1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
|
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra.
//
// Copyright (C) 2008 Gael Guennebaud <gael.guennebaud@inria.fr>
//
// This Source Code Form is subject to the terms of the Mozilla
// Public License v. 2.0. If a copy of the MPL was not distributed
// with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
#ifndef EIGEN_ANGLEAXIS_H
#define EIGEN_ANGLEAXIS_H
namespace Eigen {
/** \geometry_module \ingroup Geometry_Module
*
* \class AngleAxis
*
* \brief Represents a 3D rotation as a rotation angle around an arbitrary 3D axis
*
* \param _Scalar the scalar type, i.e., the type of the coefficients.
*
* \warning When setting up an AngleAxis object, the axis vector \b must \b be \b normalized.
*
* The following two typedefs are provided for convenience:
* \li \c AngleAxisf for \c float
* \li \c AngleAxisd for \c double
*
* Combined with MatrixBase::Unit{X,Y,Z}, AngleAxis can be used to easily
* mimic Euler-angles. Here is an example:
* \include AngleAxis_mimic_euler.cpp
* Output: \verbinclude AngleAxis_mimic_euler.out
*
* \note This class is not aimed to be used to store a rotation transformation,
* but rather to make easier the creation of other rotation (Quaternion, rotation Matrix)
* and transformation objects.
*
* \sa class Quaternion, class Transform, MatrixBase::UnitX()
*/
namespace internal {
template<typename _Scalar> struct traits<AngleAxis<_Scalar> >
{
typedef _Scalar Scalar;
};
}
template<typename _Scalar>
class AngleAxis : public RotationBase<AngleAxis<_Scalar>,3>
{
typedef RotationBase<AngleAxis<_Scalar>,3> Base;
public:
using Base::operator*;
enum { Dim = 3 };
/** the scalar type of the coefficients */
typedef _Scalar Scalar;
typedef Matrix<Scalar,3,3> Matrix3;
typedef Matrix<Scalar,3,1> Vector3;
typedef Quaternion<Scalar> QuaternionType;
protected:
Vector3 m_axis;
Scalar m_angle;
public:
/** Default constructor without initialization. */
EIGEN_DEVICE_FUNC AngleAxis() {}
/** Constructs and initialize the angle-axis rotation from an \a angle in radian
* and an \a axis which \b must \b be \b normalized.
*
* \warning If the \a axis vector is not normalized, then the angle-axis object
* represents an invalid rotation. */
template<typename Derived>
EIGEN_DEVICE_FUNC
inline AngleAxis(const Scalar& angle, const MatrixBase<Derived>& axis) : m_axis(axis), m_angle(angle) {}
/** Constructs and initialize the angle-axis rotation from a quaternion \a q.
* This function implicitly normalizes the quaternion \a q.
*/
template<typename QuatDerived>
EIGEN_DEVICE_FUNC inline explicit AngleAxis(const QuaternionBase<QuatDerived>& q) { *this = q; }
/** Constructs and initialize the angle-axis rotation from a 3x3 rotation matrix. */
template<typename Derived>
EIGEN_DEVICE_FUNC inline explicit AngleAxis(const MatrixBase<Derived>& m) { *this = m; }
/** \returns the value of the rotation angle in radian */
EIGEN_DEVICE_FUNC Scalar angle() const { return m_angle; }
/** \returns a read-write reference to the stored angle in radian */
EIGEN_DEVICE_FUNC Scalar& angle() { return m_angle; }
/** \returns the rotation axis */
EIGEN_DEVICE_FUNC const Vector3& axis() const { return m_axis; }
/** \returns a read-write reference to the stored rotation axis.
*
* \warning The rotation axis must remain a \b unit vector.
*/
EIGEN_DEVICE_FUNC Vector3& axis() { return m_axis; }
/** Concatenates two rotations */
EIGEN_DEVICE_FUNC inline QuaternionType operator* (const AngleAxis& other) const
{ return QuaternionType(*this) * QuaternionType(other); }
/** Concatenates two rotations */
EIGEN_DEVICE_FUNC inline QuaternionType operator* (const QuaternionType& other) const
{ return QuaternionType(*this) * other; }
/** Concatenates two rotations */
friend EIGEN_DEVICE_FUNC inline QuaternionType operator* (const QuaternionType& a, const AngleAxis& b)
{ return a * QuaternionType(b); }
/** \returns the inverse rotation, i.e., an angle-axis with opposite rotation angle */
EIGEN_DEVICE_FUNC AngleAxis inverse() const
{ return AngleAxis(-m_angle, m_axis); }
template<class QuatDerived>
EIGEN_DEVICE_FUNC AngleAxis& operator=(const QuaternionBase<QuatDerived>& q);
template<typename Derived>
EIGEN_DEVICE_FUNC AngleAxis& operator=(const MatrixBase<Derived>& m);
template<typename Derived>
EIGEN_DEVICE_FUNC AngleAxis& fromRotationMatrix(const MatrixBase<Derived>& m);
EIGEN_DEVICE_FUNC Matrix3 toRotationMatrix(void) const;
/** \returns \c *this with scalar type casted to \a NewScalarType
*
* Note that if \a NewScalarType is equal to the current scalar type of \c *this
* then this function smartly returns a const reference to \c *this.
