1 #ifndef SimTK_SimTKCOMMON_ROTATION_H_      2 #define SimTK_SimTKCOMMON_ROTATION_H_     46 template <
class P> 
class Rotation_;
   181 { 
Mat33P& R = *
this;  R[0][0] = 1;   R[0][1] = R[0][2] = R[1][0] = R[2][0] = 0;   
   182   R[1][1] = R[2][2] = cosAngle;  R[1][2] = -(R[2][1] = sinAngle);  
   196 { 
Mat33P& R = *
this;  R[1][1] = 1;   R[0][1] = R[1][0] = R[1][2] = R[2][1] = 0;   
   197   R[0][0] = R[2][2] = cosAngle;  R[2][0] = -(R[0][2] = sinAngle);  
   211 { 
Mat33P& R = *
this;  R[2][2] = 1;   R[0][2] = R[1][2] = R[2][0] = R[2][1] = 0;   
   212   R[0][0] = R[1][1] = cosAngle;  R[0][1] = -(R[1][0] = sinAngle);  
   254    (bodyOrSpace,angle1,axis1,angle2,axis2,angle3,axis3); }
   283 { 
Mat33P& R = *
this; R=m;  
return *
this; }   
   287 { 
Mat33P& R = *
this; R(colj)=uvecj.
asVec3(); 
return *
this; }   
   344     const RealP s0s1=s[0]*s[1], s2c0=s[2]*c[0], c0c2=c[0]*c[2], nc1= -c[1];
   346     R = 
Mat33P(     c[1]*c[2]      ,         s[2]*nc1       ,    s[1]  ,
   347                 s2c0 + s0s1*c[2]   ,     c0c2 - s0s1*s[2]   , s[0]*nc1 ,
   348                 s[0]*s[2] - s[1]*c0c2 ,  s[0]*c[2] + s[1]*s2c0 , c[0]*c[1] );
   400     const RealP s0 = sinxy[0], c0 = cosxy[0];
   401     const RealP s1 = sinxy[1];
   402     const RealP w0 = w_PB[0], w1 = w_PB[1], w2 = w_PB[2];
   404     const RealP t = (s0*w1-c0*w2)*oocosy;
   405     return Vec3P( w0 + t*s1, c0*w1 + s0*w2, -t ); 
   416     const RealP s0 = sinxy[0], c0 = cosxy[0];
   417     const RealP s1 = sinxy[1];
   418     const RealP q0 = q[0], q1 = q[1], q2 = q[2];
   420     const RealP t = (q0*s1-q2) * oocosy;
   421     return Vec3P( q0, c0*q1 + t*s0, s0*q1 - t*c0 ); 
   430     const RealP s0 = sinxy[0], c0 = cosxy[0];
   431     const RealP s1 = sinxy[1], c1 = cosxy[1];
   432     const RealP q0 = qdot[0], q1 = qdot[1], q2 = qdot[2];
   433     const RealP c1q2 = c1*q2;
   435     return Vec3P( q0 + s1*q2,           
   446     const RealP s0 = sinxy[0], c0 = cosxy[0];
   447     const RealP s1 = sinxy[1], c1 = cosxy[1];
   448     const RealP w0 = v_P[0], w1 = v_P[1], w2 = v_P[2];
   452                   s1*w0 - s0*c1*w1 + c0*c1*w2);
   485 {   
return col(axis); }
   515         (
Vec3P(0, std::cos(q[1]), std::cos(q[2])),
   516         Vec3P(0, std::sin(q[1]), std::sin(q[2])));
   525     const RealP s1 = sq[1], c1 = cq[1];
   526     const RealP s2 = sq[2], c2 = cq[2];
   527     const RealP ooc1  = 1/c1;
   528     const RealP s2oc1 = s2*ooc1, c2oc1 = c2*ooc1;
   530     return Mat33P(    c2oc1  , -s2oc1  , 0,
   532                     -s1*c2oc1 , s1*s2oc1, 1 );
   549         (
Vec3P(std::cos(q[0]), std::cos(q[1]), 0),
   550         Vec3P(std::sin(q[0]), std::sin(q[1]), 0));
   560     const RealP s0 = sq[0], c0 = cq[0];
   561     const RealP s1 = sq[1], c1 = cq[1];
   562     const RealP ooc1  = 1/c1;
   563     const RealP s0oc1 = s0*ooc1, c0oc1 = c0*ooc1;
   565     return Mat33P( 1 , s1*s0oc1 , -s1*c0oc1,
   567                     0 ,  -s0oc1  ,  c0oc1 );
   584         (
Vec3P(0, std::cos(q[1]), std::cos(q[2])),
   585         Vec3P(0, std::sin(q[1]), std::sin(q[2])),
   597     const RealP s1 = sq[1], c1 = cq[1];
   598     const RealP s2 = sq[2], c2 = cq[2];
   599     const RealP ooc1  = 1/c1;
   600     const RealP s2oc1 = s2*ooc1, c2oc1 = c2*ooc1;
   602     const RealP t = qdot[1]*s1*ooc1;
   603     const RealP a = t*s2oc1 + qdot[2]*c2oc1; 
   604     const RealP b = t*c2oc1 - qdot[2]*s2oc1; 
   606     return Mat33P(       b             ,        -a         , 0,
   607                         qdot[2]*c2       ,    -qdot[2]*s2    , 0,
   608                     -(s1*b + qdot[1]*c2) , s1*a + qdot[1]*s2 , 0 );
   624     const RealP cy = std::cos(q[1]); 
   626         (
Vec2P(std::cos(q[0]), cy), 
   627         Vec2P(std::sin(q[0]), std::sin(q[1])),
   636     const RealP s0 = sq[0], c0 = cq[0];
