vtx: fix VTX_SETTINGS_POWER_COUNT and add dummy entries to saPowerNames
[inav.git] / src / main / common / quaternion.h
blob39e969e1635219cd85163b02ef23c7728221689c
1 /*
2 * This file is part of INAV.
4 * INAV is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
9 * INAV is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with INAV. If not, see <http://www.gnu.org/licenses/>.
17 * Original implementation by HaukeRa
18 * Refactored and adapted by DigitalEntity
21 #pragma once
23 #include <stdint.h>
24 #include <math.h>
26 #include "common/maths.h"
27 #include "common/vector.h"
29 typedef struct {
30 float q0, q1, q2, q3;
31 } fpQuaternion_t;
33 static inline fpQuaternion_t * quaternionInitUnit(fpQuaternion_t * result)
35 result->q0 = 1.0f;
36 result->q1 = 0.0f;
37 result->q2 = 0.0f;
38 result->q3 = 0.0f;
39 return result;
42 static inline fpQuaternion_t * quaternionInitFromVector(fpQuaternion_t * result, const fpVector3_t * v)
44 result->q0 = 0.0f;
45 result->q1 = v->x;
46 result->q2 = v->y;
47 result->q3 = v->z;
48 return result;
51 static inline void quaternionToAxisAngle(fpAxisAngle_t * result, const fpQuaternion_t * q)
53 fpAxisAngle_t a = {.axis = {{1.0f, 0.0f, 0.0f}}, .angle = 0};
55 a.angle = 2.0f * acos_approx(constrainf(q->q0, -1.0f, 1.0f));
57 if (a.angle > M_PIf) {
58 a.angle -= 2.0f * M_PIf;
61 const float sinVal = sqrtf(1.0f - q->q0 * q->q0);
63 // Axis is only valid when rotation is large enough sin(0.0057 deg) = 0.0001
64 if (sinVal > 1e-4f) {
65 a.axis.x = q->q1 / sinVal;
66 a.axis.y = q->q2 / sinVal;
67 a.axis.z = q->q3 / sinVal;
68 } else {
69 a.angle = 0;
72 *result = a;
75 static inline fpQuaternion_t * axisAngleToQuaternion(fpQuaternion_t * result, const fpAxisAngle_t * a)
77 fpQuaternion_t q;
78 const float s = sin_approx(a->angle / 2.0f);
80 q.q0 = cos_approx(a->angle / 2.0f);
81 q.q1 = -a->axis.x * s;
82 q.q2 = -a->axis.y * s;
83 q.q3 = -a->axis.z * s;
85 *result = q;
86 return result;
89 static inline float quaternionNormSqared(const fpQuaternion_t * q)
91 return sq(q->q0) + sq(q->q1) + sq(q->q2) + sq(q->q3);
94 static inline fpQuaternion_t * quaternionMultiply(fpQuaternion_t * result, const fpQuaternion_t * a, const fpQuaternion_t * b)
96 fpQuaternion_t p;
98 p.q0 = a->q0 * b->q0 - a->q1 * b->q1 - a->q2 * b->q2 - a->q3 * b->q3;
99 p.q1 = a->q0 * b->q1 + a->q1 * b->q0 + a->q2 * b->q3 - a->q3 * b->q2;
100 p.q2 = a->q0 * b->q2 - a->q1 * b->q3 + a->q2 * b->q0 + a->q3 * b->q1;
101 p.q3 = a->q0 * b->q3 + a->q1 * b->q2 - a->q2 * b->q1 + a->q3 * b->q0;
103 *result = p;
104 return result;
107 static inline fpQuaternion_t * quaternionScale(fpQuaternion_t * result, const fpQuaternion_t * a, const float b)
109 fpQuaternion_t p;
111 p.q0 = a->q0 * b;
112 p.q1 = a->q1 * b;
113 p.q2 = a->q2 * b;
114 p.q3 = a->q3 * b;
116 *result = p;
117 return result;
120 static inline fpQuaternion_t * quaternionAdd(fpQuaternion_t * result, const fpQuaternion_t * a, const fpQuaternion_t * b)
122 fpQuaternion_t p;
124 p.q0 = a->q0 + b->q0;
125 p.q1 = a->q1 + b->q1;
126 p.q2 = a->q2 + b->q2;
127 p.q3 = a->q3 + b->q3;
129 *result = p;
130 return result;
133 static inline fpQuaternion_t * quaternionConjugate(fpQuaternion_t * result, const fpQuaternion_t * q)
135 result->q0 = q->q0;
136 result->q1 = -q->q1;
137 result->q2 = -q->q2;
138 result->q3 = -q->q3;
140 return result;
143 static inline fpQuaternion_t * quaternionNormalize(fpQuaternion_t * result, const fpQuaternion_t * q)
145 float mod = fast_fsqrtf(quaternionNormSqared(q));
146 if (mod < 1e-6f) {
147 // Length is too small - re-initialize to zero rotation
148 result->q0 = 1;
149 result->q1 = 0;
150 result->q2 = 0;
151 result->q3 = 0;
153 else {
154 result->q0 = q->q0 / mod;
155 result->q1 = q->q1 / mod;
156 result->q2 = q->q2 / mod;
157 result->q3 = q->q3 / mod;
160 return result;
163 static inline fpVector3_t * quaternionRotateVector(fpVector3_t * result, const fpVector3_t * vect, const fpQuaternion_t * ref)
165 fpQuaternion_t vectQuat, refConj;
167 vectQuat.q0 = 0;
168 vectQuat.q1 = vect->x;
169 vectQuat.q2 = vect->y;
170 vectQuat.q3 = vect->z;
172 quaternionConjugate(&refConj, ref);
173 quaternionMultiply(&vectQuat, &refConj, &vectQuat);
174 quaternionMultiply(&vectQuat, &vectQuat, ref);
176 result->x = vectQuat.q1;
177 result->y = vectQuat.q2;
178 result->z = vectQuat.q3;
179 return result;
182 static inline fpVector3_t * quaternionRotateVectorInv(fpVector3_t * result, const fpVector3_t * vect, const fpQuaternion_t * ref)
184 fpQuaternion_t vectQuat, refConj;
186 vectQuat.q0 = 0;
187 vectQuat.q1 = vect->x;
188 vectQuat.q2 = vect->y;
189 vectQuat.q3 = vect->z;
191 quaternionConjugate(&refConj, ref);
192 quaternionMultiply(&vectQuat, ref, &vectQuat);
193 quaternionMultiply(&vectQuat, &vectQuat, &refConj);
195 result->x = vectQuat.q1;
196 result->y = vectQuat.q2;
197 result->z = vectQuat.q3;
198 return result;