| 1 | tim | 70 | /* | 
| 2 |  |  | * Copyright (C) 2000-2004  Object Oriented Parallel Simulation Engine (OOPSE) project | 
| 3 |  |  | * | 
| 4 |  |  | * Contact: oopse@oopse.org | 
| 5 |  |  | * | 
| 6 |  |  | * This program is free software; you can redistribute it and/or | 
| 7 |  |  | * modify it under the terms of the GNU Lesser General Public License | 
| 8 |  |  | * as published by the Free Software Foundation; either version 2.1 | 
| 9 |  |  | * of the License, or (at your option) any later version. | 
| 10 |  |  | * All we ask is that proper credit is given for our work, which includes | 
| 11 |  |  | * - but is not limited to - adding the above copyright notice to the beginning | 
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| 13 |  |  | * with programs based on this work. | 
| 14 |  |  | * | 
| 15 |  |  | * This program is distributed in the hope that it will be useful, | 
| 16 |  |  | * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
| 17 |  |  | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
| 18 |  |  | * GNU Lesser General Public License for more details. | 
| 19 |  |  | * | 
| 20 |  |  | * You should have received a copy of the GNU Lesser General Public License | 
| 21 |  |  | * along with this program; if not, write to the Free Software | 
| 22 |  |  | * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA. | 
| 23 |  |  | * | 
| 24 |  |  | */ | 
| 25 |  |  |  | 
| 26 |  |  | /** | 
| 27 |  |  | * @file SquareMatrix3.hpp | 
| 28 |  |  | * @author Teng Lin | 
| 29 |  |  | * @date 10/11/2004 | 
| 30 |  |  | * @version 1.0 | 
| 31 |  |  | */ | 
| 32 | tim | 93 | #ifndef MATH_SQUAREMATRIX_HPP | 
| 33 |  |  | #define  MATH_SQUAREMATRIX_HPP | 
| 34 | tim | 70 |  | 
| 35 | tim | 93 | #include "Quaternion.hpp" | 
| 36 | tim | 70 | #include "SquareMatrix.hpp" | 
| 37 | tim | 93 | #include "Vector3.hpp" | 
| 38 |  |  |  | 
| 39 | tim | 70 | namespace oopse { | 
| 40 |  |  |  | 
| 41 |  |  | template<typename Real> | 
| 42 |  |  | class SquareMatrix3 : public SquareMatrix<Real, 3> { | 
| 43 |  |  | public: | 
| 44 |  |  |  | 
| 45 |  |  | /** default constructor */ | 
| 46 |  |  | SquareMatrix3() : SquareMatrix<Real, 3>() { | 
| 47 |  |  | } | 
| 48 |  |  |  | 
| 49 |  |  | /** copy  constructor */ | 
| 50 |  |  | SquareMatrix3(const SquareMatrix<Real, 3>& m)  : SquareMatrix<Real, 3>(m) { | 
| 51 |  |  | } | 
| 52 |  |  |  | 
| 53 | tim | 93 | SquareMatrix3( const Vector3<Real>& eulerAngles) { | 
| 54 |  |  | setupRotMat(eulerAngles); | 
| 55 |  |  | } | 
| 56 |  |  |  | 
| 57 |  |  | SquareMatrix3(Real phi, Real theta, Real psi) { | 
| 58 |  |  | setupRotMat(phi, theta, psi); | 
| 59 |  |  | } | 
| 60 |  |  |  | 
| 61 |  |  | SquareMatrix3(const Quaternion<Real>& q) { | 
| 62 |  |  | *this = q.toRotationMatrix3(); | 
