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https://gitlab.com/libeigen/eigen.git
synced 2026-04-10 11:34:33 +08:00
add a geometry unit test and fix a couple of typo in Quaternion.h
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@@ -89,10 +89,10 @@ public:
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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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{
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m_data[0] = _x;
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m_data[1] = _y;
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m_data[2] = _z;
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m_data[3] = _w;
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m_data[0] = x;
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m_data[1] = y;
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m_data[2] = z;
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m_data[3] = w;
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}
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/** Constructor copying the value of the expression \a other */
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@@ -126,8 +126,10 @@ public:
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Matrix3 toRotationMatrix(void) const;
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template<typename Derived>
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void fromRotationMatrix(const MatrixBase<Derived>& m);
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template<typename Derived>
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void fromAngleAxis (const Scalar& angle, const MatrixBase<Derived>& axis);
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Quaternion& fromAngleAxis (const Scalar& angle, const MatrixBase<Derived>& axis);
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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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@@ -158,10 +160,10 @@ inline Quaternion<Scalar> Quaternion<Scalar>::operator* (const Quaternion& other
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{
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return Quaternion
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(
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this->w() * other.w() - this->x() * other.x() - this->y() * other.y() - this->z() * rkQ.z(),
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this->w() * other.x() + this->x() * other.w() + this->y() * other.z() - this->z() * rkQ.y(),
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this->w() * other.y() + this->y() * other.w() + this->z() * other.x() - this->x() * rkQ.z(),
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this->w() * other.z() + this->z() * other.w() + this->x() * other.y() - this->y() * rkQ.x()
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this->w() * other.w() - this->x() * other.x() - this->y() * other.y() - this->z() * other.z(),
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this->w() * other.x() + this->x() * other.w() + this->y() * other.z() - this->z() * other.y(),
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this->w() * other.y() + this->y() * other.w() + this->z() * other.x() - this->x() * other.z(),
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this->w() * other.z() + this->z() * other.w() + this->x() * other.y() - this->y() * other.x()
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);
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}
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@@ -172,8 +174,9 @@ inline Quaternion<Scalar>& Quaternion<Scalar>::operator*= (const Quaternion& oth
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}
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template <typename Scalar>
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template<typename Derived>
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inline typename Quaternion<Scalar>::Vector3
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Quaternion<Scalar>::operator* (const Vector3& v) const
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Quaternion<Scalar>::operator* (const MatrixBase<Derived>& v) const
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{
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// Note that this algorithm comes from the optimization by hand
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// of the conversion to a Matrix followed by a Matrix/Vector product.
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@@ -181,8 +184,8 @@ Quaternion<Scalar>::operator* (const Vector3& v) const
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// in the litterature (30 versus 39 flops). On the other hand it
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// requires two Vector3 as temporaries.
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Vector3 uv;
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uv = 2 * start<3>().cross(v);
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return v + this->w() * uv + start<3>().cross(uv);
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uv = 2 * this->template start<3>().cross(v);
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return v + this->w() * uv + this->template start<3>().cross(uv);
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}
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template<typename Scalar>
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@@ -205,9 +208,9 @@ Quaternion<Scalar>::toRotationMatrix(void) const
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Scalar tzz = tz*this->z();
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res(0,0) = 1-(tyy+tzz);
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res(0,1) = fTxy-twz;
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res(0,2) = fTxz+twy;
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res(1,0) = fTxy+twz;
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res(0,1) = txy-twz;
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res(0,2) = txz+twy;
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res(1,0) = txy+twz;
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res(1,1) = 1-(txx+tzz);
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res(1,2) = tyz-twx;
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res(2,0) = txz-twy;
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@@ -255,11 +258,13 @@ void Quaternion<Scalar>::fromRotationMatrix(const MatrixBase<Derived>& m)
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template<typename Scalar>
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template<typename Derived>
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inline void Quaternion<Scalar>::fromAngleAxis (const Scalar& angle, const MatrixBase<Derived>& axis)
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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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Scalar ha = 0.5*angle;
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this->w() = ei_cos(ha);
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this->start<3>() = ei_sin(ha) * axis;
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this->template start<3>() = ei_sin(ha) * axis;
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return *this;
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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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@@ -268,26 +273,22 @@ inline void Quaternion<Scalar>::fromAngleAxis (const Scalar& angle, const Matrix
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*/
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template<typename Scalar>
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template<typename Derived1, typename Derived2>
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Quaternion<Scalar>& Quaternion<Scalar>::fromTwoVectors(const MatrixBase<Derived1>& a, const MatrixBase<Derived2>& b)
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inline Quaternion<Scalar>& Quaternion<Scalar>::fromTwoVectors(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 = a.normalized();
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Vector3 c = v0.cross(v1);
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// if the magnitude of the cross product approaches zero,
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// we get unstable because ANY axis will do when a == +/- b
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Scalar d = v0.dot(v1);
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Vector3 v1 = b.normalized();
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Vector3 axis = v0.cross(v1);
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Scalar c = v0.dot(v1);
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// if dot == 1, vectors are the same
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if (ei_isApprox(d,1))
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if (ei_isApprox(c,Scalar(1)))
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{
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// set to identity
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this->w() = 1; this->start<3>().setZero();
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this->w() = 1; this->template start<3>().setZero();
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}
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Scalar s = ei_sqrt((1+d)*2);
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Scalar s = ei_sqrt((1+c)*2);
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Scalar invs = 1./s;
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this->start<3>() = c * invs;
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this->template start<3>() = axis * invs;
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this->w() = s * 0.5;
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return *this;
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@@ -299,7 +300,6 @@ inline Quaternion<Scalar> Quaternion<Scalar>::inverse() const
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Scalar n2 = this->norm2();
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if (n2 > 0)
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return (*this) / norm;
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}
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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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