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//
// GENERATED FILE
//
use super::*;
use crate::SpiceContext;
use f2rust_std::*;
/// Quaternion to matrix
///
/// Find the rotation matrix corresponding to a specified unit
/// quaternion.
///
/// # Required Reading
///
/// * [ROTATION](crate::required_reading::rotation)
///
/// # Brief I/O
///
/// ```text
/// VARIABLE I/O DESCRIPTION
/// -------- --- --------------------------------------------------
/// Q I A unit quaternion.
/// R O A rotation matrix corresponding to Q.
/// ```
///
/// # Detailed Input
///
/// ```text
/// Q is a unit-length SPICE-style quaternion. Q has the
/// property that
///
/// || Q || = 1
///
/// See the discussion of quaternion styles in
/// $Particulars below.
/// ```
///
/// # Detailed Output
///
/// ```text
/// R is a 3 by 3 rotation matrix representing the same
/// rotation as does Q. See the discussion titled
/// "Associating SPICE Quaternions with Rotation
/// Matrices" in $Particulars below.
/// ```
///
/// # Exceptions
///
/// ```text
/// Error free.
///
/// 1) If Q is not a unit quaternion, the output matrix R is
/// the rotation matrix that is the result of converting
/// normalized Q to a rotation matrix.
///
/// 2) If Q is the zero quaternion, the output matrix R is
/// the identity matrix.
/// ```
///
/// # Particulars
///
/// ```text
/// If a 4-dimensional vector Q satisfies the equality
///
/// || Q || = 1
///
/// or equivalently
///
/// 2 2 2 2
/// Q(0) + Q(1) + Q(2) + Q(3) = 1,
///
/// then we can always find a unit vector A and a scalar r such that
///
/// Q = ( cos(r/2), sin(r/2)A(1), sin(r/2)A(2), sin(r/2)A(3) ).
///
/// We can interpret A and r as the axis and rotation angle of a
/// rotation in 3-space. If we restrict r to the range [0, pi],
/// then r and A are uniquely determined, except if r = pi. In this
/// special case, A and -A are both valid rotation axes.
///
/// Every rotation is represented by a unique orthogonal matrix; this
/// routine returns that unique rotation matrix corresponding to Q.
///
/// The SPICELIB routine M2Q is a one-sided inverse of this routine:
/// given any rotation matrix R, the calls
///
/// CALL M2Q ( R, Q )
/// CALL Q2M ( Q, R )
///
/// leave R unchanged, except for round-off error. However, the
/// calls
///
/// CALL Q2M ( Q, R )
/// CALL M2Q ( R, Q )
///
/// might preserve Q or convert Q to -Q.
///
///
/// Quaternion Styles
/// -----------------
///
/// There are different "styles" of quaternions used in
/// science and engineering applications. Quaternion styles
/// are characterized by
///
/// - The order of quaternion elements
///
/// - The quaternion multiplication formula
///
/// - The convention for associating quaternions
/// with rotation matrices
///
/// Two of the commonly used styles are
///
/// - "SPICE"
///
/// > Invented by Sir William Rowan Hamilton
/// > Frequently used in mathematics and physics textbooks
///
/// - "Engineering"
///
/// > Widely used in aerospace engineering applications
///
///
/// SPICELIB subroutine interfaces ALWAYS use SPICE quaternions.
/// Quaternions of any other style must be converted to SPICE
/// quaternions before they are passed to SPICELIB routines.
///
///
/// Relationship between SPICE and Engineering Quaternions
/// ------------------------------------------------------
///
/// Let M be a rotation matrix such that for any vector V,
///
/// M*V
///
/// is the result of rotating V by theta radians in the
/// counterclockwise direction about unit rotation axis vector A.
/// Then the SPICE quaternions representing M are
///
/// (+/-) ( cos(theta/2),
/// sin(theta/2) A(1),
/// sin(theta/2) A(2),
/// sin(theta/2) A(3) )
///
/// while the engineering quaternions representing M are
///
/// (+/-) ( -sin(theta/2) A(1),
/// -sin(theta/2) A(2),
/// -sin(theta/2) A(3),
/// cos(theta/2) )
///
/// For both styles of quaternions, if a quaternion q represents
/// a rotation matrix M, then -q represents M as well.