| 63 |  |  | } | 
| 64 |  |  |  | 
| 65 |  |  | SquareMatrix3(Real w, Real x, Real y, Real z) { | 
| 66 |  |  | Quaternion<Real> q(w, x, y, z); | 
| 67 |  |  | *this = q.toRotationMatrix3(); | 
| 68 |  |  | } | 
| 69 |  |  |  | 
| 70 | tim | 70 | /** copy assignment operator */ | 
| 71 |  |  | SquareMatrix3<Real>& operator =(const SquareMatrix<Real, 3>& m) { | 
| 72 |  |  | if (this == &m) | 
| 73 |  |  | return *this; | 
| 74 |  |  | SquareMatrix<Real, 3>::operator=(m); | 
| 75 |  |  | } | 
| 76 | tim | 76 |  | 
| 77 |  |  | /** | 
| 78 |  |  | * Sets this matrix to a rotation matrix by three euler angles | 
| 79 |  |  | * @ param euler | 
| 80 |  |  | */ | 
| 81 | tim | 93 | void setupRotMat(const Vector3<Real>& eulerAngles) { | 
| 82 |  |  | setupRotMat(eulerAngles[0], eulerAngles[1], eulerAngles[2]); | 
| 83 |  |  | } | 
| 84 | tim | 76 |  | 
| 85 |  |  | /** | 
| 86 |  |  | * Sets this matrix to a rotation matrix by three euler angles | 
| 87 |  |  | * @param phi | 
| 88 |  |  | * @param theta | 
| 89 |  |  | * @psi theta | 
| 90 |  |  | */ | 
| 91 | tim | 93 | void setupRotMat(Real phi, Real theta, Real psi) { | 
| 92 |  |  | Real sphi, stheta, spsi; | 
| 93 |  |  | Real cphi, ctheta, cpsi; | 
| 94 | tim | 76 |  | 
| 95 | tim | 93 | sphi = sin(phi); | 
| 96 |  |  | stheta = sin(theta); | 
| 97 |  |  | spsi = sin(psi); | 
| 98 |  |  | cphi = cos(phi); | 
| 99 |  |  | ctheta = cos(theta); | 
| 100 |  |  | cpsi = cos(psi); | 
| 101 | tim | 76 |  | 
| 102 | tim | 93 | data_[0][0] = cpsi * cphi - ctheta * sphi * spsi; | 
| 103 |  |  | data_[0][1] = cpsi * sphi + ctheta * cphi * spsi; | 
| 104 |  |  | data_[0][2] = spsi * stheta; | 
| 105 |  |  |  | 
| 106 |  |  | data_[1][0] = -spsi * ctheta - ctheta * sphi * cpsi; | 
| 107 |  |  | data_[1][1] = -spsi * stheta + ctheta * cphi * cpsi; | 
| 108 |  |  | data_[1][2] = cpsi * stheta; | 
| 109 |  |  |  | 
| 110 |  |  | data_[2][0] = stheta * sphi; | 
| 111 |  |  | data_[2][1] = -stheta * cphi; | 
| 112 |  |  | data_[2][2] = ctheta; | 
| 113 |  |  | } | 
| 114 |  |  |  | 
| 115 |  |  |  | 
| 116 | tim | 76 | /** | 
| 117 |  |  | * Sets this matrix to a rotation matrix by quaternion | 
| 118 |  |  | * @param quat | 
| 119 |  |  | */ | 
| 120 | tim | 93 | void setupRotMat(const Quaternion<Real>& quat) { | 
| 121 |  |  | *this = quat.toRotationMatrix3(); | 
| 122 |  |  | } | 
| 123 | tim | 76 |  | 
| 124 |  |  | /** | 
| 125 |  |  | * Sets this matrix to a rotation matrix by quaternion | 
| 126 | tim | 93 | * @param w the first element | 
| 127 |  |  | * @param x the second element | 
| 128 |  |  | * @param y the third element | 
| 129 |  |  | * @parma z the fourth element | 
| 130 | tim | 76 | */ | 
| 131 | tim | 93 | void setupRotMat(Real w, Real x, Real y, Real z) { | 