   637     const RealP s1 = sq[1];
   638     const RealP s0oc1 = s0*ooc1, c0oc1 = c0*ooc1;
   640     const RealP t = qdot[1]*s1*ooc1;
   641     const RealP a = t*s0oc1 + qdot[0]*c0oc1; 
   642     const RealP b = t*c0oc1 - qdot[0]*s0oc1; 
   644     return Mat33P( 0,  s1*a + qdot[1]*s0, -(s1*b + qdot[1]*c0), 
   645                    0,    -qdot[0]*s0    ,     qdot[0]*c0      ,
   661        (
Vec3P(0, std::cos(q[1]), std::cos(q[2])),
   662         Vec3P(0, std::sin(q[1]), std::sin(q[2])));
   671     const RealP s1 = sq[1], c1 = cq[1];
   672     const RealP s2 = sq[2], c2 = cq[2];
   674     return Mat33P( c1*c2 ,  s2 , 0 ,
   690        (
Vec3P(std::cos(q[0]), std::cos(q[1]), 0),
   691         Vec3P(std::sin(q[0]), std::sin(q[1]), 0));
   700     const RealP s0 = sq[0], c0 = cq[0];
   701     const RealP s1 = sq[1], c1 = cq[1];
   703     return Mat33P( 1 ,  0  ,   s1   ,
   714     const RealP ne1 = -e[1], ne2 = -e[2], ne3 = -e[3];
   715     return Mat43P( ne1,  ne2,  ne3,
   727     const Vec4P ed = qdot/2;
   728     const RealP ned1 = -ed[1], ned2 = -ed[2], ned3 = -ed[3];
   729     return Mat43P( ned1,  ned2,  ned3,
   744     const RealP ne1 = -e[1], ne2 = -e[2], ne3 = -e[3];
   745     return Mat34P(ne1, e[0], ne3,  e[2],
   746                     ne2, e[3], e[0], ne1,
   747                     ne3, ne2,  e[1], e[0]);
   852     const RealP s1 = std::sin(q[1]), c1 = std::cos(q[1]);
   853     const RealP s2 = std::sin(q[2]), c2 = std::cos(q[2]);
   855     const RealP s2oc1 = s2*ooc1, c2oc1 = c2*ooc1;
   857     const Mat33P E( 0,    s2oc1  ,  c2oc1  ,
   859                     1,  s1*s2oc1 , s1*c2oc1 );
   866     const RealP s1 = std::sin(q[1]), c1 = std::cos(q[1]);
   867     const RealP s2 = std::sin(q[2]), c2 = std::cos(q[2]);
   869     const Mat33P Einv(  -s1  ,  0  ,  1 ,
   883     const RealP s1 = std::sin(q[1]), c1 = std::cos(q[1]);
   884     const RealP s2 = std::sin(q[2]), c2 = std::cos(q[2]);
   885     const RealP ooc1  = 1/c1;
   886     const RealP s2oc1 = s2*ooc1, c2oc1 = c2*ooc1, s1oc1 = s1*ooc1;
   888     const Mat33P E( 0 ,   s2oc1  ,  c2oc1  ,
   890                     1 , s1*s2oc1 , s1*c2oc1 );
   891     const Vec3P qdot = 
E * w_PB_B;
   893     const RealP t = qdot[1]*s1oc1;
   894     const RealP a = t*s2oc1 + qdot[2]*c2oc1; 
   895     const RealP b = t*c2oc1 - qdot[2]*s2oc1; 
   897     const Mat33P Edot( 0 ,       a           ,         b         ,
   898                         0 ,   -qdot[2]*s2     ,    -qdot[2]*c2    ,
   899                         0 , s1*a + qdot[1]*s2 , s1*b + qdot[1]*c2 );
   901     return E*wdot_PB_B + Edot*w_PB_B;
   915         (
Vec3P(0, std::cos(q[1]), std::cos(q[2])),
   916         Vec3P(0, std::sin(q[1]), std::sin(q[2])),
   938                    (
Vec3P(0, std::cos(q[1]), std::cos(q[2])),
   939                     Vec3P(0, std::sin(q[1]), std::sin(q[2])),
   965                (
Vec3P(0, std::cos(q[1]), std::cos(q[2])),
   966                 Vec3P(0, std::sin(q[1]), std::sin(q[2])),
   981     const Vec3P  qdot = N * w_PB_B;                                
   984     return N*wdot_PB_B + NDot*w_PB_B;                              
  1010     const Vec4P  Nb    = N*b_PB;                            
  1048     const RealP s1 = sinxy[1], c1 = cosxy[1];
  1049     const RealP q0 = qdot[0], q1 = qdot[1], q2 = qdot[2];
  1054     const RealP q1oc1 = q1*oocosy;
  1055     const Vec3P NDotw((q0*s1-q2)*q1oc1,     
  1081     for( 
int i=0;  i<=2; i++ ) 
for( 
int j=0; j<=2; j++ ) {
  1083         if( absDiff > maxDiff ) maxDiff = absDiff; 
  1108 :   
Mat33P( xx,xy,xz, yx,yy,yz, zx,zy,zz ) {}
  1113 setTwoAngleTwoAxesBodyFixedForwardCyclicalRotation
  1114    (
RealP cosAngle1, 
RealP sinAngle1, 
const CoordinateAxis& axis1, 
  1115     RealP cosAngle2, 
RealP sinAngle2, 
const CoordinateAxis& axis2 );