///
/// Given an engineering quaternion
///
/// QENG = ( q0, q1, q2, q3 )
///
/// the equivalent SPICE quaternion is
///
/// QSPICE = ( q3, -q0, -q1, -q2 )
///
///
/// Associating SPICE Quaternions with Rotation Matrices
/// ----------------------------------------------------
///
/// Let FROM and TO be two right-handed reference frames, for
/// example, an inertial frame and a spacecraft-fixed frame. Let the
/// symbols
///
/// V , V
/// FROM TO
///
/// denote, respectively, an arbitrary vector expressed relative to
/// the FROM and TO frames. Let M denote the transformation matrix
/// that transforms vectors from frame FROM to frame TO; then
///
/// V = M * V
/// TO FROM
///
/// where the expression on the right hand side represents left
/// multiplication of the vector by the matrix.
///
/// Then if the unit-length SPICE quaternion q represents M, where
///
/// q = (q0, q1, q2, q3)
///
/// the elements of M are derived from the elements of q as follows:
///
/// .- -.
/// | 2 2 |
/// | 1 - 2*( q2 + q3 ) 2*(q1*q2 - q0*q3) 2*(q1*q3 + q0*q2) |
/// | |
/// | |
/// | 2 2 |
/// M = | 2*(q1*q2 + q0*q3) 1 - 2*( q1 + q3 ) 2*(q2*q3 - q0*q1) |
/// | |
/// | |
/// | 2 2 |
/// | 2*(q1*q3 - q0*q2) 2*(q2*q3 + q0*q1) 1 - 2*( q1 + q2 ) |
/// | |
/// `- -.
///
/// Note that substituting the elements of -q for those of q in the
/// right hand side leaves each element of M unchanged; this shows
/// that if a quaternion q represents a matrix M, then so does the
/// quaternion -q.
///
/// To map the rotation matrix M to a unit quaternion, we start by
/// decomposing the rotation matrix as a sum of symmetric
/// and skew-symmetric parts:
///
/// 2
/// M = [ I + (1-cos(theta)) OMEGA ] + [ sin(theta) OMEGA ]
///
/// symmetric skew-symmetric
///
///
/// OMEGA is a skew-symmetric matrix of the form
///
/// .- -.
/// | 0 -n3 n2 |
/// | |
/// OMEGA = | n3 0 -n1 |
/// | |
/// | -n2 n1 0 |
/// `- -'
///
/// The vector N of matrix entries (n1, n2, n3) is the rotation axis
/// of M and theta is M's rotation angle. Note that N and theta
/// are not unique.
///
/// Let
///
/// C = cos(theta/2)
/// S = sin(theta/2)
///
/// Then the unit quaternions Q corresponding to M are
///
/// Q = +/- ( C, S*n1, S*n2, S*n3 )
///
/// The mappings between quaternions and the corresponding rotations
/// are carried out by the SPICELIB routines
///
/// Q2M {quaternion to matrix}
/// M2Q {matrix to quaternion}
///
/// M2Q always returns a quaternion with scalar part greater than
/// or equal to zero.
///
///
/// SPICE Quaternion Multiplication Formula
/// ---------------------------------------
///
/// Given a SPICE quaternion
///
/// Q = ( q0, q1, q2, q3 )
///
/// corresponding to rotation axis A and angle theta as above, we can
/// represent Q using "scalar + vector" notation as follows:
///
/// s = q0 = cos(theta/2)
///
/// v = ( q1, q2, q3 ) = sin(theta/2) * A
///
/// Q = s + v
///
/// Let Q1 and Q2 be SPICE quaternions with respective scalar
/// and vector parts s1, s2 and v1, v2:
///
/// Q1 = s1 + v1
/// Q2 = s2 + v2
///
/// We represent the dot product of v1 and v2 by
///
/// <v1, v2>
///
/// and the cross product of v1 and v2 by
///
/// v1 x v2
///
/// Then the SPICE quaternion product is
///
/// Q1*Q2 = s1*s2 - <v1,v2> + s1*v2 + s2*v1 + (v1 x v2)
///
/// If Q1 and Q2 represent the rotation matrices M1 and M2
/// respectively, then the quaternion product
///
/// Q1*Q2
///
/// represents the matrix product
///
/// M1*M2
/// ```
///
/// # Examples
///
/// ```text
/// 1) A case amenable to checking by hand calculation:
///
/// To convert the quaternion
///
/// Q = ( sqrt(2)/2, 0, 0, -sqrt(2)/2 )
///
/// to a rotation matrix, we can use the code fragment
///
/// Q(0) = DSQRT(2)/2.D0
/// Q(1) = 0.D0
/// Q(2) = 0.D0
/// Q(3) = -DSQRT(2)/2.D0
///
/// CALL Q2M ( Q, R )
///
/// The matrix R will be set equal to
///
/// +- -+
/// | 0 1 0 |
/// | |
/// | -1 0 0 |.
