1050 lines
32 KiB
C++
1050 lines
32 KiB
C++
/***************************************************************************
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* Copyright (c) 2006 Werner Mayer <wmayer[at]users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#include <boost/algorithm/string/predicate.hpp>
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#include "Base/Exception.h"
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#include "Rotation.h"
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#include "Matrix.h"
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#include "Precision.h"
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using namespace Base;
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Rotation::Rotation()
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: quat{0.0,0.0,0.0,1.0}
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, _axis{0.0,0.0,1.0}
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, _angle{0.0}
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{
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}
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/** Construct a rotation by rotation axis and angle */
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Rotation::Rotation(const Vector3d& axis, const double fAngle)
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: Rotation()
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{
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// set to (0,0,1) as fallback in case the passed axis is the null vector
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_axis.Set(0.0, 0.0, 1.0);
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this->setValue(axis, fAngle);
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}
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Rotation::Rotation(const Matrix4D& matrix)
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: Rotation()
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{
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this->setValue(matrix);
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}
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/** Construct a rotation initialized with the given quaternion components:
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* q[0] = x, q[1] = y, q[2] = z and q[3] = w,
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* where the quaternion is specified by q=w+xi+yj+zk.
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*/
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Rotation::Rotation(const double q[4])
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: Rotation()
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{
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this->setValue(q);
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}
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/** Construct a rotation initialized with the given quaternion components:
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* q0 = x, q1 = y, q2 = z and q3 = w,
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* where the quaternion is specified by q=w+xi+yj+zk.
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*/
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Rotation::Rotation(const double q0, const double q1, const double q2, const double q3)
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: Rotation()
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{
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this->setValue(q0, q1, q2, q3);
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}
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Rotation::Rotation(const Vector3d & rotateFrom, const Vector3d & rotateTo)
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: Rotation()
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{
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this->setValue(rotateFrom, rotateTo);
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}
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Rotation::Rotation(const Rotation& rot)
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: Rotation()
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{
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this->quat[0] = rot.quat[0];
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this->quat[1] = rot.quat[1];
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this->quat[2] = rot.quat[2];
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this->quat[3] = rot.quat[3];
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this->_axis[0] = rot._axis[0];
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this->_axis[1] = rot._axis[1];
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this->_axis[2] = rot._axis[2];
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this->_angle = rot._angle;
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}
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void Rotation::operator = (const Rotation& rot)
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{
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this->quat[0] = rot.quat[0];
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this->quat[1] = rot.quat[1];
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this->quat[2] = rot.quat[2];
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this->quat[3] = rot.quat[3];
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this->_axis[0] = rot._axis[0];
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this->_axis[1] = rot._axis[1];
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this->_axis[2] = rot._axis[2];
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this->_angle = rot._angle;
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}
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const double * Rotation::getValue() const
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{
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return &this->quat[0];
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}
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void Rotation::getValue(double & q0, double & q1, double & q2, double & q3) const
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{
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q0 = this->quat[0];
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q1 = this->quat[1];
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q2 = this->quat[2];
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q3 = this->quat[3];
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}
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void Rotation::evaluateVector()
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{
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// Taken from <http://de.wikipedia.org/wiki/Quaternionen>
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//
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// Note: -1 < w < +1 (|w| == 1 not allowed, with w:=quat[3])
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if ((this->quat[3] > -1.0) && (this->quat[3] < 1.0)) {
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double rfAngle = acos(this->quat[3]) * 2.0;
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double scale = sin(rfAngle / 2.0);
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// Get a normalized vector
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double l = this->_axis.Length();
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if (l < Base::Vector3d::epsilon()) l = 1;
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this->_axis.x = this->quat[0] * l / scale;
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this->_axis.y = this->quat[1] * l / scale;
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this->_axis.z = this->quat[2] * l / scale;
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_angle = rfAngle;
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}
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else {
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_axis.Set(0.0, 0.0, 1.0);
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_angle = 0.0;
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}
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}
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void Rotation::setValue(const double q0, const double q1, const double q2, const double q3)
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{
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this->quat[0] = q0;
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this->quat[1] = q1;
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this->quat[2] = q2;
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this->quat[3] = q3;
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this->normalize();
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this->evaluateVector();
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}
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void Rotation::getValue(Vector3d & axis, double & rfAngle) const
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{
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rfAngle = _angle;
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axis.x = _axis.x;
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axis.y = _axis.y;
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axis.z = _axis.z;
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axis.Normalize();
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}
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void Rotation::getRawValue(Vector3d & axis, double & rfAngle) const
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{
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rfAngle = _angle;
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axis.x = _axis.x;
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axis.y = _axis.y;
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axis.z = _axis.z;
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}
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/**
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* Returns this rotation in form of a matrix.
