/* -*- C++ -*- ------------------------------------------------------------ Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/ The Configurable Math Library (CML) is distributed under the terms of the Boost Software License, v1.0 (see cml/LICENSE for details). *-----------------------------------------------------------------------*/ /** @file * @brief */ #ifndef matrix_rotation_h #define matrix_rotation_h #include #include /* Functions related to matrix rotations in 3D and 2D. */ namespace cml { ////////////////////////////////////////////////////////////////////////////// // 3D rotation about world axes ////////////////////////////////////////////////////////////////////////////// /** Build a matrix representing a 3D rotation about the given world axis */ template < typename E, class A, class B, class L > void matrix_rotation_world_axis( matrix& m, size_t axis, E angle) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); detail::CheckIndex3(axis); size_t i, j, k; cyclic_permutation(axis, i, j, k); value_type s = value_type(std::sin(angle)); value_type c = value_type(std::cos(angle)); identity_transform(m); m.set_basis_element(j,j, c); m.set_basis_element(j,k, s); m.set_basis_element(k,j,-s); m.set_basis_element(k,k, c); } /** Build a matrix representing a 3D rotation about the world x axis */ template < typename E, class A, class B, class L > void matrix_rotation_world_x(matrix& m, E angle) { matrix_rotation_world_axis(m,0,angle); } /** Build a matrix representing a 3D rotation about the world y axis */ template < typename E, class A, class B, class L > void matrix_rotation_world_y(matrix& m, E angle) { matrix_rotation_world_axis(m,1,angle); } /** Build a matrix representing a 3D rotation about the world z axis */ template < typename E, class A, class B, class L > void matrix_rotation_world_z(matrix& m, E angle) { matrix_rotation_world_axis(m,2,angle); } ////////////////////////////////////////////////////////////////////////////// // 3D rotation from an axis-angle pair ////////////////////////////////////////////////////////////////////////////// /** Build a rotation matrix from an axis-angle pair */ template < typename E, class A, class B, class L, class VecT > void matrix_rotation_axis_angle(matrix& m, const VecT& axis, E angle) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); detail::CheckVec3(axis); identity_transform(m); value_type s = std::sin(angle); value_type c = std::cos(angle); value_type omc = value_type(1) - c; value_type xomc = axis[0] * omc; value_type yomc = axis[1] * omc; value_type zomc = axis[2] * omc; value_type xxomc = axis[0] * xomc; value_type yyomc = axis[1] * yomc; value_type zzomc = axis[2] * zomc; value_type xyomc = axis[0] * yomc; value_type yzomc = axis[1] * zomc; value_type zxomc = axis[2] * xomc; value_type xs = axis[0] * s; value_type ys = axis[1] * s; value_type zs = axis[2] * s; m.set_basis_element(0,0, xxomc + c ); m.set_basis_element(0,1, xyomc + zs); m.set_basis_element(0,2, zxomc - ys); m.set_basis_element(1,0, xyomc - zs); m.set_basis_element(1,1, yyomc + c ); m.set_basis_element(1,2, yzomc + xs); m.set_basis_element(2,0, zxomc + ys); m.set_basis_element(2,1, yzomc - xs); m.set_basis_element(2,2, zzomc + c ); } ////////////////////////////////////////////////////////////////////////////// // 3D rotation from a quaternion ////////////////////////////////////////////////////////////////////////////// /** Build a rotation matrix from a quaternion */ template < typename E, class A, class B, class L, class QuatT > void matrix_rotation_quaternion(matrix& m, const QuatT& q) { typedef matrix matrix_type; typedef QuatT quaternion_type; typedef typename quaternion_type::order_type order_type; typedef typename matrix_type::value_type value_type; enum { W = order_type::W, X = order_type::X, Y = order_type::Y, Z = order_type::Z }; /* Checking */ detail::CheckMatLinear3D(m); detail::CheckQuat(q); identity_transform(m); value_type x2 = q[X] + q[X]; value_type y2 = q[Y] + q[Y]; value_type z2 = q[Z] + q[Z]; value_type xx2 = q[X] * x2; value_type yy2 = q[Y] * y2; value_type zz2 = q[Z] * z2; value_type xy2 = q[X] * y2; value_type yz2 = q[Y] * z2; value_type zx2 = q[Z] * x2; value_type xw2 = q[W] * x2; value_type yw2 = q[W] * y2; value_type zw2 = q[W] * z2; m.set_basis_element(0,0, value_type(1) - yy2 - zz2); m.set_basis_element(0,1, xy2 + zw2); m.set_basis_element(0,2, zx2 - yw2); m.set_basis_element(1,0, xy2 - zw2); m.set_basis_element(1,1, value_type(1) - zz2 - xx2); m.set_basis_element(1,2, yz2 + xw2); m.set_basis_element(2,0, zx2 + yw2); m.set_basis_element(2,1, yz2 - xw2); m.set_basis_element(2,2, value_type(1) - xx2 - yy2); } ////////////////////////////////////////////////////////////////////////////// // 3D rotation from Euler angles ////////////////////////////////////////////////////////////////////////////// /** Build a rotation matrix from an Euler-angle triple * * The rotations are applied about the cardinal axes in the order specified by * the 'order' argument, where 'order' is one of the following enumerants: * * euler_order_xyz * euler_order_xzy * euler_order_xyx * euler_order_xzx * euler_order_yzx * euler_order_yxz * euler_order_yzy * euler_order_yxy * euler_order_zxy * euler_order_zyx * euler_order_zxz * euler_order_zyz * * e.g. euler_order_xyz means compute the column-basis rotation matrix * equivalent to R_x * R_y * R_z, where R_i is the rotation matrix above * axis i (the row-basis matrix would be R_z * R_y * R_x). */ template < typename E, class A, class B, class L > void matrix_rotation_euler(matrix& m, E angle_0, E angle_1, E angle_2, EulerOrder order) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); identity_transform(m); size_t i, j, k; bool odd, repeat; detail::unpack_euler_order(order, i, j, k, odd, repeat); if (odd) { angle_0 = -angle_0; angle_1 = -angle_1; angle_2 = -angle_2; } value_type s0 = std::sin(angle_0); value_type c0 = std::cos(angle_0); value_type s1 = std::sin(angle_1); value_type c1 = std::cos(angle_1); value_type s2 = std::sin(angle_2); value_type c2 = std::cos(angle_2); value_type s0s2 = s0 * s2; value_type s0c2 = s0 * c2; value_type c0s2 = c0 * s2; value_type c0c2 = c0 * c2; if (repeat) { m.set_basis_element(i,i, c1 ); m.set_basis_element(i,j, s1 * s2 ); m.set_basis_element(i,k,-s1 * c2 ); m.set_basis_element(j,i, s0 * s1 ); m.set_basis_element(j,j,-c1 * s0s2 + c0c2); m.set_basis_element(j,k, c1 * s0c2 + c0s2); m.set_basis_element(k,i, c0 * s1 ); m.set_basis_element(k,j,-c1 * c0s2 - s0c2); m.set_basis_element(k,k, c1 * c0c2 - s0s2); } else { m.set_basis_element(i,i, c1 * c2 ); m.set_basis_element(i,j, c1 * s2 ); m.set_basis_element(i,k,-s1 ); m.set_basis_element(j,i, s1 * s0c2 - c0s2); m.set_basis_element(j,j, s1 * s0s2 + c0c2); m.set_basis_element(j,k, s0 * c1 ); m.set_basis_element(k,i, s1 * c0c2 + s0s2); m.set_basis_element(k,j, s1 * c0s2 - s0c2); m.set_basis_element(k,k, c0 * c1 ); } } /** Build a matrix of derivatives of Euler angles about the specified axis. * * The rotation derivatives are applied about the cardinal axes in the * order specified by the 'order' argument, where 'order' is one of the * following enumerants: * * euler_order_xyz * euler_order_xzy * euler_order_yzx * euler_order_yxz * euler_order_zxy * euler_order_zyx * * e.g. euler_order_xyz means compute the column-basis rotation matrix * equivalent to R_x * R_y * R_z, where R_i is the rotation matrix above * axis i (the row-basis matrix would be R_z * R_y * R_x). * * The derivative is taken with respect to the specified 'axis', which is * the position of the axis in the triple; e.g. if order = euler_order_xyz, * then axis = 0 would mean take the derivative with respect to x. Note * that repeated axes are not currently supported. */ template < typename E, class A, class B, class L > void matrix_rotation_euler_derivatives( matrix& m, int axis, E angle_0, E angle_1, E angle_2, EulerOrder order) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); size_t i, j, k; bool odd, repeat; detail::unpack_euler_order(order, i, j, k, odd, repeat); if(repeat) throw std::invalid_argument( "matrix_rotation_euler_derivatives does not support