package calculator import ( "math" "gonum.org/v1/gonum/mat" ) type Quaternion struct { W, X, Y, Z float64 } // ToRotationMatrix converts a quaternion to a rotation matrix. func (q Quaternion) ToRotationMatrix() *mat.Dense { w, x, y, z := q.W, q.X, q.Y, q.Z return mat.NewDense(3, 3, []float64{ 1 - 2*y*y - 2*z*z, 2*x*y - 2*w*z, 2*x*z + 2*w*y, 2*x*y + 2*w*z, 1 - 2*x*x - 2*z*z, 2*y*z - 2*w*x, 2*x*z - 2*w*y, 2*y*z + 2*w*x, 1 - 2*x*x - 2*y*y, }) } // EulerToQuaternion converts Euler angles (yaw, pitch, roll) to a quaternion. // Assuming the order of rotations is ZYX (yaw-pitch-roll). func EulerToQuaternion(yaw, pitch, roll float64) Quaternion { halfYaw := yaw / 2 halfPitch := pitch / 2 halfRoll := roll / 2 cy := math.Cos(halfYaw) sy := math.Sin(halfYaw) cp := math.Cos(halfPitch) sp := math.Sin(halfPitch) cr := math.Cos(halfRoll) sr := math.Sin(halfRoll) q := Quaternion{ W: cy*cp*cr + sy*sp*sr, X: cy*cp*sr - sy*sp*cr, Y: sy*cp*sr + cy*sp*cr, Z: sy*cp*cr - cy*sp*sr, } return q } // EulerToRotMatrix converts Euler angles (roll, pitch, yaw) to a rotation matrix. func EulerToRotMatrix(phi, theta, psi float64) *mat.Dense { // Calculate individual rotation matrices Rx := mat.NewDense(3, 3, []float64{ 1, 0, 0, 0, math.Cos(phi), -math.Sin(phi), 0, math.Sin(phi), math.Cos(phi), }) Ry := mat.NewDense(3, 3, []float64{ math.Cos(theta), 0, math.Sin(theta), 0, 1, 0, -math.Sin(theta), 0, math.Cos(theta), }) Rz := mat.NewDense(3, 3, []float64{ math.Cos(psi), -math.Sin(psi), 0, math.Sin(psi), math.Cos(psi), 0, 0, 0, 1, }) // R = Rz * Ry * Rx RyRx := mat.NewDense(3, 3, nil) RyRx.Mul(Ry, Rx) R := mat.NewDense(3, 3, nil) R.Mul(Rz, RyRx) return R } // RotMatrixToQuaternion converts a rotation matrix to a quaternion. func RotMatrixToQuaternion(R *mat.Dense) Quaternion { m := R.RawMatrix().Data trace := m[0] + m[4] + m[8] var q Quaternion if trace > 0 { S := 0.5 / math.Sqrt(trace+1.0) q.W = 0.25 / S q.X = (m[7] - m[5]) * S q.Y = (m[2] - m[6]) * S q.Z = (m[3] - m[1]) * S } else { if m[0] > m[4] && m[0] > m[8] { S := 2.0 * math.Sqrt(1.0+m[0]-m[4]-m[8]) q.W = (m[7] - m[5]) / S q.X = 0.25 * S q.Y = (m[1] + m[3]) / S q.Z = (m[2] + m[6]) / S } else if m[4] > m[8] { S := 2.0 * math.Sqrt(1.0+m[4]-m[0]-m[8]) q.W = (m[2] - m[6]) / S q.X = (m[1] + m[3]) / S q.Y = 0.25 * S q.Z = (m[5] + m[7]) / S } else { S := 2.0 * math.Sqrt(1.0+m[8]-m[0]-m[4]) q.W = (m[3] - m[1]) / S q.X = (m[2] + m[6]) / S q.Y = (m[5] + m[7]) / S q.Z = 0.25 * S } } return q } func RotMatrixToEuler(R *mat.Dense) (yaw, pitch, roll float64) { m := R.RawMatrix().Data if m[6] < 1 { if m[6] > -1 { pitch = math.Asin(-m[6]) roll = math.Atan2(m[7], m[8]) yaw = math.Atan2(m[3], m[0]) } else { pitch = math.Pi / 2 roll = -math.Atan2(-m[1], m[4]) yaw = 0 } } else { pitch = -math.Pi / 2 roll = math.Atan2(-m[1], m[4]) yaw = 0 } return yaw, pitch, roll }