mirror of
https://gitlab.com/libeigen/eigen.git
synced 2026-04-10 11:34:33 +08:00
work on rotations in the Geometry module:
- convertions are done trough constructors and operator= - added a EulerAngles class
This commit is contained in:
@@ -25,6 +25,11 @@
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#ifndef EIGEN_QUATERNION_H
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#define EIGEN_QUATERNION_H
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template<typename Other,
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int OtherRows=Other::RowsAtCompileTime,
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int OtherCols=Other::ColsAtCompileTime>
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struct ei_quaternion_assign_impl;
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/** \class Quaternion
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*
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* \brief The quaternion class used to represent 3D orientations and rotations
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@@ -39,6 +44,7 @@
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* - efficient to compose (28 flops),
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* - stable spherical interpolation
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*
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* \sa class AngleAxis, class EulerAngles, class Transform
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*/
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template<typename _Scalar>
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class Quaternion
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@@ -53,6 +59,8 @@ public:
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typedef Matrix<Scalar,3,1> Vector3;
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typedef Matrix<Scalar,3,3> Matrix3;
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typedef AngleAxis<Scalar> AngleAxisType;
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typedef EulerAngles<Scalar> EulerAnglesType;
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inline Scalar x() const { return m_coeffs.coeff(0); }
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inline Scalar y() const { return m_coeffs.coeff(1); }
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@@ -71,10 +79,10 @@ public:
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inline Block<Coefficients,3,1> vec() { return m_coeffs.template start<3>(); }
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/** \returns a read-only vector expression of the coefficients */
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inline const Coefficients& _coeffs() const { return m_coeffs; }
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inline const Coefficients& coeffs() const { return m_coeffs; }
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/** \returns a vector expression of the coefficients */
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inline Coefficients& _coeffs() { return m_coeffs; }
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inline Coefficients& coeffs() { return m_coeffs; }
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// FIXME what is the prefered order: w x,y,z or x,y,z,w ?
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inline Quaternion(Scalar w = 1.0, Scalar x = 0.0, Scalar y = 0.0, Scalar z = 0.0)
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@@ -88,14 +96,16 @@ public:
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/** Copy constructor */
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inline Quaternion(const Quaternion& other) { m_coeffs = other.m_coeffs; }
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/** This is a special case of the templated operator=. Its purpose is to
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* prevent a default operator= from hiding the templated operator=.
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*/
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inline Quaternion& operator=(const Quaternion& other)
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{
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m_coeffs = other.m_coeffs;
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return *this;
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}
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explicit inline Quaternion(const AngleAxisType& aa) { *this = aa; }
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explicit inline Quaternion(const EulerAnglesType& ea) { *this = ea; }
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template<typename Derived>
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explicit inline Quaternion(const MatrixBase<Derived>& other) { *this = other; }
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Quaternion& operator=(const Quaternion& other);
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Quaternion& operator=(const AngleAxisType& aa);
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Quaternion& operator=(EulerAnglesType ea);
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template<typename Derived>
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Quaternion& operator=(const MatrixBase<Derived>& m);
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/** \returns a quaternion representing an identity rotation
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* \sa MatrixBase::identity()
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@@ -116,20 +126,10 @@ public:
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*/
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inline Scalar norm() const { return m_coeffs.norm(); }
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template<typename Derived>
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Quaternion& fromRotationMatrix(const MatrixBase<Derived>& m);
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Matrix3 toRotationMatrix(void) const;
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template<typename Derived>
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Quaternion& fromAngleAxis (const Scalar& angle, const MatrixBase<Derived>& axis);
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void toAngleAxis(Scalar& angle, Vector3& axis) const;
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Quaternion& fromEulerAngles(Vector3 eulerAngles);
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Vector3 toEulerAngles(void) const;
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template<typename Derived1, typename Derived2>
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Quaternion& fromTwoVectors(const MatrixBase<Derived1>& a, const MatrixBase<Derived2>& b);
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Quaternion& setFromTwoVectors(const MatrixBase<Derived1>& a, const MatrixBase<Derived2>& b);
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inline Quaternion operator* (const Quaternion& q) const;
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inline Quaternion& operator*= (const Quaternion& q);
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@@ -142,24 +142,6 @@ public:
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template<typename Derived>
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Vector3 operator* (const MatrixBase<Derived>& vec) const;
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protected:
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/** Constructor copying the value of the expression \a other */
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template<typename OtherDerived>
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inline Quaternion(const Eigen::MatrixBase<OtherDerived>& other)
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{
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m_coeffs = other;
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}
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/** Copies the value of the expression \a other into \c *this.