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*/
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void Rotation::getValue(Matrix4D & matrix) const
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{
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// Taken from <http://de.wikipedia.org/wiki/Quaternionen>
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//
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const double l = sqrt(this->quat[0] * this->quat[0] +
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this->quat[1] * this->quat[1] +
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this->quat[2] * this->quat[2] +
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this->quat[3] * this->quat[3]);
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const double x = this->quat[0] / l;
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const double y = this->quat[1] / l;
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const double z = this->quat[2] / l;
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const double w = this->quat[3] / l;
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matrix[0][0] = 1.0-2.0*(y*y+z*z);
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matrix[0][1] = 2.0*(x*y-z*w);
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matrix[0][2] = 2.0*(x*z+y*w);
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matrix[0][3] = 0.0;
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matrix[1][0] = 2.0*(x*y+z*w);
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matrix[1][1] = 1.0-2.0*(x*x+z*z);
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matrix[1][2] = 2.0*(y*z-x*w);
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matrix[1][3] = 0.0;
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matrix[2][0] = 2.0*(x*z-y*w);
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matrix[2][1] = 2.0*(y*z+x*w);
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matrix[2][2] = 1.0-2.0*(x*x+y*y);
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matrix[2][3] = 0.0;
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matrix[3][0] = 0.0;
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matrix[3][1] = 0.0;
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matrix[3][2] = 0.0;
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matrix[3][3] = 1.0;
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}
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void Rotation::setValue(const double q[4])
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{
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this->quat[0] = q[0];
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this->quat[1] = q[1];
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this->quat[2] = q[2];
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this->quat[3] = q[3];
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this->normalize();
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this->evaluateVector();
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}
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void Rotation::setValue(const Matrix4D & m)
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{
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double trace = (m[0][0] + m[1][1] + m[2][2]);
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if (trace > 0.0) {
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double s = sqrt(1.0+trace);
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this->quat[3] = 0.5 * s;
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s = 0.5 / s;
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this->quat[0] = ((m[2][1] - m[1][2]) * s);
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this->quat[1] = ((m[0][2] - m[2][0]) * s);
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this->quat[2] = ((m[1][0] - m[0][1]) * s);
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}
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else {
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// Described in RotationIssues.pdf from <http://www.geometrictools.com>
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//
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// Get the max. element of the trace
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unsigned short i = 0;
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if (m[1][1] > m[0][0]) i = 1;
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if (m[2][2] > m[i][i]) i = 2;
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unsigned short j = (i+1)%3;
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unsigned short k = (i+2)%3;
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double s = sqrt((m[i][i] - (m[j][j] + m[k][k])) + 1.0);
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this->quat[i] = s * 0.5;
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s = 0.5 / s;
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this->quat[3] = ((m[k][j] - m[j][k]) * s);
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this->quat[j] = ((m[j][i] + m[i][j]) * s);
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this->quat[k] = ((m[k][i] + m[i][k]) * s);
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}
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this->evaluateVector();
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}
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void Rotation::setValue(const Vector3d & axis, const double fAngle)
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{
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// Taken from <http://de.wikipedia.org/wiki/Quaternionen>
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//
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// normalization of the angle to be in [0, 2pi[
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_angle = fAngle;
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double theAngle = fAngle - floor(fAngle / (2.0 * D_PI))*(2.0 * D_PI);
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this->quat[3] = cos(theAngle/2.0);
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Vector3d norm = axis;
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norm.Normalize();
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double l = norm.Length();
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// Keep old axis in case the new axis is the null vector
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if (l > 0.5) {
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this->_axis = axis;
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}
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else {
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norm = _axis;
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norm.Normalize();
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}
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double scale = sin(theAngle/2.0);
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this->quat[0] = norm.x * scale;
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this->quat[1] = norm.y * scale;
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this->quat[2] = norm.z * scale;
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}
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void Rotation::setValue(const Vector3d & rotateFrom, const Vector3d & rotateTo)
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{
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Vector3d u(rotateFrom); u.Normalize();
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Vector3d v(rotateTo); v.Normalize();
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// The vector from x to is the rotation axis because it's the normal of the plane defined by (0,u,v)
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const double dot = u * v;
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Vector3d w = u % v;
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const double wlen = w.Length();
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if (wlen == 0.0) { // Parallel vectors
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// Check if they are pointing in the same direction.
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if (dot > 0.0) {
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this->setValue(0.0, 0.0, 0.0, 1.0);
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}
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else {
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// We can use any axis perpendicular to u (and v)
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Vector3d t = u % Vector3d(1.0, 0.0, 0.0);
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if (t.Length() < Base::Vector3d::epsilon())
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t = u % Vector3d(0.0, 1.0, 0.0);
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this->setValue(t.x, t.y, t.z, 0.0);
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}
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}
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else { // Vectors are not parallel
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// Note: A quaternion is not well-defined by specifying a point and its transformed point.
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// Every quaternion with a rotation axis having the same angle to the vectors of both points is okay.
