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root/group/trunk/OOPSE/libmdtools/Mat3x3d.cpp
Revision: 1452
Committed: Mon Aug 23 15:11:36 2004 UTC (19 years, 10 months ago) by tim
File size: 7034 byte(s)
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# User Rev Content
1 tim 1254 #include <cmath>
2     #include "Mat3x3d.hpp"
3     #include "Vector3d.hpp"
4     #include "Quaternion.hpp"
5     #include "Euler3.hpp"
6    
7     Mat3x3d::Mat3x3d(const Vector3d& v1, const Vector3d& v2, const Vector3d& v3){
8     element[0][0] = v1.x;
9     element[0][1] = v1.y;
10     element[0][2] = v1.z;
11    
12     element[1][0] = v2.x;
13     element[1][1] = v2.y;
14     element[1][2] = v2.z;
15    
16     element[2][0] = v3.x;
17     element[2][1] = v3.y;
18     element[2][2] = v3.z;
19     }
20     Mat3x3d::Mat3x3d(const Quaternion& q){
21    
22     double q0Sqr;
23     double q1Sqr;
24     double q2Sqr;
25     double q3Sqr;
26    
27 tim 1452 q0Sqr = q.x * q.x;
28     q1Sqr = q.y * q.y;
29     q2Sqr = q.z * q.z;
30     q3Sqr = q.w * q.w;
31 tim 1254
32    
33     element[0][0]= q0Sqr + q1Sqr - q2Sqr - q3Sqr;
34 tim 1452 element[0][1] = 2.0 * ( q.y * q.z + q.x * q.w );
35     element[0][2] = 2.0 * ( q.y * q.w - q.x * q.z );
36 tim 1254
37 tim 1452 element[1][0] = 2.0 * ( q.y * q.z - q.x * q.w );
38 tim 1254 element[1][1] = q0Sqr - q1Sqr + q2Sqr - q3Sqr;
39 tim 1452 element[1][2] = 2.0 * ( q.z * q.w + q.x * q.y );
40 tim 1254
41 tim 1452 element[2][0] = 2.0 * ( q.y * q.w + q.x * q.z );
42     element[2][1] = 2.0 * ( q.z * q.w - q.x * q.y );
43 tim 1254 element[2][2] = q0Sqr - q1Sqr -q2Sqr +q3Sqr;
44    
45     }
46    
47     Mat3x3d::Mat3x3d(const Euler3& e){
48     double sinTheta;
49     double sinPhi;
50     double sinPsi;
51     double cosTheta;
52     double cosPhi;
53     double cosPsi;
54    
55     sinTheta = sin(e.theta);
56     sinPhi = sin(e.phi);
57     sinPsi = sin(e.psi);
58    
59     cosTheta = cos(e.theta);
60     cosPhi = cos(e.phi);
61     cosPsi = cos(e.psi);
62    
63     element[0][0] = (cosPhi * cosPsi) - (sinPhi * cosTheta * sinPsi);
64     element[0][1] = (sinPhi * cosPsi) + (cosPhi * cosTheta * sinPsi);
65     element[0][2] = sinTheta * sinPsi;
66    
67     element[1][0] = -(cosPhi * sinPsi) - (sinPhi * cosTheta * cosPsi);
68     element[1][1] = -(sinPhi * sinPsi) + (cosPhi * cosTheta * cosPsi);
69     element[1][2] = sinTheta * cosPsi;
70    
71     element[2][0] = sinPhi * sinTheta;
72     element[2][1] = -cosPhi * sinTheta;
73     element[2][2] = cosTheta;
74     }
75    
76     Mat3x3d Mat3x3d::inverse() const{
77    
78     Mat3x3d invMat;
79    
80     double determinant = det();
81    
82     invMat.element[0][0] = element[1][1]*element[2][2] - element[1][2]*element[2][1];
83     invMat.element[1][0] = element[1][2]*element[2][0] - element[1][0]*element[2][2];
84     invMat.element[2][0] = element[1][0]*element[2][1] - element[1][1]*element[2][0];
85     invMat.element[0][1] = element[2][1]*element[0][2] - element[2][2]*element[0][1];
86     invMat.element[1][1] = element[2][2]*element[0][0] - element[2][0]*element[0][2];
87     invMat.element[2][1] = element[2][0]*element[0][1] - element[2][1]*element[0][0];
88     invMat.element[0][2] = element[0][1]*element[1][2] - element[0][2]*element[1][1];
89     invMat.element[1][2] = element[0][2]*element[1][0] - element[0][0]*element[1][2];
90     invMat.element[2][2] = element[0][0]*element[1][1] - element[0][1]*element[1][0];
91    
92     invMat /= determinant;
93    
94     return(invMat);
95     }
96    
97     Mat3x3d Mat3x3d::transpose(void) const{
98     Mat3x3d transposeMat;
99    
100     for(unsigned int i=0; i<3; i++)
101     for(unsigned int j=0; j<3; j++)
102     transposeMat.element[i][j] = element[j][i];
103    
104     return(transposeMat);
105    
106     }
107    
108     double Mat3x3d::det() const{
109     double x;
110     double y;
111     double z;
112    
113     x = element[0][0] * (element[1][1] * element[2][2] - element[1][2] * element[2][1]);
114     y = element[0][1] * (element[1][2] * element[2][0] - element[1][0] * element[2][2]);
115     z = element[0][2] * (element[1][0] * element[2][1] - element[1][1] * element[2][0]);
116    
117     return(x + y + z);
118     }
119    
120     void Mat3x3d::diagonalize(Vector3d& v, Mat3x3d& m){
121     diagonalize(v.vec, m.element);
122     }
