// This file is part of Eigen, a lightweight C++ template library // for linear algebra. Eigen itself is part of the KDE project. // // Copyright (C) 2008 Gael Guennebaud // // Eigen is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 3 of the License, or (at your option) any later version. // // Alternatively, you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of // the License, or (at your option) any later version. // // Eigen is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS // FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the // GNU General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License and a copy of the GNU General Public License along with // Eigen. If not, see . #ifndef EIGEN_ANGLEAXIS_H #define EIGEN_ANGLEAXIS_H /** \class AngleAxis * * \brief Represents a rotation in a 3 dimensional space as a rotation angle around a 3D axis * * \param _Scalar the scalar type, i.e., the type of the coefficients. * * \sa class Quaternion, class EulerAngles, class Transform */ template class AngleAxis { public: enum { Dim = 3 }; /** the scalar type of the coefficients */ typedef _Scalar Scalar; typedef Matrix Matrix3; typedef Matrix Vector3; typedef Quaternion QuaternionType; typedef EulerAngles EulerAnglesType; protected: Vector3 m_axis; Scalar m_angle; public: AngleAxis() {} template inline AngleAxis(Scalar angle, const MatrixBase& axis) : m_axis(axis), m_angle(angle) {} inline AngleAxis(const QuaternionType& q) { *this = q; } inline AngleAxis(const EulerAnglesType& ea) { *this = ea; } template inline AngleAxis(const MatrixBase& m) { *this = m; } Scalar angle() const { return m_angle; } Scalar& angle() { return m_angle; } const Vector3& axis() const { return m_axis; } Vector3& axis() { return m_axis; } AngleAxis& operator=(const QuaternionType& q); AngleAxis& operator=(const EulerAnglesType& ea); template AngleAxis& operator=(const MatrixBase& m); template AngleAxis& fromRotationMatrix(const MatrixBase& m); Matrix3 toRotationMatrix(void) const; }; /** Set \c *this from a quaternion. * The axis is normalized. */ template AngleAxis& AngleAxis::operator=(const QuaternionType& q) { Scalar n2 = q.vec().norm2(); if (ei_isMuchSmallerThan(n2,Scalar(1))) { m_angle = 0; m_axis << 1, 0, 0; } else { m_angle = 2*std::acos(q.w()); m_axis = q.vec() / ei_sqrt(n2); } return *this; } /** Set \c *this from Euler angles \a ea. */ template AngleAxis& AngleAxis::operator=(const EulerAnglesType& ea) { return *this = QuaternionType(ea); } /** Set \c *this from a 3x3 rotation matrix \a mat. */ template template AngleAxis& AngleAxis::operator=(const MatrixBase& mat) { // Since a direct conversion would not be really faster, // let's use the robust Quaternion implementation: return *this = QuaternionType(mat); } /** Constructs and \returns an equivalent 3x3 rotation matrix. */ template typename AngleAxis::Matrix3 AngleAxis::toRotationMatrix(void) const { Matrix3 res; Vector3 sin_axis = ei_sin(m_angle) * m_axis; Scalar c = ei_cos(m_angle); Vector3 cos1_axis = (Scalar(1)-c) * m_axis; Scalar tmp; tmp = cos1_axis.x() * m_axis.y(); res.coeffRef(0,1) = tmp - sin_axis.z(); res.coeffRef(1,0) = tmp + sin_axis.z(); tmp = cos1_axis.x() * m_axis.z(); res.coeffRef(0,2) = tmp + sin_axis.y(); res.coeffRef(2,0) = tmp - sin_axis.y(); tmp = cos1_axis.y() * m_axis.z(); res.coeffRef(1,2) = tmp - sin_axis.x(); res.coeffRef(2,1) = tmp + sin_axis.x(); res.diagonal() = Vector3::constant(c) + cos1_axis.cwiseProduct(m_axis); return res; } #endif // EIGEN_ANGLEAXIS_H