  1117 setThreeAngleTwoAxesBodyFixedForwardCyclicalRotation
  1118    (
RealP cosAngle1, 
RealP sinAngle1, 
const CoordinateAxis& axis1, 
  1119     RealP cosAngle2, 
RealP sinAngle2, 
const CoordinateAxis& axis2, 
  1122 setThreeAngleThreeAxesBodyFixedForwardCyclicalRotation
  1123    (
RealP cosAngle1, 
RealP sinAngle1, 
const CoordinateAxis& axis1, 
  1124     RealP cosAngle2, 
RealP sinAngle2, 
const CoordinateAxis& axis2, 
  1125     RealP cosAngle3, 
RealP sinAngle3, 
const CoordinateAxis& axis3 );
  1130 convertTwoAxesBodyFixedRotationToTwoAngles
  1131    (
const CoordinateAxis& axis1, 
const CoordinateAxis& axis2 ) 
const;
  1133 convertTwoAxesBodyFixedRotationToThreeAngles
  1134    (
const CoordinateAxis& axis1, 
const CoordinateAxis& axis2 ) 
const;
  1136 convertThreeAxesBodyFixedRotationToThreeAngles
  1137    (
const CoordinateAxis& axis1, 
const CoordinateAxis& axis2, 
  1138     const CoordinateAxis& axis3 ) 
const;
  1146 static Mat33P calcQBlockForBodyXYZInBodyFrame(
const Vec3P& a)
  1149 static Mat33P calcQInvBlockForBodyXYZInBodyFrame(
const Vec3P& a)
  1152 static Mat<4,3,P> calcUnnormalizedQBlockForQuaternion(
const Vec4P& q)
  1155 static Mat<3,4,P> calcUnnormalizedQInvBlockForQuaternion(
const Vec4P& q)
  1158 static Vec3P convertAngVelToBodyFixed123Dot(
const Vec3P& q, 
const Vec3P& w_PB_B) 
  1161 static Vec3P convertBodyFixed123DotToAngVel(
const Vec3P& q, 
const Vec3P& qdot) 
  1164 static Vec3P convertAngVelDotToBodyFixed123DotDot
  1214 { 
return aboutXThenOldY(xInRad, yInRad); }
  1216 { 
return aboutZThenOldX(zInRad, xInRad); }
  1218 { 
return aboutXThenOldZ(xInRad, zInRad); }
  1220 { 
return aboutZThenOldY(zInRad, yInRad); }
  1222 { 
return aboutYThenOldZ(yInRad, zInRad); }
  1245 void setToBodyFixed321( 
const Vec3P& v)  
  1248 void setToBodyFixed123( 
const Vec3P& v)  
  1253 Vec4P convertToAngleAxis()
 const    1262 void setToSpaceFixed12( 
const Vec2P& q ) 
  1269 Vec3P  convertToBodyFixed123()
 const    1271 Vec2P  convertToBodyFixed12()
 const     1273 Vec2P  convertToSpaceFixed12()
 const    1283 class InverseRotation_ : 
public Mat<3,3,P>::TransposeType {
  1284 typedef Mat<3,3,P>      Mat33P; 
  1285 typedef Mat<2,2,P>      Mat22P;
  1286 typedef Mat<3,2,P>      Mat32P;
  1287 typedef Vec<2,P>        Vec2P;
  1288 typedef Vec<3,P>        Vec3P;
  1289 typedef Vec<4,P>        Vec4P;
  1290 typedef Quaternion_<P>  QuaternionP;
  1314 {   BaseMat::operator=(R.asMat33());  
return *
this; }
  1365 {   
return col(axis); }
  1389 operator<<(std::ostream&, const Rotation_<P>&);
  1393 operator<<(std::ostream&, const InverseRotation_<P>&);
  1399 template <
class P, 
int S> 
inline UnitVec<P,1>  
  1402 template <
class P, 
int S> 
inline UnitRow<P,1>  
  1405 template <
class P, 
int S> 
inline UnitVec<P,1>  
  1408 template <
class P, 
int S> 
inline UnitRow<P,1>  
  1414 template <
class P> 
inline  1416 :   
Mat<3,3,P>( R.asMat33() ) {}
  1420 {
static_cast<Mat<3,3,P>&
>(*this)  = R.asMat33();    
return *
this;}
  1426 {
static_cast<Mat<3,3,P>&
>(*this) *= (~R).asMat33(); 
return *
this;}
  1429 {
static_cast<Mat<3,3,P>&
>(*this) *= R.asMat33();    
return *
this;}
  1432 {
static_cast<Mat<3,3,P>&
>(*this) *= (~R).asMat33(); 
return *
this;}
  1439 template <
class P> 
inline Rotation_<P>
  1442 template <
class P> 
inline Rotation_<P>
  1445 template <
class P> 
inline Rotation_<P>
  1453 template <
class P> 
inline Rotation_<P>
  1456 template <
class P> 
inline Rotation_<P>
  1459 template <
class P> 
inline Rotation_<P>
  1462 template <
class P> 
inline Rotation_<P>
  1471 #endif // SimTK_SimTKCOMMON_ROTATION_H_ Rotation_ & setRotationFromAngleAboutZ(RealP cosAngle, RealP sinAngle)
Set this Rotation_ object to a right-handed rotation by an angle about the Z-axis, where the cosine and sine of the angle are specified. 
Definition: Rotation.h:210
 