123    
124     void Mat3x3d::diagonalize(Vector3d& v, double m[3][3]){
125     diagonalize(v.vec, m);
126     }
127    
128     void Mat3x3d::diagonalize(double v[3], Mat3x3d& m){
129     diagonalize(v, m.element);
130     }
131    
132     void Mat3x3d::diagonalize(double v[3], double m[3][3]){
133    
134     }
135    
136     Quaternion Mat3x3d::toQuaternion(){
137     Quaternion q;
138     double t, s;
139     double ad1, ad2, ad3;
140    
141     t = element[0][0] + element[1][1] + element[2][2] + 1.0;
142     if( t > 0.0 ){
143    
144     s = 0.5 / sqrt( t );
145 tim 1452 q.x = 0.25 / s;
146     q.y = (element[1][2] - element[2][1]) * s;
147     q.z = (element[2][0] - element[0][2]) * s;
148     q.w = (element[0][1] - element[1][0]) * s;
149 tim 1254 }
150     else{
151    
152     ad1 = fabs( element[0][0] );
153     ad2 = fabs( element[1][1] );
154     ad3 = fabs( element[2][2] );
155    
156     if( ad1 >= ad2 && ad1 >= ad3 ){
157     s = 2.0 * sqrt( 1.0 + element[0][0] - element[1][1] - element[2][2] );
158 tim 1452 q.x = (element[1][2] + element[2][1]) / s;
159     q.y = 0.5 / s;
160     q.z = (element[0][1] + element[1][0]) / s;
161     q.w = (element[0][2] + element[2][0]) / s;
162 tim 1254 }
163     else if( ad2 >= ad1 && ad2 >= ad3 ){
164     s = sqrt( 1.0 + element[1][1] - element[0][0] - element[2][2] ) * 2.0;
165 tim 1452 q.x = (element[0][2] + element[2][0]) / s;
166     q.y = (element[0][1] + element[1][0]) / s;
167     q.z = 0.5 / s;
168     q.w = (element[1][2] + element[2][1]) / s;
169 tim 1254 }
170     else{
171     s = sqrt( 1.0 + element[2][2] - element[0][0] - element[1][1] ) * 2.0;
172 tim 1452 q.x = (element[0][1] + element[1][0]) / s;
173     q.y = (element[0][2] + element[2][0]) / s;
174     q.z = (element[1][2] + element[2][1]) / s;
175     q.w = 0.5 / s;
176 tim 1254 }
177     }
178     return q;
179     }
180    
181     Euler3 Mat3x3d::toEuler(){
182     // We use so-called "x-convention", which is the most common definition.
183     // In this convention, the rotation given by Euler angles (phi, theta, psi), where the first
184     // rotation is by an angle phi about the z-axis, the second is by an angle
185     // theta (0 <= theta <= 180)about the x-axis, and thethird is by an angle psi about the
186     //z-axis (again).
187    
188     Euler3 e;
189     double cosTheta;
190     double sinTheta;
191     const double eps = 1.0e-8;
192     // set the tolerance for Euler angles and rotation elements
193    
194     e.theta = acos(min(1.0,max(-1.0, element[2][2])));
195     cosTheta = element[2][2];
196     sinTheta = sqrt(1.0 - cosTheta * cosTheta);
197    
198     // when sin(theta) is close to 0, we need to consider singularity
199     // In this case, we can assign an arbitary value to phi (or psi), and then determine
200     // the psi (or phi) or vice-versa. We'll assume that phi always gets the rotation, and psi is 0
201     // in cases of singularity.
202     // we use atan2 instead of atan, since atan2 will give us -Pi to Pi.
203     // Since 0 <= theta <= 180, sin(theta) will be always non-negative. Therefore, it never
204     // change the sign of both of the parameters passed to atan2.
205    
206     if (fabs(sinTheta) <= eps){
207     e.psi = 0.0;
208     //e.phi = atan2(-Amat[Ayx], Amat[Axx]);
209     e.phi = atan2(-element[1][0], element[0][0]);
210     }
211     // we only have one unique solution
212     else{
213     //e.phi = atan2(Amat[Azx], -Amat[Azy]);
214     //e.psi = atan2(Amat[Axz], Amat[Ayz]);
215     e.phi = atan2(element[2][0], -element[2][1]);
216     e.psi = atan2(element[0][2], -element[1][2]);
217     }
218    
219     //wrap phi and psi, make sure they are in the range from 0 to 2*Pi
220     //if (phi < 0)
221     // phi += M_PI;
222    
223     //if (psi < 0)
224     // psi += M_PI
225    
226     return e;
227     }
228 tim 1268
229    
230     Vector3d operator*(const Mat3x3d& m, const Vector3d& v){
231     Vector3d result;
232    
233     result.x = m.element[0][0] * v.x + m.element[0][1] * v.y + m.element[0][2]*v.z;
234 tim 1319 result.y = m.element[1][0] * v.x + m.element[1][1] * v.y + m.element[1][2]*v.z;
235     result.z = m.element[2][0] * v.x + m.element[2][1] * v.y + m.element[2][2]*v.z;
236 tim 1268
237     return result;
238     }

Properties

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svn:executable *