repeated axes"); if (odd) { angle_0 = -angle_0; angle_1 = -angle_1; angle_2 = -angle_2; } value_type s0 = std::sin(angle_0); value_type c0 = std::cos(angle_0); value_type s1 = std::sin(angle_1); value_type c1 = std::cos(angle_1); value_type s2 = std::sin(angle_2); value_type c2 = std::cos(angle_2); value_type s0s2 = s0 * s2; value_type s0c2 = s0 * c2; value_type c0s2 = c0 * s2; value_type c0c2 = c0 * c2; if(axis == 0) { m.set_basis_element(i,i, 0. ); m.set_basis_element(i,j, 0. ); m.set_basis_element(i,k, 0. ); m.set_basis_element(j,i, s1 * c0*c2 + s0*s2); m.set_basis_element(j,j, s1 * c0*s2 - s0*c2); m.set_basis_element(j,k, c0 * c1 ); m.set_basis_element(k,i,-s1 * s0*c2 + c0*s2); m.set_basis_element(k,j,-s1 * s0*s2 - c0*c2); m.set_basis_element(k,k,-s0 * c1 ); } else if(axis == 1) { m.set_basis_element(i,i,-s1 * c2 ); m.set_basis_element(i,j,-s1 * s2 ); m.set_basis_element(i,k,-c1 ); m.set_basis_element(j,i, c1 * s0*c2 ); m.set_basis_element(j,j, c1 * s0*s2 ); m.set_basis_element(j,k,-s0 * s1 ); m.set_basis_element(k,i, c1 * c0*c2 ); m.set_basis_element(k,j, c1 * c0*s2 ); m.set_basis_element(k,k,-c0 * s1 ); } else if(axis == 2) { m.set_basis_element(i,i,-c1 * s2 ); m.set_basis_element(i,j, c1 * c2 ); m.set_basis_element(i,k, 0. ); m.set_basis_element(j,i,-s1 * s0*s2 - c0*c2); m.set_basis_element(j,j, s1 * s0*c2 - c0*s2); m.set_basis_element(j,k, 0. ); m.set_basis_element(k,i,-s1 * c0*s2 + s0*c2); m.set_basis_element(k,j, s1 * c0*c2 + s0*s2); m.set_basis_element(k,k, 0. ); } } ////////////////////////////////////////////////////////////////////////////// // 3D rotation to align with a vector, multiple vectors, or the view plane ////////////////////////////////////////////////////////////////////////////// /** See vector_ortho.h for details */ template < typename E,class A,class B,class L,class VecT_1,class VecT_2 > void matrix_rotation_align( matrix& m, const VecT_1& align, const VecT_2& reference, bool normalize = true, AxisOrder order = axis_order_zyx) { typedef vector< E,fixed<3> > vector_type; identity_transform(m); vector_type x, y, z; orthonormal_basis(align, reference, x, y, z, normalize, order); matrix_set_basis_vectors(m, x, y, z); } /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class VecT > void matrix_rotation_align(matrix& m, const VecT& align, bool normalize = true, AxisOrder order = axis_order_zyx) { typedef vector< E,fixed<3> > vector_type; identity_transform(m); vector_type x, y, z; orthonormal_basis(align, x, y, z, normalize, order); matrix_set_basis_vectors(m, x, y, z); } /** See vector_ortho.h for details */ template < typename E,class A,class B,class L,class VecT_1,class VecT_2 > void matrix_rotation_align_axial(matrix& m, const VecT_1& align, const VecT_2& axis, bool normalize = true, AxisOrder order = axis_order_zyx) { typedef vector< E,fixed<3> > vector_type; identity_transform(m); vector_type x, y, z; orthonormal_basis_axial(align, axis, x, y, z, normalize, order); matrix_set_basis_vectors(m, x, y, z); } /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class MatT > void matrix_rotation_align_viewplane( matrix& m, const MatT& view_matrix, Handedness handedness, AxisOrder order = axis_order_zyx) { typedef vector< E, fixed<3> > vector_type; identity_transform(m); vector_type x, y, z; orthonormal_basis_viewplane(view_matrix, x, y, z, handedness, order); matrix_set_basis_vectors(m, x, y, z); } /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class MatT > void matrix_rotation_align_viewplane_LH( matrix& m, const MatT& view_matrix, AxisOrder order = axis_order_zyx) { matrix_rotation_align_viewplane( m,view_matrix,left_handed,order); } /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class MatT > void matrix_rotation_align_viewplane_RH( matrix& m, const MatT& view_matrix, AxisOrder order = axis_order_zyx) { matrix_rotation_align_viewplane( m,view_matrix,right_handed,order); } ////////////////////////////////////////////////////////////////////////////// // 3D rotation to aim at a target ////////////////////////////////////////////////////////////////////////////// /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class