Rotation_(const Rotation_ &R)
Copy constructor. 
Definition: Rotation.h:140
 
Vec< 3, P > Vec3P
Definition: Rotation.h:120
 
Inertia_< P > operator/(const Inertia_< P > &i, const P &r)
Divide an inertia matrix by a scalar. 
Definition: MassProperties.h:612
 
InverseRotation_< Real > InverseRotation
Definition: Rotation.h:53
 
Rotation_ & setRotationFromQuaternion(const QuaternionP &q)
Method for creating a rotation matrix from a quaternion. 
 
#define SimTK_SimTKCOMMON_EXPORT
Definition: SimTKcommon/include/SimTKcommon/internal/common.h:224
 
Vec< 4, P > Vec4P
Definition: Rotation.h:121
 
static Vec3P multiplyByBodyXYZ_NInvT_P(const Vec2P &cosxy, const Vec2P &sinxy, const Vec3P &v_P)
Fastest way to form the product q=~NInv_P*v_P=~(~v_P*NInv_P). 
Definition: Rotation.h:442
 
(Advanced) This InverseRotation class is the inverse of a Rotation. 
Definition: Rotation.h:47
 
InverseRotation_< double > dInverseRotation
Definition: Rotation.h:55
 
const ColType & getAxisUnitVec(CoordinateAxis axis) const
Given a CoordinateAxis (XAxis,YAxis, or ZAxis) return a reference to the corresponding column of this...
Definition: Rotation.h:1364
 
const UnitVec< P, 1 > getAxisUnitVec(CoordinateDirection dir) const
Given a CoordinateDirection (+/-XAxis, etc.) return a unit vector in that direction. 
Definition: Rotation.h:491
 
Defines the CoordinateAxis and CoordinateDirection classes. 
 
const InverseRotation_< P > & transpose() const
Transpose. 
Definition: Rotation.h:365
 
Rotation_(RealP angle, const Vec3P &nonUnitVector)
Constructor for right-handed rotation by an angle (in radians) about an arbitrary vector of arbitrary...
Definition: Rotation.h:226
 
static Mat33P calcNDotForBodyXYZInParentFrame(const Vec3P &q, const Vec3P &qdot)
Given Euler angles forming a body-fixed X-Y-Z (123) sequence q, and their time derivatives qdot...
Definition: Rotation.h:621
 
This class is a Vec3 plus an ironclad guarantee either that: 
Definition: UnitVec.h:40
 
const Rotation_< P > & transpose() const
Transpose, and transpose operators (override BaseMat versions of transpose). 
Definition: Rotation.h:1336
 
static Vec3P convertAngVelDotInBodyFrameToBodyXYZDotDot(const Vec3P &q, const Vec3P &w_PB_B, const Vec3P &wdot_PB_B)
Warning: everything is measured in the PARENT frame, but has to be expressed in the BODY frame...
Definition: Rotation.h:960
 
static Vec3P convertBodyXYZDotToAngVelInBodyFrame(const Vec3P &q, const Vec3P &qdot)
Inverse of the above routine. 
Definition: Rotation.h:936
 
Rotation_(BodyOrSpaceType bodyOrSpace, RealP angle1, const CoordinateAxis &axis1, RealP angle2, const CoordinateAxis &axis2, RealP angle3, const CoordinateAxis &axis3)
Constructor for three-angle Body-fixed or Space-fixed rotation sequences (angles are in radians)...
Definition: Rotation.h:249
 
This is the top-level SimTK namespace into which all SimTK names are placed to avoid collision with o...
Definition: Assembler.h:37
 
Rotation_ & operator=(const Rotation_ &R)
Assignment operator. 
Definition: Rotation.h:146
 
Rotation_< double > dRotation
Definition: Rotation.h:51
 
static Vec3P convertAngVelDotToBodyFixed321DotDot(const Vec3P &q, const Vec3P &w_PB_B, const Vec3P &wdot_PB_B)
Caution: needs testing. 
Definition: Rotation.h:881
 
Rotation_ & setRotationFromOneAxis(const UnitVec3P &uvec, CoordinateAxis axis)
Calculate R_AB by knowing one of B's unit vectors expressed in A. 
 
SymMat33P reexpressSymMat33(const SymMat33P &S_BB) const
Perform an efficient transform of a symmetric matrix that must be re-expressed with a multiply from b...
 
Definition: CoordinateAxis.h:194
 
A CoordinateDirection is a CoordinateAxis plus a direction indicating the positive or negative direct...
Definition: CoordinateAxis.h:244
 
bool areAllRotationElementsSameToEpsilon(const Rotation_ &R, RealP epsilon) const
Returns true if each element of "this" Rotation is within epsilon of the corresponding element of "R"...
Definition: Rotation.h:1090
 
Definition: CoordinateAxis.h:197
 
Quaternion_< P > QuaternionP
Definition: Rotation.h:124
 
QuaternionP convertRotationToQuaternion() const
Converts rotation matrix to an equivalent quaternion in canonical form (meaning its scalar element is...
 
bool isSameRotationToWithinAngle(const Rotation_ &R, RealP okPointingAngleErrorRads) const
Return true if "this" Rotation is nearly identical to "R" within a specified pointing angle error...
 
Rotation_(const UnitVec3P &uvec, CoordinateAxis axis)
Calculate R_AB by knowing one of B's unit vectors expressed in A. 
Definition: Rotation.h:297
 
static Mat34P calcUnnormalizedNInvForQuaternion(const Vec4P &q)
Given a (possibly unnormalized) quaternion q, calculate the 3x4 matrix NInv (= N^-1) which maps quate...
Definition: Rotation.h:742
 
Rotation_ & setRotationFromAngleAboutY(RealP cosAngle, RealP sinAngle)
Set this Rotation_ object to a right-handed rotation by an angle about the Y-axis, where the cosine and sine of the angle are specified. 
Definition: Rotation.h:195
 
bool areAllRotationElementsSameToMachinePrecision(const Rotation_ &R) const
Returns true if each element of "this" Rotation is within machine precision of the corresponding elem...
Definition: Rotation.h:1095
 