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double angle = acos(dot);
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this->setValue(w, angle);
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}
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}
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void Rotation::normalize()
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{
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double len = sqrt(this->quat[0]*this->quat[0]+
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this->quat[1]*this->quat[1]+
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this->quat[2]*this->quat[2]+
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this->quat[3]*this->quat[3]);
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if (len > 0.0) {
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this->quat[0] /= len;
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this->quat[1] /= len;
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this->quat[2] /= len;
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this->quat[3] /= len;
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}
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}
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Rotation & Rotation::invert()
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{
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this->quat[0] = -this->quat[0];
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this->quat[1] = -this->quat[1];
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this->quat[2] = -this->quat[2];
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this->_axis.x = -this->_axis.x;
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this->_axis.y = -this->_axis.y;
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this->_axis.z = -this->_axis.z;
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return *this;
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}
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Rotation Rotation::inverse() const
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{
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Rotation rot;
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rot.quat[0] = -this->quat[0];
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rot.quat[1] = -this->quat[1];
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rot.quat[2] = -this->quat[2];
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rot.quat[3] = this->quat[3];
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rot._axis[0] = -this->_axis[0];
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rot._axis[1] = -this->_axis[1];
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rot._axis[2] = -this->_axis[2];
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rot._angle = this->_angle;
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return rot;
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}
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/*!
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Let this rotation be right-multiplied by \a q. Returns reference to
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self.
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\sa multRight()
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*/
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Rotation & Rotation::operator*=(const Rotation & q)
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{
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return multRight(q);
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}
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Rotation Rotation::operator*(const Rotation & q) const
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{
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Rotation quat(*this);
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quat *= q;
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return quat;
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}
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/*!
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Let this rotation be right-multiplied by \a q. Returns reference to
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self.
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\sa multLeft()
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*/
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Rotation& Rotation::multRight(const Base::Rotation& q)
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{
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// Taken from <http://de.wikipedia.org/wiki/Quaternionen>
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double x0, y0, z0, w0;
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this->getValue(x0, y0, z0, w0);
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double x1, y1, z1, w1;
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q.getValue(x1, y1, z1, w1);
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this->setValue(w0*x1 + x0*w1 + y0*z1 - z0*y1,
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w0*y1 - x0*z1 + y0*w1 + z0*x1,
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w0*z1 + x0*y1 - y0*x1 + z0*w1,
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w0*w1 - x0*x1 - y0*y1 - z0*z1);
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return *this;
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}
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/*!
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Let this rotation be left-multiplied by \a q. Returns reference to
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self.
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\sa multRight()
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*/
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Rotation& Rotation::multLeft(const Base::Rotation& q)
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{
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// Taken from <http://de.wikipedia.org/wiki/Quaternionen>
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double x0, y0, z0, w0;
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q.getValue(x0, y0, z0, w0);
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double x1, y1, z1, w1;
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this->getValue(x1, y1, z1, w1);
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this->setValue(w0*x1 + x0*w1 + y0*z1 - z0*y1,
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w0*y1 - x0*z1 + y0*w1 + z0*x1,
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w0*z1 + x0*y1 - y0*x1 + z0*w1,
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w0*w1 - x0*x1 - y0*y1 - z0*z1);
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return *this;
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}
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bool Rotation::operator==(const Rotation & q) const
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{
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if ((this->quat[0] == q.quat[0] &&
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this->quat[1] == q.quat[1] &&
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this->quat[2] == q.quat[2] &&
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this->quat[3] == q.quat[3]) ||
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(this->quat[0] == -q.quat[0] &&