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*/
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template<typename OtherDerived>
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inline Quaternion& operator=(const MatrixBase<OtherDerived>& other)
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{
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m_coeffs = other.derived();
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return *this;
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}
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};
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/** \returns the concatenation of two rotations as a quaternion-quaternion product */
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@@ -203,16 +185,71 @@ Quaternion<Scalar>::operator* (const MatrixBase<Derived>& v) const
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return v + this->w() * uv + this->vec().cross(uv);
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}
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template<typename Scalar>
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inline Quaternion<Scalar>& Quaternion<Scalar>::operator=(const Quaternion& other)
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{
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m_coeffs = other.m_coeffs;
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return *this;
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}
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/** Set \c *this from an angle-axis \a aa
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* and returns a reference to \c *this
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*/
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template<typename Scalar>
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inline Quaternion<Scalar>& Quaternion<Scalar>::operator=(const AngleAxisType& aa)
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{
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Scalar ha = 0.5*aa.angle();
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this->w() = ei_cos(ha);
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this->vec() = ei_sin(ha) * aa.axis();
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return *this;
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}
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/** Set \c *this from the rotation defined by the Euler angles \a ea,
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* and returns a reference to \c *this
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*/
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template<typename Scalar>
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inline Quaternion<Scalar>& Quaternion<Scalar>::operator=(EulerAnglesType ea)
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{
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ea.coeffs() *= 0.5;
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Vector3 cosines = ea.coeffs().cwiseCos();
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Vector3 sines = ea.coeffs().cwiseSin();
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Scalar cYcZ = cosines.y() * cosines.z();
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Scalar sYsZ = sines.y() * sines.z();
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Scalar sYcZ = sines.y() * cosines.z();
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Scalar cYsZ = cosines.y() * sines.z();
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this->w() = cosines.x() * cYcZ + sines.x() * sYsZ;
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this->x() = sines.x() * cYcZ - cosines.x() * sYsZ;
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this->y() = cosines.x() * sYcZ + sines.x() * cYsZ;
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this->z() = cosines.x() * cYsZ - sines.x() * sYcZ;
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return *this;
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}
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/** Set \c *this from the expression \a xpr:
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* - if \a xpr is a 4x1 vector, then \a xpr is assumed to be a quaternion
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* - if \a xpr is a 3x3 matrix, then \a xpr is assumed to be rotation matrix
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* and \a xpr is converted to a quaternion
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*/
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template<typename Scalar>
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template<typename Derived>
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inline Quaternion<Scalar>& Quaternion<Scalar>::operator=(const MatrixBase<Derived>& xpr)
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{
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ei_quaternion_assign_impl<Derived>::run(*this, xpr.derived());
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return *this;
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}
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/** Convert the quaternion to a 3x3 rotation matrix */
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template<typename Scalar>
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inline typename Quaternion<Scalar>::Matrix3
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Quaternion<Scalar>::toRotationMatrix(void) const
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{
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// FIXME another option would be to declare toRotationMatrix like that:
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// OtherDerived& toRotationMatrix(MatrixBase<OtherDerived>& m)
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// it would fill m and returns a ref to m.
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// the advantages is that way we can accept 4x4 and 3x4 matrices filling the rest of the
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// matrix with I... ??
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// NOTE if inlined, then gcc 4.2 and 4.4 get rid of the temporary (not gcc 4.3 !!)
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// if not inlined then the cost of the return by value is huge ~ +35%,
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// however, not inlining this function is an order of magnitude slower, so
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// it has to be inlined, and so the return by value is not an issue
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Matrix3 res;
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Scalar tx = 2*this->x();
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@@ -241,132 +278,13 @@ Quaternion<Scalar>::toRotationMatrix(void) const
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return res;
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}
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/** updates \c *this from the rotation matrix \a m and returns a reference to \c *this
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* \warning the size of the input matrix expression \a m must be 3x3 at compile time
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*/
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template<typename Scalar>
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template<typename Derived>
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Quaternion<Scalar>& Quaternion<Scalar>::fromRotationMatrix(const MatrixBase<Derived>& mat)
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{
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// FIXME maybe this function could accept 4x4 and 3x4 matrices as well ? (simply update the assert)
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// FIXME this function could also be static and returns a temporary ?