Definition: CoordinateAxis.h:200
 
Definition: Rotation.h:42
 
CoordinateAxis getAxis() const
This is the coordinate axis XAxis, YAxis, or ZAxis contained in this CoordinateDirection. Use getDirection() to determine whether this is the positive or negative direction. 
Definition: CoordinateAxis.h:274
 
static Vec3P convertAngAccInParentToBodyXYZDotDot(const Vec2P &cosxy, const Vec2P &sinxy, RealP oocosy, const Vec3P &qdot, const Vec3P &b_PB)
Calculate second time derivative qdotdot of body-fixed XYZ Euler angles q given sines and cosines of ...
Definition: Rotation.h:1042
 
static Vec4P convertAngVelToQuaternionDot(const Vec4P &q, const Vec3P &w_PB_P)
Given a possibly unnormalized quaternion (0th element is the scalar) and the relative angular velocit...
Definition: Rotation.h:990
 
InverseRotation_< P > & updInvert()
Convert from Rotation_ to writable InverseRotation_ (no cost). 
Definition: Rotation.h:376
 
SymMat< 3, P > SymMat33P
Definition: Rotation.h:123
 
const RowType & operator[](int i) const
Same as row(i) but nicer to look at. 
Definition: Rotation.h:464
 
Rotation_ & setRotationFromAngleAboutUnitVector(RealP angle, const UnitVec3P &unitVector)
Set this Rotation_ object to a right-handed rotation of an angle (in radians) about an arbitrary unit...
 
InverseRotation_< P > & updTranspose()
Transpose. 
Definition: Rotation.h:369
 
bool isSameRotationToWithinAngleOfMachinePrecision(const Rotation_ &R) const
Return true if "this" Rotation is nearly identical to "R" within machine precision. 
Definition: Rotation.h:1074
 
Rotation_ & setRotationFromApproximateMat33(const Mat33P &m)
Set this Rotation_ object to an (hopefully nearby) orthogonal rotation matrix from a generic Mat33P...
 
Rotation_(RealP angle, const CoordinateAxis::YCoordinateAxis)
Constructor for right-handed rotation by an angle (in radians) about the Y-axis. 
Definition: Rotation.h:187
 
InverseRotation_< P > & operator~()
Transpose operator. 
Definition: Rotation.h:360
 
const CoordinateAxis::ZCoordinateAxis ZAxis
Constant representing the Z coordinate axis; will implicitly convert to the integer 2 when used in a ...
 
This class, along with its sister class CoordinateDirection, provides convenient manipulation of the ...
Definition: CoordinateAxis.h:53
 
Rotation_ & setRotationFromThreeAnglesThreeAxes(BodyOrSpaceType bodyOrSpace, RealP angle1, const CoordinateAxis &axis1, RealP angle2, const CoordinateAxis &axis2, RealP angle3, const CoordinateAxis &axis3)
Set this Rotation_ object to a three-angle Body-fixed or Space-fixed rotation sequences (angles are i...
 
const ColType & z() const
Access individual rows and columns of this InverseRotation; no cost or copying since suitably-cast re...
Definition: Rotation.h:1356
 
const BaseMat & asMat33() const
Conversion from InverseRotation_ to BaseMat. 
Definition: Rotation.h:1381
 
Rotation_ & setRotationFromAngleAboutAxis(RealP angle, const CoordinateAxis &axis)
Set this Rotation_ object to a right-handed rotation by an angle (in radians) about a coordinate axis...
Definition: Rotation.h:165
 
const ColType & col(int j) const
Return a reference to the jth column of this Rotation matrix as a UnitVec3. 
Definition: Rotation.h:468
 
P RealP
These are just local abbreviations. 
Definition: Rotation.h:113
 
static Mat43P calcUnnormalizedNDotForQuaternion(const Vec4P &qdot)
Given the time derivative qdot of a possibly unnormalized quaternion q, calculate the 4x3 matrix NDot...
Definition: Rotation.h:726
 
static Mat33P calcNInvForBodyXYZInParentFrame(const Vec3P &q)
Inverse of the above routine. 
Definition: Rotation.h:686
 
Vec4P convertQuaternionToAngleAxis() const
Returns [ a vx vy vz ] with (a,v) in canonical form, i.e., -180 < a <= 180 and |v|=1. 
 
Mat< 4, 3, P > Mat43P
Definition: Rotation.h:117
 
Declares and defines the UnitVec and UnitRow classes. 
 
const CoordinateAxis::YCoordinateAxis YAxis
Constant representing the Y coordinate axis; will implicitly convert to the integer 1 when used in a ...
 
UnitVec< P, BaseMat::RowSpacing > ColType
Note that the unit vectors representing the rows and columns of this matrix do not necessarily have u...
Definition: Rotation.h:1300
 
SymMat< 3, P > reexpressSymMat33(const SymMat< 3, P > &S_BB) const
Assuming this InverseRotation_ is R_AB, and given a symmetric dyadic matrix S_BB expressed in B...
 
const ColType & operator()(int j) const
Same as col(j) but nicer to look at. 
Definition: Rotation.h:471
 
Rotation_ & setRotationToIdentityMatrix()
Construct identity Rotation_. 
Definition: Rotation.h:156
 
InverseRotation_()
You should not ever construct one of these as they should only occur as expression intermediates resu...
Definition: Rotation.h:1308
 
Rotation_< Real > Rotation
Definition: Rotation.h:47
 
const Rotation_< P > & invert() const
We can invert an InverseRotation just by recasting it to a Rotation at zero cost. ...
Definition: Rotation.h:1328
 
static Mat33P calcNForBodyXYZInParentFrame(const Vec3P &q)
Given Euler angles q forming a body-fixed X-Y-Z (123) sequence return the block N_P of the system N m...
Definition: Rotation.h:545
 
Vec< 2, P > Vec2P
Definition: Rotation.h:119
 
int getDirection() const
Returns 1 or -1 to indicate the direction along the coordinate axis returned by getAxis(). 
Definition: CoordinateAxis.h:277
 
static Vec3P multiplyByBodyXYZ_NInv_P(const Vec2P &cosxy, const Vec2P &sinxy, const Vec3P &qdot)
Fastest way to form the product w_PB=NInv_P*qdot. 
Definition: Rotation.h:426
 