VecT_1, class VecT_2, class VecT_3 > void matrix_rotation_aim_at( matrix& m, const VecT_1& pos, const VecT_2& target, const VecT_3& reference, AxisOrder order = axis_order_zyx) { matrix_rotation_align(m, target - pos, reference, true, order); } /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class VecT_1, class VecT_2 > void matrix_rotation_aim_at( matrix& m, const VecT_1& pos, const VecT_2& target, AxisOrder order = axis_order_zyx) { matrix_rotation_align(m, target - pos, true, order); } /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class VecT_1, class VecT_2, class VecT_3 > void matrix_rotation_aim_at_axial( matrix& m, const VecT_1& pos, const VecT_2& target, const VecT_3& axis, AxisOrder order = axis_order_zyx) { matrix_rotation_align_axial(m, target - pos, axis, true, order); } ////////////////////////////////////////////////////////////////////////////// // 2D rotation ////////////////////////////////////////////////////////////////////////////// /** Build a matrix representing a 2D rotation */ template < typename E, class A, class B, class L > void matrix_rotation_2D( matrix& m, E angle) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear2D(m); value_type s = value_type(std::sin(angle)); value_type c = value_type(std::cos(angle)); identity_transform(m); m.set_basis_element(0,0, c); m.set_basis_element(0,1, s); m.set_basis_element(1,0,-s); m.set_basis_element(1,1, c); } ////////////////////////////////////////////////////////////////////////////// // 2D rotation to align with a vector ////////////////////////////////////////////////////////////////////////////// /** See vector_ortho.h for details */ template < typename E, class A, class B, class L, class VecT > void matrix_rotation_align_2D(matrix& m, const VecT& align, bool normalize = true, AxisOrder2D order = axis_order_xy) { typedef vector< E, fixed<2> > vector_type; identity_transform(m); vector_type x, y; orthonormal_basis_2D(align, x, y, normalize, order); matrix_set_basis_vectors_2D(m, x, y); } ////////////////////////////////////////////////////////////////////////////// // 3D relative rotation about world axes ////////////////////////////////////////////////////////////////////////////// /** Rotate a rotation matrix about the given world axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_world_axis(matrix& m, size_t axis, E angle) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); detail::CheckIndex3(axis); size_t i, j, k; cyclic_permutation(axis, i, j, k); value_type s = value_type(std::sin(angle)); value_type c = value_type(std::cos(angle)); value_type ij = c * m.basis_element(i,j) - s * m.basis_element(i,k); value_type jj = c * m.basis_element(j,j) - s * m.basis_element(j,k); value_type kj = c * m.basis_element(k,j) - s * m.basis_element(k,k); m.set_basis_element(i,k, s*m.basis_element(i,j) + c*m.basis_element(i,k)); m.set_basis_element(j,k, s*m.basis_element(j,j) + c*m.basis_element(j,k)); m.set_basis_element(k,k, s*m.basis_element(k,j) + c*m.basis_element(k,k)); m.set_basis_element(i,j,ij); m.set_basis_element(j,j,jj); m.set_basis_element(k,j,kj); } /** Rotate a rotation matrix about the world x axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_world_x(matrix& m, E angle) { matrix_rotate_about_world_axis(m,0,angle); } /** Rotate a rotation matrix about the world y axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_world_y(matrix& m, E angle) { matrix_rotate_about_world_axis(m,1,angle); } /** Rotate a rotation matrix about the world z axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_world_z(matrix& m, E angle) { matrix_rotate_about_world_axis(m,2,angle); } ////////////////////////////////////////////////////////////////////////////// // 3D relative rotation about local axes ////////////////////////////////////////////////////////////////////////////// /** Rotate a rotation matrix about the given local axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_local_axis(matrix& m, size_t axis, E