/// | |
/// | 0 0 1 |
/// +- -+
///
/// Why? Well, Q represents a rotation by some angle r about
/// some axis vector A, where r and A satisfy
///
/// Q =
///
/// ( cos(r/2), sin(r/2)A(1), sin(r/2)A(2), sin(r/2)A(3) ).
///
/// In this example,
///
/// Q = ( sqrt(2)/2, 0, 0, -sqrt(2)/2 ),
///
/// so
///
/// cos(r/2) = sqrt(2)/2.
///
/// Assuming that r is in the interval [0, pi], we must have
///
/// r = pi/2,
///
/// so
///
/// sin(r/2) = sqrt(2)/2.
///
/// Since the second through fourth components of Q represent
///
/// sin(r/2) * A,
///
/// it follows that
///
/// A = ( 0, 0, -1 ).
///
/// So Q represents a transformation that rotates vectors by
/// pi/2 about the negative z-axis. This is equivalent to a
/// coordinate system rotation of pi/2 about the positive
/// z-axis; and we recognize R as the matrix
///
/// [ pi/2 ] .
/// 3
///
///
/// 2) Finding a set of Euler angles that represent a rotation
/// specified by a quaternion:
///
/// Suppose our rotation R is represented by the quaternion
/// Q. To find angles TAU, ALPHA, DELTA such that
///
///
/// R = [ TAU ] [ pi/2 - DELTA ] [ ALPHA ] ,
/// 3 2 3
///
/// we can use the code fragment
///
///
/// CALL Q2M ( Q, R )
///
/// CALL M2EUL ( R, 3, 2, 3,
/// . TAU, DELTA, ALPHA )
///
/// DELTA = HALFPI() - DELTA
/// ```
///
/// # Author and Institution
///
/// ```text
/// N.J. Bachman (JPL)
/// J. Diaz del Rio (ODC Space)
/// W.L. Taber (JPL)
/// F.S. Turner (JPL)
/// ```
///
/// # Version
///
/// ```text
/// - SPICELIB Version 1.2.0, 12-APR-2021 (JDR)
///
/// Added IMPLICIT NONE statement.
///
/// Edited the header to comply with NAIF standard. Corrected the
/// output argument name in $Exceptions section.
///
/// - SPICELIB Version 1.1.2, 26-FEB-2008 (NJB)
///
/// Updated header; added information about SPICE
/// quaternion conventions.
///
/// - SPICELIB Version 1.1.1, 13-JUN-2002 (FST)
///
/// Updated the $Exceptions section to clarify exceptions that
/// are the result of changes made in the previous version of
/// the routine.
///
/// - SPICELIB Version 1.1.0, 04-MAR-1999 (WLT)
///
/// Added code to handle the case in which the input quaternion
/// is not of length 1.
///
/// - SPICELIB Version 1.0.1, 10-MAR-1992 (WLT)
///
/// Comment section for permuted index source lines was added
/// following the header.