This is a fixed-length column vector designed for no-overhead inline computation. ...
Definition: SimTKcommon/include/SimTKcommon/internal/common.h:618
 
void setRotationToBodyFixedXY(const Vec2P &v)
Set this Rotation_ to represent a rotation characterized by subsequent rotations of: +v[0] about the ...
Definition: Rotation.h:327
 
ScalarNormSq normSqr() const
Definition: Vec.h:608
 
InverseRotation_ & operator=(const InverseRotation_ &R)
An explicit implementation of the default copy assignment operator. 
Definition: Rotation.h:1313
 
Vec2P convertRotationToBodyFixedXY() const
A convenient special case of convertTwoAxesRotationToTwoAngles(). 
Definition: Rotation.h:840
 
const ColType & y() const
Return col(1) of this Rotation matrix as a UnitVec3. 
Definition: Rotation.h:476
 
Matrix_< E > operator*(const MatrixBase< E > &l, const typename CNT< E >::StdNumber &r)
Definition: BigMatrix.h:605
 
Mat< 3, 4, P > Mat34P
Definition: Rotation.h:118
 
const ColType & x() const
Return col(0) of this Rotation matrix as a UnitVec3. 
Definition: Rotation.h:474
 
Rotation_ & setRotationToNaN()
Construct Rotation_ filled with NaNs. 
Definition: Rotation.h:152
 
Definition: Rotation.h:42
 
bool isYAxis() const
Return true if this is the Y axis. 
Definition: CoordinateAxis.h:93
 
Inertia_< P > operator*(const Inertia_< P > &i, const P &r)
Multiply an inertia matrix by a scalar. 
Definition: MassProperties.h:584
 
const InverseRotation_< P > & operator~() const
Transpose operator. 
Definition: Rotation.h:357
 
BaseMat toMat33() const
Conversion from InverseRotation_ to BaseMat. 
Definition: Rotation.h:1382
 
const Rotation_< P > & operator~() const
Transpose, and transpose operators (override BaseMat versions of transpose). 
Definition: Rotation.h:1337
 
Mat< 3, 3, P >::TransposeType BaseMat
This is the type of the underlying 3x3 matrix; note that it will have unusual row and column spacing ...
Definition: Rotation.h:1294
 
Rotation_ & setRotationColFromUnitVecTrustMe(int colj, const UnitVec3P &uvecj)
(Advanced) Set the Rotation_ matrix directly - but you had better know what you are doing! ...
Definition: Rotation.h:286
 
const ColType & x() const
Access individual rows and columns of this InverseRotation; no cost or copying since suitably-cast re...
Definition: Rotation.h:1354
 
Mat< 2, 2, P > Mat22P
Definition: Rotation.h:114
 
Rotation_(BodyOrSpaceType bodyOrSpace, RealP angle1, const CoordinateAxis &axis1, RealP angle2, const CoordinateAxis &axis2)
Constructor for two-angle, two-axes, Body-fixed or Space-fixed rotation sequences (angles are in radi...
Definition: Rotation.h:236
 
static Vec4P convertAngVelDotToQuaternionDotDot(const Vec4P &q, const Vec3P &w_PB, const Vec3P &b_PB)
We want to differentiate qdot=N(q)*w to get qdotdot=N*b+NDot*w where b is angular acceleration wdot...
Definition: Rotation.h:1007
 
const BaseVec & asVec3() const
Return a reference to the underlying Vec3 (no copying here). 
Definition: UnitVec.h:117
 
Mat33P toMat33() const
Conversion from Rotation to its base class Mat33. 
Definition: Rotation.h:761
 
static Vec3P multiplyByBodyXYZ_N_P(const Vec2P &cosxy, const Vec2P &sinxy, RealP oocosy, const Vec3P &w_PB)
This is the fastest way to form the product qdot=N_P*w_PB for a body-fixed XYZ sequence where angular...
Definition: Rotation.h:395
 
Rotation_ & setRotationFromTwoAnglesTwoAxes(BodyOrSpaceType bodyOrSpace, RealP angle1, const CoordinateAxis &axis1, RealP angle2, const CoordinateAxis &axis2)
Set this Rotation_ object to a two-angle, two-axes, Body-fixed or Space-fixed rotation sequences (ang...
 
Rotation_(RealP angle, const UnitVec3P &unitVector)
Constructor for right-handed rotation by an angle (in radians) about an arbitrary unit vector...
Definition: Rotation.h:217
 
Rotation_ & setRotationFromAngleAboutNonUnitVector(RealP angle, const Vec3P &nonUnitVector)
Set this Rotation_ object to a right-handed rotation of an angle (in radians) about an arbitrary vect...
Definition: Rotation.h:231
 
const RowType & operator[](int i) const
Access individual rows and columns of this InverseRotation; no cost or copying since suitably-cast re...
Definition: Rotation.h:1350
 
static Mat33P calcNDotForBodyXYZInBodyFrame(const Vec3P &q, const Vec3P &qdot)
Given Euler angles forming a body-fixed X-Y-Z (123) sequence q, and their time derivatives qdot...
Definition: Rotation.h:580
 
const ColType & z() const
Return col(2) of this Rotation matrix as a UnitVec3. 
Definition: Rotation.h:478
 
RealP convertOneAxisRotationToOneAngle(const CoordinateAxis &axis1) const
Converts rotation matrix to a single orientation angle. 
 
This file is the user-includeable header to be included in user programs to provide fixed-length Vec ...
 