angle) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); detail::CheckIndex3(axis); size_t i, j, k; cyclic_permutation(axis, i, j, k); value_type s = value_type(std::sin(angle)); value_type c = value_type(std::cos(angle)); value_type j0 = c * m.basis_element(j,0) + s * m.basis_element(k,0); value_type j1 = c * m.basis_element(j,1) + s * m.basis_element(k,1); value_type j2 = c * m.basis_element(j,2) + s * m.basis_element(k,2); m.set_basis_element(k,0, c*m.basis_element(k,0) - s*m.basis_element(j,0)); m.set_basis_element(k,1, c*m.basis_element(k,1) - s*m.basis_element(j,1)); m.set_basis_element(k,2, c*m.basis_element(k,2) - s*m.basis_element(j,2)); m.set_basis_element(j,0,j0); m.set_basis_element(j,1,j1); m.set_basis_element(j,2,j2); } /** Rotate a rotation matrix about its local x axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_local_x(matrix& m, E angle) { matrix_rotate_about_local_axis(m,0,angle); } /** Rotate a rotation matrix about its local y axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_local_y(matrix& m, E angle) { matrix_rotate_about_local_axis(m,1,angle); } /** Rotate a rotation matrix about its local z axis */ template < typename E, class A, class B, class L > void matrix_rotate_about_local_z(matrix& m, E angle) { matrix_rotate_about_local_axis(m,2,angle); } ////////////////////////////////////////////////////////////////////////////// // 2D relative rotation ////////////////////////////////////////////////////////////////////////////// template < typename E, class A, class B, class L > void matrix_rotate_2D(matrix& m, E angle) { typedef matrix matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear2D(m); value_type s = value_type(std::sin(angle)); value_type c = value_type(std::cos(angle)); value_type m00 = c * m.basis_element(0,0) - s * m.basis_element(0,1); value_type m10 = c * m.basis_element(1,0) - s * m.basis_element(1,1); m.set_basis_element(0,1, s*m.basis_element(0,0) + c*m.basis_element(0,1)); m.set_basis_element(1,1, s*m.basis_element(1,0) + c*m.basis_element(1,1)); m.set_basis_element(0,0,m00); m.set_basis_element(1,0,m10); } ////////////////////////////////////////////////////////////////////////////// // Rotation from vector to vector ////////////////////////////////////////////////////////////////////////////// /** Build a rotation matrix to rotate from one vector to another * * Note: The quaternion algorithm is more stable than the matrix algorithm, so * we simply pass off to the quaternion function here. */ template < class E,class A,class B,class L,class VecT_1,class VecT_2 > void matrix_rotation_vec_to_vec( matrix& m, const VecT_1& v1, const VecT_2& v2, bool unit_length_vectors = false) { typedef quaternion< E,fixed<>,vector_first,positive_cross > quaternion_type; quaternion_type q; quaternion_rotation_vec_to_vec(q,v1,v2,unit_length_vectors); matrix_rotation_quaternion(m,q); } ////////////////////////////////////////////////////////////////////////////// // Scale the angle of a rotation matrix ////////////////////////////////////////////////////////////////////////////// /** Scale the angle of a 3D rotation matrix */ template < typename E, class A, class B, class L > void matrix_scale_rotation_angle(matrix& m, E t, E tolerance = epsilon::placeholder()) { typedef vector< E,fixed<3> > vector_type; typedef typename vector_type::value_type value_type; vector_type axis; value_type angle; matrix_to_axis_angle(m, axis, angle, tolerance); matrix_rotation_axis_angle(m, axis, angle * t); } /** Scale the angle of a 2D rotation matrix */ template < typename E, class A, class B, class L > void matrix_scale_rotation_angle_2D( matrix& m, E t, E tolerance = epsilon::placeholder()) { typedef vector< E,fixed<2> > vector_type; typedef typename vector_type::value_type value_type; value_type angle = matrix_to_rotation_2D(m); matrix_rotation_2D(m, angle * t); } ////////////////////////////////////////////////////////////////////////////// // Support functions for uniform handling of row- and column-basis matrices ////////////////////////////////////////////////////////////////////////////// /* Note: The matrix rotation slerp, difference and concatenation functions do * not use et::MatrixPromote::temporary_type as the return type, even * though that is the return type of the underlying matrix multiplication. * This is because the sizes of these matrices are known at compile time (3x3 * and 2x2), and using fixed<> obviates the need for resizing of intermediate * temporaries. * * Also, no size- or type-checking is done on the arguments to these * functions, as any such errors will be caught by the matrix multiplication * and assignment to the 3x3 temporary. */ /** A fixed-size temporary 3x3 matrix */ #define MAT_TEMP_3X3 matrix< \ typename et::ScalarPromote< \ typename MatT_1::value_type, \ typename MatT_2::value_type \ >::type, \ fixed<3,3>, \ typename MatT_1::basis_orient, \ row_major \ > /** A fixed-size temporary 2x2 matrix */ #define MAT_TEMP_2X2 matrix< \ typename et::ScalarPromote< \ typename MatT_1::value_type, \ typename MatT_2::value_type \ >::type, \ fixed<2,2>, \ typename MatT_1::basis_orient, \ row_major \ > namespace detail { /** Concatenate two 3D row-basis rotation matrices in the order m1->m2 */ template < class MatT_1, class MatT_2 > MAT_TEMP_3X3 matrix_concat_rotations(const MatT_1& m1, const MatT_2& m2, row_basis) { return m1*m2; } /** Concatenate two 3D col-basis rotation matrices in the order m1->m2 */ template < class MatT_1, class MatT_2 > MAT_TEMP_3X3 matrix_concat_rotations(const MatT_1& m1, const MatT_2& m2, col_basis) { return m2*m1; } /** Concatenate two 3D rotation matrices in the order m1->m2 */ template < class MatT_1, class MatT_2 > MAT_TEMP_3X3 matrix_concat_rotations(const MatT_1& m1, const MatT_2& m2) { return matrix_concat_rotations(m1,m2,typename MatT_1::basis_orient()); } /** Concatenate two 2D row-basis rotation matrices in the order m1->m2 */ template < class MatT_1, class MatT_2 > MAT_TEMP_2X2 matrix_concat_rotations_2D(const MatT_1& m1, const MatT_2& m2, row_basis) { return m1*m2; } /** Concatenate two 2D col-basis rotation matrices in the order m1->m2 */ template < class MatT_1, class MatT_2 > MAT_TEMP_2X2 matrix_concat_rotations_2D(const MatT_1& m1, const MatT_2& m2, col_basis) { return m2*m1; } /** Concatenate two 2D rotation matrices in the order m1->m2 */ template < class MatT_1, class MatT_2 > MAT_TEMP_2X2 matrix_concat_rotations_2D(const MatT_1& m1, const MatT_2& m2) { return matrix_concat_rotations_2D(m1,m2,typename MatT_1::basis_orient()); } } // namespace detail ////////////////////////////////////////////////////////////////////////////// // Matrix rotation difference ////////////////////////////////////////////////////////////////////////////// /** Return the rotational 'difference' between two 3D rotation matrices */ template < class MatT_1, class MatT_2 > MAT_TEMP_3X3 matrix_rotation_difference(const MatT_1& m1, const MatT_2& m2) { return detail::matrix_concat_rotations(transpose(m1),m2); } /** Return the rotational 'difference' between two 2D rotation matrices */ template < class MatT_1, class MatT_2 > MAT_TEMP_2X2 matrix_rotation_difference_2D(const MatT_1& m1, const MatT_2& m2) { return detail::matrix_concat_rotations_2D(transpose(m1),m2); } ////////////////////////////////////////////////////////////////////////////// // Spherical linear interpolation of rotation matrices ////////////////////////////////////////////////////////////////////////////// /* @todo: It might be as fast or faster to simply convert the matrices to * quaternions, interpolate, and convert back. * * @todo: The behavior of matrix slerp is currently a little different than * for quaternions: in the matrix function, when the two matrices are close * to identical the first is returned, while in the quaternion function the * quaternions are nlerp()'d in this case. * * I still need to do the equivalent of nlerp() for matrices, in which case * these functions could be revised to pass off to nlerp() when the matrices * are nearly aligned. */ /** Spherical linear interpolation of two 3D rotation matrices */ template < class MatT_1, class MatT_2, typename