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this->quat[1] == -q.quat[1] &&
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this->quat[2] == -q.quat[2] &&
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this->quat[3] == -q.quat[3]))
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return true;
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return false;
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}
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bool Rotation::operator!=(const Rotation & q) const
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{
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return !(*this == q);
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}
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Vector3d Rotation::multVec(const Vector3d & src) const
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{
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Vector3d dst;
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multVec(src,dst);
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return dst;
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}
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void Rotation::multVec(const Vector3d & src, Vector3d & dst) const
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{
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double x = this->quat[0];
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double y = this->quat[1];
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double z = this->quat[2];
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double w = this->quat[3];
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double x2 = x * x;
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double y2 = y * y;
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double z2 = z * z;
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double w2 = w * w;
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double dx = (x2+w2-y2-z2)*src.x + 2.0*(x*y-z*w)*src.y + 2.0*(x*z+y*w)*src.z;
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double dy = 2.0*(x*y+z*w)*src.x + (w2-x2+y2-z2)*src.y + 2.0*(y*z-x*w)*src.z;
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double dz = 2.0*(x*z-y*w)*src.x + 2.0*(x*w+y*z)*src.y + (w2-x2-y2+z2)*src.z;
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dst.x = dx;
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dst.y = dy;
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dst.z = dz;
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}
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void Rotation::multVec(const Vector3f & src, Vector3f & dst) const
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{
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Base::Vector3d srcd = Base::toVector<double>(src);
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multVec(srcd, srcd);
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dst = Base::toVector<float>(srcd);
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}
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Vector3f Rotation::multVec(const Vector3f & src) const
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{
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Vector3f dst;
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multVec(src,dst);
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return dst;
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}
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void Rotation::scaleAngle(const double scaleFactor)
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{
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Vector3d axis;
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double fAngle;
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this->getValue(axis, fAngle);
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this->setValue(axis, fAngle * scaleFactor);
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}
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Rotation Rotation::slerp(const Rotation & q0, const Rotation & q1, double t)
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{
|
|
// Taken from <http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/>
|
|
// q = [q0*sin((1-t)*theta)+q1*sin(t*theta)]/sin(theta), 0<=t<=1
|
|
if (t<0.0) t=0.0;
|
|
else if (t>1.0) t=1.0;
|
|
//return q0;
|
|
|
|
double scale0 = 1.0 - t;
|
|
double scale1 = t;
|
|
double dot = q0.quat[0]*q1.quat[0]+q0.quat[1]*q1.quat[1]+q0.quat[2]*q1.quat[2]+q0.quat[3]*q1.quat[3];
|
|
bool neg=false;
|
|
if (dot < 0.0) {
|
|
dot = -dot;
|
|
neg = true;
|
|
}
|
|
|
|
if ((1.0 - dot) > Base::Vector3d::epsilon()) {
|
|
double angle = acos(dot);
|
|
double sinangle = sin(angle);
|
|
// If possible calculate spherical interpolation, otherwise use linear interpolation
|
|
if (sinangle > Base::Vector3d::epsilon()) {
|
|
scale0 = double(sin((1.0 - t) * angle)) / sinangle;
|
|
scale1 = double(sin(t * angle)) / sinangle;
|
|
}
|
|
}
|
|
|
|
if (neg)
|
|
scale1 = -scale1;
|
|
|
|
double x = scale0 * q0.quat[0] + scale1 * q1.quat[0];
|
|
double y = scale0 * q0.quat[1] + scale1 * q1.quat[1];
|
|
double z = scale0 * q0.quat[2] + scale1 * q1.quat[2];
|
|
double w = scale0 * q0.quat[3] + scale1 * q1.quat[3];
|
|
return Rotation(x, y, z, w);
|
|
}
|
|
|
|
Rotation Rotation::identity()
|
|
{
|
|
return Rotation(0.0, 0.0, 0.0, 1.0);
|
|
}
|
|
|
|
Rotation Rotation::makeRotationByAxes(Vector3d xdir, Vector3d ydir, Vector3d zdir, const char* priorityOrder)
|
|
{
|
|
const double tol = Precision::Confusion();
|
|
enum dirIndex {
|
|
X,
|
|
Y,
|
|
Z
|
|
};
|
|
|
|
//convert priorityOrder string into a sequence of ints.
|
|
if (strlen(priorityOrder)!=3)
|
|
THROWM(ValueError, "makeRotationByAxes: length of priorityOrder is not 3");
|
|
int order[3];
|
|
for (int i = 0; i < 3; ++i){
|
|
order[i] = priorityOrder[i] - 'X';
|
|
if (order[i] < 0 || order[i] > 2)
|
|
THROWM(ValueError, "makeRotationByAxes: characters in priorityOrder must be uppercase X, Y, or Z. Some other character encountered.")
|
|
}
|
|
|
|
//ensure every axis is listed in priority list
|
|
if( order[0] == order[1] ||
|
|
order[1] == order[2] ||
|
|
order[2] == order[0])
|
|
THROWM(ValueError,"makeRotationByAxes: not all axes are listed in priorityOrder");
|
|
|
|
|
|
//group up dirs into an array, to access them by indexes stored in @order.
|
|
std::vector<Vector3d*> dirs = {&xdir, &ydir, &zdir};
|
|
|
|
|
|
auto dropPriority = [&order](int index){
|
|
int tmp;
|
|
if (index == 0){
|
|
tmp = order[0];
|
|
order[0] = order[1];
|
|
order[1] = order[2];
|
|
order[2] = tmp;
|
|
} else if (index == 1) {
|
|
tmp = order[1];
|
|
order[1] = order[2];
|
|
order[2] = tmp;
|
|
} //else if index == 2 do nothing
|
|
};
|
|
|
|
//pick up the strict direction
|
|
Vector3d mainDir;
|
|
for (int i = 0; i < 3; ++i){
|
|
mainDir = *(dirs[size_t(order[0])]);
|
|
if (mainDir.Length() > tol)
|
|
break;
|
|
else
|
|
dropPriority(0);
|
|
if (i == 2)
|
|
THROWM(ValueError, "makeRotationByAxes: all directions supplied are zero");
|
|
}
|
|
mainDir.Normalize();
|
|
|
|
//pick up the 2nd priority direction, "hint" direction.
|
|
Vector3d hintDir;
|
|
for (int i = 0; i < 2; ++i){
|
|
hintDir = *(dirs[size_t(order[1])]);
|
|
if ((hintDir.Cross(mainDir)).Length() > tol)
|
|
break;
|
|
else
|
|
dropPriority(1);
|
|
if (i == 1)
|
|
hintDir = Vector3d(); //no vector can be used as hint direction. Zero it out, to indicate that a guess is needed.
