| 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 |