E > MAT_TEMP_3X3 matrix_slerp(const MatT_1& m1, const MatT_2& m2, E t, E tolerance = epsilon::placeholder()) { typedef MAT_TEMP_3X3 temporary_type; temporary_type m = matrix_rotation_difference(m1,m2); matrix_scale_rotation_angle(m,t,tolerance); return detail::matrix_concat_rotations(m1,m); } /** Spherical linear interpolation of two 2D rotation matrices */ template < class MatT_1, class MatT_2, typename E > MAT_TEMP_2X2 matrix_slerp_2D(const MatT_1& m1, const MatT_2& m2, E t, E tolerance = epsilon::placeholder()) { typedef MAT_TEMP_2X2 temporary_type; temporary_type m = matrix_rotation_difference_2D(m1,m2); matrix_scale_rotation_angle_2D(m,t,tolerance); return detail::matrix_concat_rotations_2D(m1,m); } #undef MAT_TEMP_3X3 #undef MAT_TEMP_2X2 ////////////////////////////////////////////////////////////////////////////// // Conversions ////////////////////////////////////////////////////////////////////////////// /** Convert a 3D rotation matrix to an axis-angle pair */ template < class MatT, typename E, class A > void matrix_to_axis_angle( const MatT& m, vector& axis, E& angle, E tolerance = epsilon::placeholder()) { typedef MatT matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); axis.set( m.basis_element(1,2) - m.basis_element(2,1), m.basis_element(2,0) - m.basis_element(0,2), m.basis_element(0,1) - m.basis_element(1,0) ); value_type l = length(axis); value_type tmo = trace_3x3(m) - value_type(1); if (l > tolerance) { axis /= l; angle = std::atan2(l, tmo); // l=2sin(theta),tmo=2cos(theta) } else if (tmo > value_type(0)) { axis.zero(); angle = value_type(0); } else { size_t largest_diagonal_element = index_of_max( m.basis_element(0,0), m.basis_element(1,1), m.basis_element(2,2) ); size_t i, j, k; cyclic_permutation(largest_diagonal_element, i, j, k); axis[i] = std::sqrt( m.basis_element(i,i) - m.basis_element(j,j) - m.basis_element(k,k) + value_type(1) ) * value_type(.5); value_type s = value_type(.5) / axis[i]; axis[j] = m.basis_element(i,j) * s; axis[k] = m.basis_element(i,k) * s; angle = constants::pi(); } } /** Convert a 3D rotation matrix to an Euler-angle triple */ template < class MatT, typename Real > void matrix_to_euler( const MatT& m, Real& angle_0, Real& angle_1, Real& angle_2, EulerOrder order, Real tolerance = epsilon::placeholder()) { typedef MatT matrix_type; typedef typename matrix_type::value_type value_type; /* Checking */ detail::CheckMatLinear3D(m); size_t i, j, k; bool odd, repeat; detail::unpack_euler_order(order, i, j, k, odd, repeat); if (repeat) { value_type s1 = length(m.basis_element(j,i),m.basis_element(k,i)); value_type c1 = m.basis_element(i,i); angle_1 = std::atan2(s1, c1); if (s1 > tolerance) { angle_0 = std::atan2(m.basis_element(j,i),m.basis_element(k,i)); angle_2 = std::atan2(m.basis_element(i,j),-m.basis_element(i,k)); } else { angle_0 = value_type(0); angle_2 = sign(c1) * std::atan2(-m.basis_element(k,j),m.basis_element(j,j)); } } else { value_type s1 = -m.basis_element(i,k); value_type c1 = length(m.basis_element(i,i),m.basis_element(i,j)); angle_1 = std::atan2(s1, c1); if (c1 > tolerance) { angle_0 = std::atan2(m.basis_element(j,k),m.basis_element(k,k)); angle_2 = std::atan2(m.basis_element(i,j),m.basis_element(i,i)); } else { angle_0 = value_type(0); angle_2 = -sign(s1) * std::atan2(-m.basis_element(k,j),m.basis_element(j,j)); } } if (odd) { angle_0 = -angle_0; angle_1 = -angle_1; angle_2 = -angle_2; } } /** Convenience function to return a 3D vector containing the Euler angles * in the requested order. */ template < class MatT, typename Real > vector< Real, fixed<3> > matrix_to_euler( const MatT& m, EulerOrder order, Real tolerance = epsilon::placeholder()) { Real e0, e1, e2; matrix_to_euler(m, e0, e1, e2, order, tolerance); return vector< Real, fixed<3> >(e0, e1, e2); } /** Convert a 2D rotation matrix to a rotation angle */ template < class MatT > typename MatT::value_type matrix_to_rotation_2D(const MatT& m) { /* Checking */ detail::CheckMatLinear2D(m); return std::atan2(m.basis_element(0,1),m.basis_element(0,0)); } } // namespace cml #endif