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source: flair-src/trunk/lib/FlairCore/src/RotationMatrix.cpp@ 101

Last change on this file since 101 was 101, checked in by Sanahuja Guillaume, 8 years ago

maj quaternion 3dmgx3

File size: 3.5 KB
RevLine 
1// %flair:license{
2// This file is part of the Flair framework distributed under the
3// CECILL-C License, Version 1.0.
4// %flair:license}
5// created: 2016/02/09
6// filename: RotationMatrix.cpp
7//
8// author: Guillaume Sanahuja
9// Copyright Heudiasyc UMR UTC/CNRS 7253
10//
11// version: $Id: $
12//
13// purpose: Class defining a rotation matrix
14//
15//
16/*********************************************************************/
17
18#include "RotationMatrix.h"
19#include "Object.h"
20#include "Euler.h"
21#include "Quaternion.h"
22#include "math.h"
23
24namespace flair {
25namespace core {
26
27RotationMatrix::RotationMatrix() {
28 for (int i = 0; i < 3; i++) {
29 for (int j = 0; j < 3; j++) {
30 if (i == j) {
31 m[i][j] = 1;
32 } else {
33 m[i][j] = 0;
34 }
35 }
36 }
37}
38
39RotationMatrix::~RotationMatrix() {}
40
41void RotationMatrix::ToEuler(Euler &euler) const {
42 euler.roll = atanf(m[1][2] / m[2][2]);
43 euler.pitch = asinf(-m[0][2]);
44 euler.yaw = atan2f(m[0][1], m[0][0]);
45}
46
47Euler RotationMatrix::ToEuler(void) const {
48 Euler euler;
49 ToEuler(euler);
50 return euler;
51}
52
53//from
54//http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
55void RotationMatrix::ToQuaternion(Quaternion &quaternion) const {
56 float trace = m[0][0] + m[1][1] + m[2][2];
57 if( trace > 0 ) {
58 float s = 0.5f / sqrtf(trace+ 1.0f);
59 quaternion.q0 = 0.25f / s;
60 quaternion.q1 = ( m[2][1] - m[1][2] ) * s;
61 quaternion.q2 = ( m[0][2] - m[2][0] ) * s;
62 quaternion.q3 = ( m[1][0] - m[0][1] ) * s;
63 } else {
64 if ( m[0][0] > m[1][1] && m[0][0] > m[2][2] ) {
65 float s = 2.0f * sqrtf( 1.0f + m[0][0] - m[1][1] - m[2][2]);
66 quaternion.q0 = (m[2][1] - m[1][2] ) / s;
67 quaternion.q1 = 0.25f * s;
68 quaternion.q2 = (m[0][1] + m[1][0] ) / s;
69 quaternion.q3 = (m[0][2] + m[2][0] ) / s;
70 } else if (m[1][1] > m[2][2]) {
71 float s = 2.0f * sqrtf( 1.0f + m[1][1] - m[0][0] - m[2][2]);
72 quaternion.q0 = (m[0][2] - m[2][0] ) / s;
73 quaternion.q1 = (m[0][1] + m[1][0] ) / s;
74 quaternion.q2 = 0.25f * s;
75 quaternion.q3 = (m[1][2] + m[2][1] ) / s;
76 } else {
77 float s = 2.0f * sqrtf( 1.0f + m[2][2] - m[0][0] - m[1][1] );
78 quaternion.q0 = (m[1][0] - m[0][1] ) / s;
79 quaternion.q1 = (m[0][2] + m[2][0] ) / s;
80 quaternion.q2 = (m[1][2] + m[2][1] ) / s;
81 quaternion.q3 = 0.25f * s;
82 }
83 }
84 quaternion.Normalize();
85}
86/*
87void RotationMatrix::ToQuaternion(Quaternion &quaternion) const {
88 quaternion.q0 = 0.5f * sqrtf(1.0f + m[0][0] + m[1][1] + m[2][2]);
89 quaternion.q1 = 0.5f * sqrtf(1.0f + m[0][0] - m[1][1] - m[2][2]);
90 quaternion.q2 = 0.5f * sqrtf(1.0f - m[0][0] + m[1][1] - m[2][2]);
91 quaternion.q3 = 0.5f * sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
92 //Printf("%f %f %f\n", m[0][0] , m[1][1] , m[2][2]);
93 //Printf("%f %f %f\n",1.0f + m[0][0] - m[1][1] - m[2][2],1.0f - m[0][0] + m[1][1] - m[2][2],1.0f - m[0][0] - m[1][1] + m[2][2]);
94}
95*/
96Quaternion RotationMatrix::ToQuaternion(void) const {
97 Quaternion quaternion;
98 ToQuaternion(quaternion);
99 return quaternion;
100}
101
102float &RotationMatrix::operator()(size_t row, size_t col) {
103 if (row < 3 && col < 3) {
104 return m[row][col];
105 } else {
106 Printf("RotationMatrix: index (%i,%i) out of bound\n", row, col);
107 return m[2][2];
108 }
109}
110
111const float &RotationMatrix::operator()(size_t row, size_t col) const {
112 if (row < 3 && col < 3) {
113 return m[row][col];
114 } else {
115 Printf("RotationMatrix: index (%i,%i) out of bound\n", row, col);
116 return m[2][2];
117 }
118}
119
120} // end namespace core
121} // end namespace flair
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