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EIGEN_STATIC_ASSERT(Derived::RowsAtCompileTime==3 && Derived::ColsAtCompileTime==3,you_did_a_programming_error);
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// This algorithm comes from "Quaternion Calculus and Fast Animation",
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// Ken Shoemake, 1987 SIGGRAPH course notes
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Scalar t = mat.trace();
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if (t > 0)
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{
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t = ei_sqrt(t + 1.0);
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this->w() = 0.5*t;
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t = 0.5/t;
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this->x() = (mat.coeff(2,1) - mat.coeff(1,2)) * t;
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this->y() = (mat.coeff(0,2) - mat.coeff(2,0)) * t;
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this->z() = (mat.coeff(1,0) - mat.coeff(0,1)) * t;
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}
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else
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{
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int i = 0;
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if (mat.coeff(1,1) > mat.coeff(0,0))
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i = 1;
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if (mat.coeff(2,2) > mat.coeff(i,i))
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i = 2;
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int j = (i+1)%3;
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int k = (j+1)%3;
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t = ei_sqrt(mat.coeff(i,i)-mat.coeff(j,j)-mat.coeff(k,k) + 1.0);
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m_coeffs.coeffRef(i) = 0.5 * t;
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t = 0.5/t;
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this->w() = (mat.coeff(k,j)-mat.coeff(j,k))*t;
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m_coeffs.coeffRef(j) = (mat.coeff(j,i)+mat.coeff(i,j))*t;
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m_coeffs.coeffRef(k) = (mat.coeff(k,i)+mat.coeff(i,k))*t;
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}
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return *this;
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}
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/** updates \c *this from the rotation defined by axis \a axis and angle \a angle
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* and returns a reference to \c *this
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* \warning the size of the input vector expression \a axis must be 3 at compile time
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*/
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template<typename Scalar>
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template<typename Derived>
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inline Quaternion<Scalar>& Quaternion<Scalar>
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::fromAngleAxis(const Scalar& angle, const MatrixBase<Derived>& axis)
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{
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ei_assert(Derived::SizeAtCompileTime==3);
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Scalar ha = 0.5*angle;
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this->w() = ei_cos(ha);
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this->vec() = ei_sin(ha) * axis;
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return *this;
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}
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/** Computes and returns the angle and axis of the rotation represented by the quaternion.
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* The values are returned in the arguments \a angle and \a axis respectively.
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* The returned axis is normalized.
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*/
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template <typename Scalar>
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void Quaternion<Scalar>::toAngleAxis(Scalar& angle, Vector3& axis) const
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{
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// FIXME should we split this function to an "angle" and an "axis" functions ?
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// the drawbacks is that this approach would require to compute twice the norm of (x,y,z)...
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// or we returns a Vector4, or a small AngleAxis object... ???
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Scalar n2 = this->vec().norm2();
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if (ei_isMuchSmallerThan(n2,Scalar(1)))
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{
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angle = 0;
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axis << 1, 0, 0;
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}
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else
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{
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angle = 2*std::acos(this->w());
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axis = this->vec() / ei_sqrt(n2);
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}
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}
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/** updates \c *this from the rotation defined by the Euler angles \a eulerAngles,
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* and returns a reference to \c *this
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*/
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template <typename Scalar>
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Quaternion<Scalar>& Quaternion<Scalar>::fromEulerAngles(Vector3 eulerAngles)
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{
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// FIXME should the arguments be 3 scalars or a single Vector3 ?
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eulerAngles *= 0.5;
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Vector3 cosines = eulerAngles.cwiseCos();
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Vector3 sines = eulerAngles.cwiseSin();
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Scalar cYcZ = cosines.y() * cosines.z();
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Scalar sYsZ = sines.y() * sines.z();
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Scalar sYcZ = sines.y() * cosines.z();
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Scalar cYsZ = cosines.y() * sines.z();
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this->w() = cosines.x() * cYcZ + sines.x() * sYsZ;
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this->x() = sines.x() * cYcZ - cosines.x() * sYsZ;
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this->y() = cosines.x() * sYcZ + sines.x() * cYsZ;
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this->z() = cosines.x() * cYsZ - sines.x() * sYcZ;
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return *this;
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}
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/** Computes and returns the Euler angles corresponding to the quaternion \c *this.