|
|
}
|
|
if (hintDir.Length() == 0.0){
|
|
switch (order[0]){
|
|
case X: { //xdir is main
|
|
//align zdir to OZ
|
|
order[1] = Z;
|
|
order[2] = Y;
|
|
hintDir = Vector3d(0,0,1);
|
|
if ((hintDir.Cross(mainDir)).Length() <= tol){
|
|
//aligning to OZ is impossible, align to ydir to OY. Why so? I don't know, just feels right =)
|
|
hintDir = Vector3d(0,1,0);
|
|
order[1] = Y;
|
|
order[2] = Z;
|
|
}
|
|
} break;
|
|
case Y: { //ydir is main
|
|
//align zdir to OZ
|
|
order[1] = Z;
|
|
order[2] = X;
|
|
hintDir = mainDir.z > -tol ? Vector3d(0,0,1) : Vector3d(0,0,-1);
|
|
if ((hintDir.Cross(mainDir)).Length() <= tol){
|
|
//aligning zdir to OZ is impossible, align xdir to OX then.
|
|
hintDir = Vector3d(1,0,0);
|
|
order[1] = X;
|
|
order[2] = Z;
|
|
}
|
|
} break;
|
|
case Z: { //zdir is main
|
|
//align ydir to OZ
|
|
order[1] = Y;
|
|
order[2] = X;
|
|
hintDir = Vector3d(0,0,1);
|
|
if ((hintDir.Cross(mainDir)).Length() <= tol){
|
|
//aligning ydir to OZ is impossible, align xdir to OX then.
|
|
hintDir = Vector3d(1,0,0);
|
|
order[1] = X;
|
|
order[2] = Y;
|
|
}
|
|
} break;
|
|
}//switch ordet[0]
|
|
}
|
|
|
|
//ensure every axis is listed in priority list
|
|
assert(order[0] != order[1]);
|
|
assert(order[1] != order[2]);
|
|
assert(order[2] != order[0]);
|
|
|
|
hintDir.Normalize();
|
|
//make hintDir perpendicular to mainDir. For that, we cross-product the two to obtain the third axis direction, and then recover back the hint axis by doing another cross product.
|
|
Vector3d lastDir = mainDir.Cross(hintDir);
|
|
lastDir.Normalize();
|
|
hintDir = lastDir.Cross(mainDir);
|
|
hintDir.Normalize(); //redundant?
|
|
|
|
Vector3d finaldirs[3];
|
|
finaldirs[order[0]] = mainDir;
|
|
finaldirs[order[1]] = hintDir;
|
|
finaldirs[order[2]] = lastDir;
|
|
|
|
//fix handedness
|
|
if (finaldirs[X].Cross(finaldirs[Y]) * finaldirs[Z] < 0.0)
|
|
//handedness is wrong. Switch the direction of the least important axis
|
|
finaldirs[order[2]] = finaldirs[order[2]] * (-1.0);
|
|
|
|
//build the rotation, by constructing a matrix first.
|
|
Matrix4D m;
|
|
m.setToUnity();
|
|
for (int i = 0; i < 3; ++i){
|
|
//matrix indexing: [row][col]
|
|
m[0][i] = finaldirs[i].x;
|
|
m[1][i] = finaldirs[i].y;
|
|
m[2][i] = finaldirs[i].z;
|
|
}
|
|
|
|
return Rotation(m);
|
|
}
|
|
|
|
void Rotation::setYawPitchRoll(double y, double p, double r)
|
|
{
|
|
// The Euler angles (yaw,pitch,roll) are in XY'Z''-notation
|
|
// convert to radians
|
|
y = (y/180.0)*D_PI;
|
|
p = (p/180.0)*D_PI;
|
|
r = (r/180.0)*D_PI;
|
|
|
|
double c1 = cos(y/2.0);
|
|
double s1 = sin(y/2.0);
|
|
double c2 = cos(p/2.0);
|
|
double s2 = sin(p/2.0);
|
|
double c3 = cos(r/2.0);
|
|
double s3 = sin(r/2.0);
|
|
|
|
// quat[0] = c1*c2*s3 - s1*s2*c3;
|
|
// quat[1] = c1*s2*c3 + s1*c2*s3;
|
|
// quat[2] = s1*c2*c3 - c1*s2*s3;
|
|
// quat[3] = c1*c2*c3 + s1*s2*s3;
|
|
|
|
this->setValue (
|
|
c1*c2*s3 - s1*s2*c3,
|
|
c1*s2*c3 + s1*c2*s3,
|
|
s1*c2*c3 - c1*s2*s3,
|
|
c1*c2*c3 + s1*s2*s3
|
|
);
|
|
}
|
|
|
|
void Rotation::getYawPitchRoll(double& y, double& p, double& r) const
|
|
{
|
|
double q00 = quat[0]*quat[0];
|
|
double q11 = quat[1]*quat[1];
|
|
double q22 = quat[2]*quat[2];
|
|
double q33 = quat[3]*quat[3];
|
|
double q01 = quat[0]*quat[1];
|
|
double q02 = quat[0]*quat[2];
|
|
double q03 = quat[0]*quat[3];
|
|
double q12 = quat[1]*quat[2];
|
|
double q13 = quat[1]*quat[3];
|
|
double q23 = quat[2]*quat[3];
|
|
double qd2 = 2.0*(q13-q02);
|
|
|
|
// handle gimbal lock
|
|
if (fabs(qd2-1.0) <= 16 * DBL_EPSILON) { // Tolerance copied from OCC "gp_Quaternion.cxx"
|
|
// north pole
|
|
y = 0.0;
|
|
p = D_PI/2.0;
|
|
r = 2.0 * atan2(quat[0],quat[3]);
|
|
}
|
|
else if (fabs(qd2+1.0) <= 16 * DBL_EPSILON) { // Tolerance copied from OCC "gp_Quaternion.cxx"
|
|
// south pole
|
|
y = 0.0;
|
|
p = -D_PI/2.0;
|
|
r = 2.0 * atan2(quat[0],quat[3]);
|
|
}
|
|
else {
|
|
y = atan2(2.0*(q01+q23),(q00+q33)-(q11+q22));