| 132 |  |  | Quaternion<Real> q(w, x, y, z); | 
| 133 |  |  | *this = q.toRotationMatrix3(); | 
| 134 |  |  | } | 
| 135 | tim | 76 |  | 
| 136 |  |  | /** | 
| 137 |  |  | * Returns the quaternion from this rotation matrix | 
| 138 |  |  | * @return the quaternion from this rotation matrix | 
| 139 |  |  | * @exception invalid rotation matrix | 
| 140 |  |  | */ | 
| 141 | tim | 93 | Quaternion<Real> toQuaternion() { | 
| 142 |  |  | Quaternion<Real> q; | 
| 143 |  |  | Real t, s; | 
| 144 |  |  | Real ad1, ad2, ad3; | 
| 145 |  |  | t = data_[0][0] + data_[1][1] + data_[2][2] + 1.0; | 
| 146 | tim | 76 |  | 
| 147 | tim | 93 | if( t > 0.0 ){ | 
| 148 |  |  |  | 
| 149 |  |  | s = 0.5 / sqrt( t ); | 
| 150 |  |  | q[0] = 0.25 / s; | 
| 151 |  |  | q[1] = (data_[1][2] - data_[2][1]) * s; | 
| 152 |  |  | q[2] = (data_[2][0] - data_[0][2]) * s; | 
| 153 |  |  | q[3] = (data_[0][1] - data_[1][0]) * s; | 
| 154 |  |  | } else { | 
| 155 |  |  |  | 
| 156 |  |  | ad1 = fabs( data_[0][0] ); | 
| 157 |  |  | ad2 = fabs( data_[1][1] ); | 
| 158 |  |  | ad3 = fabs( data_[2][2] ); | 
| 159 |  |  |  | 
| 160 |  |  | if( ad1 >= ad2 && ad1 >= ad3 ){ | 
| 161 |  |  |  | 
| 162 |  |  | s = 2.0 * sqrt( 1.0 + data_[0][0] - data_[1][1] - data_[2][2] ); | 
| 163 |  |  | q[0] = (data_[1][2] + data_[2][1]) / s; | 
| 164 |  |  | q[1] = 0.5 / s; | 
| 165 |  |  | q[2] = (data_[0][1] + data_[1][0]) / s; | 
| 166 |  |  | q[3] = (data_[0][2] + data_[2][0]) / s; | 
| 167 |  |  | } else if ( ad2 >= ad1 && ad2 >= ad3 ) { | 
| 168 |  |  | s = sqrt( 1.0 + data_[1][1] - data_[0][0] - data_[2][2] ) * 2.0; | 
| 169 |  |  | q[0] = (data_[0][2] + data_[2][0]) / s; | 
| 170 |  |  | q[1] = (data_[0][1] + data_[1][0]) / s; | 
| 171 |  |  | q[2] = 0.5 / s; | 
| 172 |  |  | q[3] = (data_[1][2] + data_[2][1]) / s; | 
| 173 |  |  | } else { | 
| 174 |  |  |  | 
| 175 |  |  | s = sqrt( 1.0 + data_[2][2] - data_[0][0] - data_[1][1] ) * 2.0; | 
| 176 |  |  | q[0] = (data_[0][1] + data_[1][0]) / s; | 
| 177 |  |  | q[1] = (data_[0][2] + data_[2][0]) / s; | 
| 178 |  |  | q[2] = (data_[1][2] + data_[2][1]) / s; | 
| 179 |  |  | q[3] = 0.5 / s; | 
| 180 |  |  | } | 
| 181 |  |  | } | 
| 182 |  |  |  | 
| 183 |  |  | return q; | 
| 184 |  |  |  | 
| 185 |  |  | } | 
| 186 |  |  |  | 
| 187 | tim | 76 | /** | 
| 188 |  |  | * Returns the euler angles from this rotation matrix | 
| 189 | tim | 93 | * @return the euler angles in a vector | 
| 190 | tim | 76 | * @exception invalid rotation matrix | 
| 191 | tim | 93 | * We use so-called "x-convention", which is the most common definition. | 
| 192 |  |  | * In this convention, the rotation given by Euler angles (phi, theta, psi), where the first | 
| 193 |  |  | * rotation is by an angle phi about the z-axis, the second is by an angle | 