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*/
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template <typename Scalar>
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typename Quaternion<Scalar>::Vector3 Quaternion<Scalar>::toEulerAngles(void) const
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{
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Scalar y2 = this->y() * this->y();
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return Vector3(
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std::atan2(2*(this->w()*this->x() + this->y()*this->z()), (1 - 2*(this->x()*this->x() + y2))),
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std::asin( 2*(this->w()*this->y() - this->z()*this->x())),
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std::atan2(2*(this->w()*this->z() + this->x()*this->y()), (1 - 2*(y2 + this->z()*this->z()))));
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}
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/** Makes a quaternion representing the rotation between two vectors \a a and \a b.
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* \returns a reference to the actual quaternion
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* Note that the two input vectors have \b not to be normalized.
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*/
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template<typename Scalar>
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template<typename Derived1, typename Derived2>
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inline Quaternion<Scalar>& Quaternion<Scalar>::fromTwoVectors(const MatrixBase<Derived1>& a, const MatrixBase<Derived2>& b)
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inline Quaternion<Scalar>& Quaternion<Scalar>::setFromTwoVectors(const MatrixBase<Derived1>& a, const MatrixBase<Derived2>& b)
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{
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Vector3 v0 = a.normalized();
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Vector3 v1 = b.normalized();
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@@ -399,11 +317,11 @@ inline Quaternion<Scalar> Quaternion<Scalar>::inverse() const
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// FIXME should this funtion be called multiplicativeInverse and conjugate() be called inverse() or opposite() ??
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Scalar n2 = this->norm2();
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if (n2 > 0)
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return conjugate()._coeffs() / n2;
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return Quaternion(conjugate().coeffs() / n2);
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else
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{
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// return an invalid result to flag the error
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return Coefficients::zero();
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return Quaternion(Coefficients::zero());
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}
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}
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@@ -448,4 +366,54 @@ Quaternion<Scalar> Quaternion<Scalar>::slerp(Scalar t, const Quaternion& other)
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return scale0 * (*this) + scale1 * other;
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}
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// set from a rotation matrix
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template<typename Other>
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struct ei_quaternion_assign_impl<Other,3,3>
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{
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typedef typename Other::Scalar Scalar;
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inline static void run(Quaternion<Scalar>& q, const Other& mat)
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{
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// This algorithm comes from "Quaternion Calculus and Fast Animation",
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// Ken Shoemake, 1987 SIGGRAPH course notes
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Scalar t = mat.trace();
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if (t > 0)
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{
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t = ei_sqrt(t + 1.0);
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q.w() = 0.5*t;
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t = 0.5/t;
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q.x() = (mat.coeff(2,1) - mat.coeff(1,2)) * t;
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q.y() = (mat.coeff(0,2) - mat.coeff(2,0)) * t;
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q.z() = (mat.coeff(1,0) - mat.coeff(0,1)) * t;
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}
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else
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{
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int i = 0;
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if (mat.coeff(1,1) > mat.coeff(0,0))
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i = 1;
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if (mat.coeff(2,2) > mat.coeff(i,i))
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i = 2;
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int j = (i+1)%3;
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int k = (j+1)%3;
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t = ei_sqrt(mat.coeff(i,i)-mat.coeff(j,j)-mat.coeff(k,k) + 1.0);
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q.coeffs().coeffRef(i) = 0.5 * t;
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t = 0.5/t;
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q.w() = (mat.coeff(k,j)-mat.coeff(j,k))*t;
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q.coeffs().coeffRef(j) = (mat.coeff(j,i)+mat.coeff(i,j))*t;
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q.coeffs().coeffRef(k) = (mat.coeff(k,i)+mat.coeff(i,k))*t;
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}
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}
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};
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// set from a vector of coefficients assumed to be a quaternion
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template<typename Other>
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struct ei_quaternion_assign_impl<Other,4,1>
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{
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typedef typename Other::Scalar Scalar;
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inline static void run(Quaternion<Scalar>& q, const Other& vec)
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{
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q.coeffs() = vec;
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}
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};
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#endif // EIGEN_QUATERNION_H
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