|
|
p = qd2 > 1.0 ? D_PI/2.0 : (qd2 < -1.0 ? -D_PI/2.0 : asin (qd2));
|
|
r = atan2(2.0*(q12+q03),(q22+q33)-(q00+q11));
|
|
}
|
|
|
|
// convert to degree
|
|
y = (y/D_PI)*180;
|
|
p = (p/D_PI)*180;
|
|
r = (r/D_PI)*180;
|
|
}
|
|
|
|
bool Rotation::isSame(const Rotation& q) const
|
|
{
|
|
if ((this->quat[0] == q.quat[0] &&
|
|
this->quat[1] == q.quat[1] &&
|
|
this->quat[2] == q.quat[2] &&
|
|
this->quat[3] == q.quat[3]) ||
|
|
(this->quat[0] == -q.quat[0] &&
|
|
this->quat[1] == -q.quat[1] &&
|
|
this->quat[2] == -q.quat[2] &&
|
|
this->quat[3] == -q.quat[3]))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
bool Rotation::isSame(const Rotation& q, double tol) const
|
|
{
|
|
// This follows the implementation of Coin3d where the norm
|
|
// (x1-y1)**2 + ... + (x4-y4)**2 is computed.
|
|
// This term can be simplified to
|
|
// 2 - 2*(x1*y1 + ... + x4*y4) so that for the equality we have to check
|
|
// 1 - tol/2 <= x1*y1 + ... + x4*y4
|
|
// Because a quaternion (x1,x2,x3,x4) is equal to (-x1,-x2,-x3,-x4) we use the
|
|
// absolute value of the scalar product
|
|
double dot = q.quat[0]*quat[0]+q.quat[1]*quat[1]+q.quat[2]*quat[2]+q.quat[3]*quat[3];
|
|
return fabs(dot) >= 1.0 - tol/2;
|
|
}
|
|
|
|
bool Rotation::isIdentity() const
|
|
{
|
|
return ((this->quat[0] == 0.0 &&
|
|
this->quat[1] == 0.0 &&
|
|
this->quat[2] == 0.0) &&
|
|
(this->quat[3] == 1.0 ||
|
|
this->quat[3] == -1.0));
|
|
}
|
|
|
|
bool Rotation::isIdentity(double tol) const
|
|
{
|
|
return isSame(Rotation(), tol);
|
|
}
|
|
|
|
bool Rotation::isNull() const
|
|
{
|
|
return (this->quat[0] == 0.0 &&
|
|
this->quat[1] == 0.0 &&
|
|
this->quat[2] == 0.0 &&
|
|
this->quat[3] == 0.0);
|
|
}
|
|
|
|
//=======================================================================
|
|
// The following code is borrowed from OCCT gp/gp_Quaternion.cxx
|
|
|
|
namespace { // anonymous namespace
|
|
//=======================================================================
|
|
//function : translateEulerSequence
|
|
//purpose :
|
|
// Code supporting conversion between quaternion and generalized
|
|
// Euler angles (sequence of three rotations) is based on
|
|
// algorithm by Ken Shoemake, published in Graphics Gems IV, p. 222-22
|
|
// http://tog.acm.org/resources/GraphicsGems/gemsiv/euler_angle/EulerAngles.c
|
|
//=======================================================================
|
|
|
|
struct EulerSequence_Parameters
|
|
{
|
|
int i; // first rotation axis
|
|
int j; // next axis of rotation
|
|
int k; // third axis
|
|
bool isOdd; // true if order of two first rotation axes is odd permutation, e.g. XZ
|
|
bool isTwoAxes; // true if third rotation is about the same axis as first
|
|
bool isExtrinsic; // true if rotations are made around fixed axes
|
|
|
|
EulerSequence_Parameters (int theAx1,
|
|
bool theisOdd,
|
|
bool theisTwoAxes,
|
|
bool theisExtrinsic)
|
|
: i(theAx1),
|
|
j(1 + (theAx1 + (theisOdd ? 1 : 0)) % 3),
|
|
k(1 + (theAx1 + (theisOdd ? 0 : 1)) % 3),
|
|
isOdd(theisOdd),
|
|
isTwoAxes(theisTwoAxes),
|
|
isExtrinsic(theisExtrinsic)
|
|
{}
|
|
};
|
|
|
|
EulerSequence_Parameters translateEulerSequence (const Rotation::EulerSequence theSeq)
|
|
{
|
|
using Params = EulerSequence_Parameters;
|
|
const bool F = false;
|
|
const bool T = true;
|
|
|
|
switch (theSeq)
|
|
{
|
|
case Rotation::Extrinsic_XYZ: return Params (1, F, F, T);
|
|
case Rotation::Extrinsic_XZY: return Params (1, T, F, T);
|
|
case Rotation::Extrinsic_YZX: return Params (2, F, F, T);
|
|
case Rotation::Extrinsic_YXZ: return Params (2, T, F, T);
|
|
case Rotation::Extrinsic_ZXY: return Params (3, F, F, T);
|
|
case Rotation::Extrinsic_ZYX: return Params (3, T, F, T);
|
|
|
|
// Conversion of intrinsic angles is made by the same code as for extrinsic,
|
|
// using equivalence rule: intrinsic rotation is equivalent to extrinsic
|
|
// rotation by the same angles but with inverted order of elemental rotations.