| 194 |  |  | * theta (0 <= theta <= 180)about the x-axis, and thethird is by an angle psi about the | 
| 195 |  |  | * z-axis (again). | 
| 196 | tim | 76 | */ | 
| 197 | tim | 93 | Vector3<Real> toEulerAngles() { | 
| 198 |  |  | Vector<Real> myEuler; | 
| 199 |  |  | Real phi,theta,psi,eps; | 
| 200 |  |  | Real ctheta,stheta; | 
| 201 |  |  |  | 
| 202 |  |  | // set the tolerance for Euler angles and rotation elements | 
| 203 |  |  |  | 
| 204 |  |  | theta = acos(min(1.0,max(-1.0,data_[2][2]))); | 
| 205 |  |  | ctheta = data_[2][2]; | 
| 206 |  |  | stheta = sqrt(1.0 - ctheta * ctheta); | 
| 207 |  |  |  | 
| 208 |  |  | // when sin(theta) is close to 0, we need to consider singularity | 
| 209 |  |  | // In this case, we can assign an arbitary value to phi (or psi), and then determine | 
| 210 |  |  | // the psi (or phi) or vice-versa. We'll assume that phi always gets the rotation, and psi is 0 | 
| 211 |  |  | // in cases of singularity. | 
| 212 |  |  | // we use atan2 instead of atan, since atan2 will give us -Pi to Pi. | 
| 213 |  |  | // Since 0 <= theta <= 180, sin(theta) will be always non-negative. Therefore, it never | 
| 214 |  |  | // change the sign of both of the parameters passed to atan2. | 
| 215 |  |  |  | 
| 216 |  |  | if (fabs(stheta) <= oopse::epsilon){ | 
| 217 |  |  | psi = 0.0; | 
| 218 |  |  | phi = atan2(-data_[1][0], data_[0][0]); | 
| 219 |  |  | } | 
| 220 |  |  | // we only have one unique solution | 
| 221 |  |  | else{ | 
| 222 |  |  | phi = atan2(data_[2][0], -data_[2][1]); | 
| 223 |  |  | psi = atan2(data_[0][2], data_[1][2]); | 
| 224 |  |  | } | 
| 225 |  |  |  | 
| 226 |  |  | //wrap phi and psi, make sure they are in the range from 0 to 2*Pi | 
| 227 |  |  | if (phi < 0) | 
| 228 |  |  | phi += M_PI; | 
| 229 |  |  |  | 
| 230 |  |  | if (psi < 0) | 
| 231 |  |  | psi += M_PI; | 
| 232 |  |  |  | 
| 233 |  |  | myEuler[0] = phi; | 
| 234 |  |  | myEuler[1] = theta; | 
| 235 |  |  | myEuler[2] = psi; | 
| 236 |  |  |  | 
| 237 |  |  | return myEuler; | 
| 238 |  |  | } | 
| 239 | tim | 70 |  | 
| 240 |  |  | /** | 
| 241 |  |  | * Sets the value of this matrix to  the inversion of itself. | 
| 242 |  |  | * @note since simple algorithm can be applied to inverse the 3 by 3 matrix, we hide the | 
| 243 |  |  | * implementation of inverse in SquareMatrix class | 
| 244 |  |  | */ | 
| 245 |  |  | void  inverse(); | 
| 246 |  |  |  | 
| 247 | tim | 76 | void diagonalize(); | 
| 248 |  |  |  | 
| 249 | tim | 70 | }; | 
| 250 |  |  |  | 
| 251 | tim | 93 | typedef template SquareMatrix3<double> Mat3x3d | 
| 252 |  |  | typedef template SquareMatrix3<double> RotMat3x3d; | 
| 253 |  |  |  | 
| 254 |  |  | } //namespace oopse | 
| 255 |  |  | #endif // MATH_SQUAREMATRIX_HPP |