Rotation_ & setRotationFromAngleAboutX(RealP cosAngle, RealP sinAngle)
Set this Rotation_ object to a right-handed rotation by an angle about the X-axis, where the cosine and sine of the angle are specified. 
Definition: Rotation.h:180
 
void setToNaN()
Definition: Mat.h:904
 
Rotation_(const Mat33P &m, bool)
(Advanced) Construct a Rotation_ directly from a Mat33P (we trust that m is a valid Rotation_!) Thing...
Definition: Rotation.h:279
 
Mat< 3, 2, P > Mat32P
Definition: Rotation.h:115
 
Rotation_(const UnitVec3P &uveci, const CoordinateAxis &axisi, const Vec3P &vecjApprox, const CoordinateAxis &axisjApprox)
Calculate R_AB by knowing one of B's unit vectors u1 (could be Bx, By, or Bz) expressed in A and a ve...
Definition: Rotation.h:310
 
Rotation_(RealP angle, const CoordinateAxis::XCoordinateAxis)
Constructor for right-handed rotation by an angle (in radians) about the X-axis. 
Definition: Rotation.h:172
 
const ColType & y() const
Access individual rows and columns of this InverseRotation; no cost or copying since suitably-cast re...
Definition: Rotation.h:1355
 
Vec3P convertThreeAxesRotationToThreeAngles(BodyOrSpaceType bodyOrSpace, const CoordinateAxis &axis1, const CoordinateAxis &axis2, const CoordinateAxis &axis3) const
Converts rotation matrix to three orientation angles. 
 
static Vec3P convertQuaternionDotToAngVel(const Vec4P &q, const Vec4P &qdot)
Inverse of the above routine. 
Definition: Rotation.h:996
 
RowVectorBase< typename CNT< ELEM >::TAbs > abs(const RowVectorBase< ELEM > &v)
Definition: VectorMath.h:120
 
BodyOrSpaceType
Definition: Rotation.h:42
 
Rotation_< P > & updTranspose()
Transpose, and transpose operators (override BaseMat versions of transpose). 
Definition: Rotation.h:1338
 
const BaseRow & asRow3() const
Return a const reference to the Row3 underlying this UnitRow. 
Definition: UnitVec.h:256
 
Rotation_()
Default constructor. 
Definition: Rotation.h:137
 
const RowType & row(int i) const
Return a reference to the ith row of this Rotation matrix as a UnitRow3. 
Definition: Rotation.h:461
 
Rotation_ & setRotationFromUnitVecsTrustMe(const UnitVec3P &colA, const UnitVec3P &colB, const UnitVec3P &colC)
(Advanced) Set the Rotation_ matrix directly - but you had better know what you are doing! ...
Definition: Rotation.h:291
 
Rotation_ & setRotationFromAngleAboutX(RealP angle)
Set this Rotation_ object to a right-handed rotation by an angle (in radians) about the X-axis...
Definition: Rotation.h:176
 
UnitRow< P, Mat33P::ColSpacing > RowType
This is the type of a row of this Rotation matrix. 
Definition: Rotation.h:131
 
Rotation_(RealP angle, const CoordinateAxis &axis)
Constructor for right-handed rotation by an angle (in radians) about a coordinate axis...
Definition: Rotation.h:161
 
UnitVec< P, Mat33P::RowSpacing > ColType
This is the type of a column of this Rotation matrix. 
Definition: Rotation.h:128
 
Mat & operator=(const Mat &src)
Copy assignment copies only the elements that are present and does not touch any unused memory space ...
Definition: Mat.h:306
 
InverseRotation_< float > fInverseRotation
Definition: Rotation.h:54
 
InverseRotation_(const InverseRotation_ &R)
An explicit implementation of the default copy constructor. 
Definition: Rotation.h:1311
 
bool isXAxis() const
Return true if this is the X axis. 
Definition: CoordinateAxis.h:91
 
static Mat43P calcUnnormalizedNForQuaternion(const Vec4P &q)
Given a possibly unnormalized quaternion q, calculate the 4x3 matrix N which maps angular velocity w ...
Definition: Rotation.h:712
 
RealP getMaxAbsDifferenceInRotationElements(const Rotation_ &R) const
Returns maximum absolute difference between elements in "this" Rotation and elements in "R"...
Definition: Rotation.h:1079
 
Rotation_ & setRotationFromMat33TrustMe(const Mat33P &m)
(Advanced) Set the Rotation_ matrix directly - but you had better know what you are doing! ...
Definition: Rotation.h:282
 
static Vec3P multiplyByBodyXYZ_NT_P(const Vec2P &cosxy, const Vec2P &sinxy, RealP oocosy, const Vec3P &q)
This is the fastest way to form the product v_P=~N_P*q=~(~q*N_P); see the untransposed method multipl...
Definition: Rotation.h:411
 
static Mat33P calcNForBodyXYZInBodyFrame(const Vec3P &q)
Given Euler angles q forming a body-fixed X-Y-Z sequence return the block N_B of the system N matrix ...
Definition: Rotation.h:511
 
static Vec3P convertBodyFixed321DotToAngVel(const Vec3P &q, const Vec3P &qd)
Inverse of convertAngVelToBodyFixed321Dot. 
Definition: Rotation.h:865
 
Rotation_ & operator*=(const Rotation_< P > &R)
In-place composition of Rotation matrices. 
Definition: Rotation.h:1422
 
Rotation_ & setRotationFromTwoAxes(const UnitVec3P &uveci, const CoordinateAxis &axisi, const Vec3P &vecjApprox, const CoordinateAxis &axisjApprox)
Calculate R_AB by knowing one of B's unit vectors u1 (could be Bx, By, or Bz) expressed in A and a ve...
 
static Vec3P convertAngVelInParentToBodyXYZDot(const Vec2P &cosxy, const Vec2P &sinxy, RealP oocosy, const Vec3P &w_PB)
Calculate first time derivative qdot of body-fixed XYZ Euler angles q given sines and cosines of the ...
Definition: Rotation.h:1022
 