|
|
// Swapping of angles (Alpha <-> Gamma) is done inside conversion procedure;
|
|
// sequence of axes is inverted by setting appropriate parameters here.
|
|
// Note that proper Euler angles (last block below) are symmetric for sequence of axes.
|
|
case Rotation::Intrinsic_XYZ: return Params (3, T, F, F);
|
|
case Rotation::Intrinsic_XZY: return Params (2, F, F, F);
|
|
case Rotation::Intrinsic_YZX: return Params (1, T, F, F);
|
|
case Rotation::Intrinsic_YXZ: return Params (3, F, F, F);
|
|
case Rotation::Intrinsic_ZXY: return Params (2, T, F, F);
|
|
case Rotation::Intrinsic_ZYX: return Params (1, F, F, F);
|
|
|
|
case Rotation::Extrinsic_XYX: return Params (1, F, T, T);
|
|
case Rotation::Extrinsic_XZX: return Params (1, T, T, T);
|
|
case Rotation::Extrinsic_YZY: return Params (2, F, T, T);
|
|
case Rotation::Extrinsic_YXY: return Params (2, T, T, T);
|
|
case Rotation::Extrinsic_ZXZ: return Params (3, F, T, T);
|
|
case Rotation::Extrinsic_ZYZ: return Params (3, T, T, T);
|
|
|
|
case Rotation::Intrinsic_XYX: return Params (1, F, T, F);
|
|
case Rotation::Intrinsic_XZX: return Params (1, T, T, F);
|
|
case Rotation::Intrinsic_YZY: return Params (2, F, T, F);
|
|
case Rotation::Intrinsic_YXY: return Params (2, T, T, F);
|
|
case Rotation::Intrinsic_ZXZ: return Params (3, F, T, F);
|
|
case Rotation::Intrinsic_ZYZ: return Params (3, T, T, F);
|
|
|
|
default:
|
|
case Rotation::EulerAngles : return Params (3, F, T, F); // = Intrinsic_ZXZ
|
|
case Rotation::YawPitchRoll: return Params (1, F, F, F); // = Intrinsic_ZYX
|
|
};
|
|
}
|
|
|
|
class Mat : public Base::Matrix4D
|
|
{
|
|
public:
|
|
double operator()(int i, int j) const {
|
|
return this->operator[](i-1)[j-1];
|
|
}
|
|
double & operator()(int i, int j) {
|
|
return this->operator[](i-1)[j-1];
|
|
}
|
|
};
|
|
|
|
const char *EulerSequenceNames[] = {
|
|
//! Classic Euler angles, alias to Intrinsic_ZXZ
|
|
"Euler",
|
|
|
|
//! Yaw Pitch Roll (or nautical) angles, alias to Intrinsic_ZYX
|
|
"YawPitchRoll",
|
|
|
|
// Tait-Bryan angles (using three different axes)
|
|
"XYZ",
|
|
"XZY",
|
|
"YZX",
|
|
"YXZ",
|
|
"ZXY",
|
|
"ZYX",
|
|
|
|
"IXYZ",
|
|
"IXZY",
|
|
"IYZX",
|
|
"IYXZ",
|
|
"IZXY",
|
|
"IZYX",
|
|
|
|
// Proper Euler angles (using two different axes, first and third the same)
|
|
"XYX",
|
|
"XZX",
|
|
"YZY",
|
|
"YXY",
|
|
"ZYZ",
|
|
"ZXZ",
|
|
|
|
"IXYX",
|
|
"IXZX",
|
|
"IYZY",
|
|
"IYXY",
|
|
"IZXZ",
|
|
"IZYZ",
|
|
};
|
|
|
|
} // anonymous namespace
|
|
|
|
const char * Rotation::eulerSequenceName(EulerSequence seq)
|
|
{
|
|
if (seq == Invalid || seq >= EulerSequenceLast)
|
|
return nullptr;
|
|
return EulerSequenceNames[seq-1];
|
|
}
|
|
|
|
Rotation::EulerSequence Rotation::eulerSequenceFromName(const char *name)
|
|
{
|
|
if (name) {
|
|
for (unsigned i=0; i<sizeof(EulerSequenceNames)/sizeof(EulerSequenceNames[0]); ++i) {
|