///
/// - SPICELIB Version 1.0.0, 30-AUG-1990 (NJB)
/// ```
pub fn q2m(q: &[f64; 4], r: &mut [[f64; 3]; 3]) {
Q2M(q, r.as_flattened_mut());
}
//$Procedure Q2M ( Quaternion to matrix )
pub fn Q2M(Q: &[f64], R: &mut [f64]) {
let Q = DummyArray::new(Q, 0..=3);
let mut R = DummyArrayMut2D::new(R, 1..=3, 1..=3);
let mut Q01: f64 = 0.0;
let mut Q02: f64 = 0.0;
let mut Q03: f64 = 0.0;
let mut Q12: f64 = 0.0;
let mut Q13: f64 = 0.0;
let mut Q23: f64 = 0.0;
let mut Q1S: f64 = 0.0;
let mut Q2S: f64 = 0.0;
let mut Q3S: f64 = 0.0;
let mut L2: f64 = 0.0;
let mut SHARPN: f64 = 0.0;
//
// Local variables
//
//
// If a matrix R represents a rotation of r radians about the unit
// vector n, we know that R can be represented as
//
// 2
// I + sin(r) N + [ 1 - cos(r) ] N ,
//
// where N is the matrix that satisfies
//
// Nv = n x v
//
// for all vectors v, namely
//
// +- -+
// | 0 -n n |
// | 3 2 |
// | |
// N = | n 0 -n |.
// | 3 1 |
// | |
// | -n n 0 |
// | 2 1 |
// +- -+
//
//
// Define S as
//
// sin(r/2) N,
//
// and let our input quaternion Q be
//
// ( q , q , q , q ).
// 0 1 2 3
//
// Using the facts that
//
// 2
// 1 - cos(r) = 2 sin (r/2)
//
// and
//
// sin(r) = 2 cos(r/2) sin(r/2),
//
//
// we can express R as
//
// 2
// I + 2 cos(r/2) S + 2 S,
//
// or
// 2
// I + 2 q S + 2 S.
// 0
//
// Since S is just
//
// +- -+
// | 0 -q q |
// | 3 2 |
// | |
// | q 0 -q |,
// | 3 1 |
// | |
// | -q q 0 |
// | 2 1 |
// +- -+
//
// our expression for R comes out to
//
// +- -+
// | 2 2 |
// | 1 - 2 ( q + q ) 2( q q - q q ) 2 ( q q + q q ) |
// | 2 3 1 2 0 3 1 3 0 2 |
// | |
// | 2 2 |
// | 2( q q + q q ) 1 - 2 ( q + q ) 2 ( q q - q q ) |.
// | 1 2 0 3 1 3 2 3 0 1 |
// | |
// | 2 2 |
// | 2( q q - q q ) 2 ( q q + q q ) 1 - 2 ( q + q ) |
// | 1 3 0 2 2 3 0 1 1 2 |
// +- -+
//
//
// For efficiency, we avoid duplicating calculations where possible.
//
Q01 = (Q[0] * Q[1]);
Q02 = (Q[0] * Q[2]);
Q03 = (Q[0] * Q[3]);
Q12 = (Q[1] * Q[2]);
Q13 = (Q[1] * Q[3]);
Q23 = (Q[2] * Q[3]);
Q1S = (Q[1] * Q[1]);
Q2S = (Q[2] * Q[2]);
Q3S = (Q[3] * Q[3]);
//
// We sharpen the computation by effectively converting Q to
// a unit quaternion if it isn't one already.
//
L2 = ((((Q[0] * Q[0]) + Q1S) + Q2S) + Q3S);
if ((L2 != 1.0) && (L2 != 0.0)) {
SHARPN = (1.0 / L2);
Q01 = (Q01 * SHARPN);
Q02 = (Q02 * SHARPN);
Q03 = (Q03 * SHARPN);
Q12 = (Q12 * SHARPN);
Q13 = (Q13 * SHARPN);
Q23 = (Q23 * SHARPN);
Q1S = (Q1S * SHARPN);
Q2S = (Q2S * SHARPN);
Q3S = (Q3S * SHARPN);
}
R[[1, 1]] = (1.0 - (2.0 * (Q2S + Q3S)));
R[[2, 1]] = (2.0 * (Q12 + Q03));
R[[3, 1]] = (2.0 * (Q13 - Q02));
R[[1, 2]] = (2.0 * (Q12 - Q03));
R[[2, 2]] = (1.0 - (2.0 * (Q1S + Q3S)));
R[[3, 2]] = (2.0 * (Q23 + Q01));
R[[1, 3]] = (2.0 * (Q13 + Q02));
R[[2, 3]] = (2.0 * (Q23 - Q01));
R[[3, 3]] = (1.0 - (2.0 * (Q1S + Q2S)));
}