| 166 |  | void setupRotMat(Real w, Real x, Real y, Real z) { | 
| 167 |  | Quaternion<Real> q(w, x, y, z); | 
| 168 |  | *this = q.toRotationMatrix3(); | 
| 169 | + | } | 
| 170 | + |  | 
| 171 | + | void setupSkewMat(Vector3<Real> v) { | 
| 172 | + | setupSkewMat(v[0], v[1], v[2]); | 
| 173 | + | } | 
| 174 | + |  | 
| 175 | + | void setupSkewMat(Real v1, Real v2, Real v3) { | 
| 176 | + | this->data_[0][0] = 0; | 
| 177 | + | this->data_[0][1] = -v3; | 
| 178 | + | this->data_[0][2] = v2; | 
| 179 | + | this->data_[1][0] = v3; | 
| 180 | + | this->data_[1][1] = 0; | 
| 181 | + | this->data_[1][2] = -v1; | 
| 182 | + | this->data_[2][0] = -v2; | 
| 183 | + | this->data_[2][1] = v1; | 
| 184 | + | this->data_[2][2] = 0; | 
| 185 | + |  | 
| 186 | + |  | 
| 187 |  | } | 
| 188 | + |  | 
| 189 | + |  | 
| 190 |  |  | 
| 191 |  | /** | 
| 192 |  | * Returns the quaternion from this rotation matrix |