 = std::sin(yaw / 2);
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auto s2 = std::sin(pitch / 2);
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auto s3 = std::sin(roll / 2);
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auto angle = 2 * std::acos(c1*c2*c3 - s1*s2*s3);
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auto x = s1*s2*c3 + c1*c2*s3;
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auto y = s1*c2*c3 + c1*s2*s3;
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auto z = c1*s2*c3 - s1*c2*s3;
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// todo: normalize?
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// sqrt(x^2 + y^2 + z^2) = sqrt((s1 s2 c3 +c1 c2 s3)^2+(s1 c2 c3 + c1 s2 s3)^2+(c1 s2 c3 - s1 c2 s3)^2)
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return {{x,y,z}, angle};
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}
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Quaternion EulerAngle::ToQuaternion() const {
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auto c1 = std::cos(yaw / 2);
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auto c2 = std::cos(pitch / 2);
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auto c3 = std::cos(roll / 2);
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auto s1 = std::sin(yaw / 2);
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auto s2 = std::sin(pitch / 2);
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auto s3 = std::sin(roll / 2);
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auto w = c1*c2*c3 - s1*s2*s3;
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auto x = s1*s2*c3 + c1*c2*s3;
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auto y = s1*c2*c3 + c1*s2*s3;
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auto z = c1*s2*c3 - s1*c2*s3;
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return {w,x,y,z};
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}
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EulerAngle::EulerAngle(const Quaternion &rhs) {
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double test = rhs.x * rhs.y + rhs.z * rhs.w;
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if (test > 0.499) { // Singularity at north pole
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