*/
template<typename NewScalarType>
EIGEN_DEVICE_FUNC inline typename internal::cast_return_type<AngleAxis,AngleAxis<NewScalarType> >::type cast() const
{ return typename internal::cast_return_type<AngleAxis,AngleAxis<NewScalarType> >::type(*this); }
/** Copy constructor with scalar type conversion */
template<typename OtherScalarType>
EIGEN_DEVICE_FUNC inline explicit AngleAxis(const AngleAxis<OtherScalarType>& other)
{
m_axis = other.axis().template cast<Scalar>();
m_angle = Scalar(other.angle());
}
EIGEN_DEVICE_FUNC static inline const AngleAxis Identity() { return AngleAxis(Scalar(0), Vector3::UnitX()); }
/** \returns \c true if \c *this is approximately equal to \a other, within the precision
* determined by \a prec.
*
* \sa MatrixBase::isApprox() */
EIGEN_DEVICE_FUNC bool isApprox(const AngleAxis& other, const typename NumTraits<Scalar>::Real& prec = NumTraits<Scalar>::dummy_precision()) const
{ return m_axis.isApprox(other.m_axis, prec) && internal::isApprox(m_angle,other.m_angle, prec); }
};
/** \ingroup Geometry_Module
* single precision angle-axis type */
typedef AngleAxis<float> AngleAxisf;
/** \ingroup Geometry_Module
* double precision angle-axis type */
typedef AngleAxis<double> AngleAxisd;
/** Set \c *this from a \b unit quaternion.
*
* The resulting axis is normalized, and the computed angle is in the [0,pi] range.
*
* This function implicitly normalizes the quaternion \a q.
*/
template<typename Scalar>
template<typename QuatDerived>
EIGEN_DEVICE_FUNC AngleAxis<Scalar>& AngleAxis<Scalar>::operator=(const QuaternionBase<QuatDerived>& q)
{
EIGEN_USING_STD_MATH(atan2)
EIGEN_USING_STD_MATH(abs)
Scalar n = q.vec().norm();
if(n<NumTraits<Scalar>::epsilon())
n = q.vec().stableNorm();
if (n != Scalar(0))
{
m_angle = Scalar(2)*atan2(n, abs(q.w()));
if(q.w() < Scalar(0))
n = -n;
m_axis = q.vec() / n;
}
else
{
m_angle = Scalar(0);
m_axis << Scalar(1), Scalar(0), Scalar(0);
}
return *this;
}
/** Set \c *this from a 3x3 rotation matrix \a mat.
*/
template<typename Scalar>
template<typename Derived>
EIGEN_DEVICE_FUNC AngleAxis<Scalar>& AngleAxis<Scalar>::operator=(const MatrixBase<Derived>& mat)
{
// Since a direct conversion would not be really faster,
// let's use the robust Quaternion implementation:
return *this = QuaternionType(mat);
}
/**
* \brief Sets \c *this from a 3x3 rotation matrix.
**/
template<typename Scalar>
template<typename Derived>
EIGEN_DEVICE_FUNC AngleAxis<Scalar>& AngleAxis<Scalar>::fromRotationMatrix(const MatrixBase<Derived>& mat)
{
return *this = QuaternionType(mat);
}
/** Constructs and \returns an equivalent 3x3 rotation matrix.
*/
template<typename Scalar>
typename AngleAxis<Scalar>::Matrix3
EIGEN_DEVICE_FUNC AngleAxis<Scalar>::toRotationMatrix(void) const
{
EIGEN_USING_STD_MATH(sin)
EIGEN_USING_STD_MATH(cos)
Matrix3 res;
Vector3 sin_axis = sin(m_angle) * m_axis;
Scalar c = 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() = (cos1_axis.cwiseProduct(m_axis)).array() + c;
return res;
}
} // end namespace Eigen
#endif // EIGEN_ANGLEAXIS_H
|