|
if (boost::iequals(name, EulerSequenceNames[i]))
|
|
return static_cast<EulerSequence>(i+1);
|
|
}
|
|
}
|
|
return Invalid;
|
|
}
|
|
|
|
void Rotation::setEulerAngles(EulerSequence theOrder,
|
|
double theAlpha,
|
|
double theBeta,
|
|
double theGamma)
|
|
{
|
|
if (theOrder == Invalid || theOrder >= EulerSequenceLast)
|
|
throw Base::ValueError("invalid euler sequence");
|
|
|
|
EulerSequence_Parameters o = translateEulerSequence (theOrder);
|
|
|
|
theAlpha *= D_PI/180.0;
|
|
theBeta *= D_PI/180.0;
|
|
theGamma *= D_PI/180.0;
|
|
|
|
double a = theAlpha, b = theBeta, c = theGamma;
|
|
if ( ! o.isExtrinsic )
|
|
std::swap(a, c);
|
|
|
|
if ( o.isOdd )
|
|
b = -b;
|
|
|
|
double ti = 0.5 * a;
|
|
double tj = 0.5 * b;
|
|
double th = 0.5 * c;
|
|
double ci = cos (ti);
|
|
double cj = cos (tj);
|
|
double ch = cos (th);
|
|
double si = sin (ti);
|
|
double sj = sin (tj);
|
|
double sh = sin (th);
|
|
double cc = ci * ch;
|
|
double cs = ci * sh;
|
|
double sc = si * ch;
|
|
double ss = si * sh;
|
|
|
|
double values[4]; // w, x, y, z
|
|
if ( o.isTwoAxes )
|
|
{
|
|
values[o.i] = cj * (cs + sc);
|
|
values[o.j] = sj * (cc + ss);
|
|
values[o.k] = sj * (cs - sc);
|
|
values[0] = cj * (cc - ss);
|
|
}
|
|
else
|
|
{
|
|
values[o.i] = cj * sc - sj * cs;
|
|
values[o.j] = cj * ss + sj * cc;
|
|
values[o.k] = cj * cs - sj * sc;
|
|
values[0] = cj * cc + sj * ss;
|
|
}
|
|
if ( o.isOdd )
|
|
values[o.j] = -values[o.j];
|
|
|
|
quat[0] = values[1];
|
|
quat[1] = values[2];
|
|
quat[2] = values[3];
|
|
quat[3] = values[0];
|
|
}
|
|
|
|
void Rotation::getEulerAngles(EulerSequence theOrder,
|
|
double& theAlpha,
|
|
double& theBeta,
|
|
double& theGamma) const
|
|
{
|
|
Mat M;
|
|
getValue(M);
|
|
|
|
EulerSequence_Parameters o = translateEulerSequence (theOrder);
|
|
if ( o.isTwoAxes )
|
|
{
|
|
double sy = sqrt (M(o.i, o.j) * M(o.i, o.j) + M(o.i, o.k) * M(o.i, o.k));
|
|
if (sy > 16 * DBL_EPSILON)
|
|
{
|
|
theAlpha = atan2 (M(o.i, o.j), M(o.i, o.k));
|
|
theGamma = atan2 (M(o.j, o.i), -M(o.k, o.i));
|
|
}
|
|
else
|
|
{
|
|
theAlpha = atan2 (-M(o.j, o.k), M(o.j, o.j));
|
|
theGamma = 0.;
|
|
}
|
|
theBeta = atan2 (sy, M(o.i, o.i));
|
|
}
|
|
else
|
|
{
|
|
double cy = sqrt (M(o.i, o.i) * M(o.i, o.i) + M(o.j, o.i) * M(o.j, o.i));
|
|
if (cy > 16 * DBL_EPSILON)
|
|
{
|
|
theAlpha = atan2 (M(o.k, o.j), M(o.k, o.k));
|
|
theGamma = atan2 (M(o.j, o.i), M(o.i, o.i));
|
|
}
|
|
else
|
|
{
|
|
theAlpha = atan2 (-M(o.j, o.k), M(o.j, o.j));
|
|
theGamma = 0.;
|
|
}
|
|
theBeta = atan2 (-M(o.k, o.i), cy);
|
|
}
|
|
if ( o.isOdd )
|
|
{
|
|
theAlpha = -theAlpha;
|
|
theBeta = -theBeta;
|
|
theGamma = -theGamma;
|
|
}
|
|
if ( ! o.isExtrinsic )
|
|
{
|
|
double aFirst = theAlpha;
|
|
theAlpha = theGamma;
|
|
theGamma = aFirst;
|
|
}
|
|
|
|
theAlpha *= 180.0/D_PI;
|
|
theBeta *= 180.0/D_PI;
|
|
theGamma *= 180.0/D_PI;
|
|
}
|