Rotation_< float > fRotation
Definition: Rotation.h:50
 
Mat< 3, 3, P > Mat33P
Definition: Rotation.h:116
 
const ColType & operator()(int j) const
Access individual rows and columns of this InverseRotation; no cost or copying since suitably-cast re...
Definition: Rotation.h:1353
 
A Quaternion is a Vec4 with the following behavior: 
Definition: Quaternion.h:41
 
Rotation_(RealP angle, const CoordinateAxis::ZCoordinateAxis)
Constructor for right-handed rotation by an angle (in radians) about the Z-axis. 
Definition: Rotation.h:202
 
const Mat33P & asMat33() const
Conversion from Rotation to its base class Mat33. 
Definition: Rotation.h:757
 
Rotation_ & setRotationFromAngleAboutZ(RealP angle)
Set this Rotation_ object to a right-handed rotation by an angle (in radians) about the Z-axis...
Definition: Rotation.h:206
 
static Mat33P calcNForBodyXYZInBodyFrame(const Vec3P &cq, const Vec3P &sq)
This faster version of calcNForBodyXYZInBodyFrame() assumes you have already calculated the cosine an...
Definition: Rotation.h:524
 
UnitRow< P, BaseMat::ColSpacing > RowType
This is the type of a row of this InverseRotation. 
Definition: Rotation.h:1302
 
static Vec3P convertAngVelToBodyFixed321Dot(const Vec3P &q, const Vec3P &w_PB_B)
Given Euler angles forming a body-fixed 3-2-1 sequence, and the relative angular velocity vector of B...
Definition: Rotation.h:851
 
Vec2P convertTwoAxesRotationToTwoAngles(BodyOrSpaceType bodyOrSpace, const CoordinateAxis &axis1, const CoordinateAxis &axis2) const
Converts rotation matrix to two orientation angles. 
 
const RowType & row(int i) const
Access individual rows and columns of this InverseRotation; no cost or copying since suitably-cast re...
Definition: Rotation.h:1348
 
void setRotationToBodyFixedXYZ(const Vec3P &c, const Vec3P &s)
Given cosines and sines (in that order) of three angles, set this Rotation matrix to the body-fixed 1...
Definition: Rotation.h:342
 
Vec4P convertRotationToAngleAxis() const
Converts rotation matrix to an equivalent angle-axis representation in canonicalized form...
Definition: Rotation.h:836
 
Rotation_< P > & operator~()
Transpose, and transpose operators (override BaseMat versions of transpose). 
Definition: Rotation.h:1339
 
Rotation_(const Mat33P &m)
Constructs an (hopefully nearby) orthogonal rotation matrix from a generic Mat33P. 
Definition: Rotation.h:271
 
const ColType & getAxisUnitVec(CoordinateAxis axis) const
Given a CoordinateAxis (XAxis,YAxis, or ZAxis) return a reference to the corresponding column of this...
Definition: Rotation.h:484
 
This class represents a small matrix whose size is known at compile time, containing elements of any ...
Definition: SimTKcommon/include/SimTKcommon/internal/common.h:620
 
This type is used for the transpose of UnitVec, and as the returned row type of a Rotation...
Definition: UnitVec.h:41
 
void setRotationToBodyFixedXYZ(const Vec3P &v)
Set this Rotation_ to represent a rotation characterized by subsequent rotations of: +v[0] about the ...
Definition: Rotation.h:336
 
Rotation_(const QuaternionP &q)
Constructor for creating a rotation matrix from a quaternion. 
Definition: Rotation.h:264
 
Rotation_ & operator/=(const Rotation_< P > &R)
In-place composition of Rotation matrices. 
Definition: Rotation.h:1425
 
static Mat33P calcNForBodyXYZInParentFrame(const Vec3P &cq, const Vec3P &sq)
This faster version of calcNForBodyXYZInParentFrame() assumes you have already calculated the cosine ...
Definition: Rotation.h:559
 
UnitVec< P, 1 > UnitVec3P
Definition: Rotation.h:122
 
const UnitVec< P, 1 > getAxisUnitVec(CoordinateDirection dir) const
Given a CoordinateDirection (+/-XAxis, etc.) return a unit vector in that direction. 
Definition: Rotation.h:1371
 
const ColType & col(int j) const
Access individual rows and columns of this InverseRotation; no cost or copying since suitably-cast re...
Definition: Rotation.h:1351
 
Rotation_ & setRotationFromAngleAboutY(RealP angle)
Set this Rotation_ object to a right-handed rotation by an angle (in radians) about the Y-axis...
Definition: Rotation.h:191
 
static Vec3P convertAngVelInBodyFrameToBodyXYZDot(const Vec3P &q, const Vec3P &w_PB_B)
Given Euler angles forming a body-fixed X-Y-Z (123) sequence, and the relative angular velocity vecto...
Definition: Rotation.h:913
 
Rotation_< P > & updInvert()
We can invert an InverseRotation just by recasting it to a Rotation at zero cost. ...
Definition: Rotation.h:1330
 
const InverseRotation_< P > & invert() const
Convert from Rotation_ to InverseRotation_ (no cost). 
Definition: Rotation.h:373
 
Vec3P convertRotationToBodyFixedXYZ() const
A convenient special case of convertThreeAxesRotationToThreeAngles(). 
Definition: Rotation.h:843
 
static Mat33P calcNInvForBodyXYZInBodyFrame(const Vec3P &q)
Inverse of routine calcNForBodyXYZInBodyFrame(). 
Definition: Rotation.h:657
 
const CoordinateAxis::XCoordinateAxis XAxis
Constant representing the X coordinate axis; will implicitly convert to the integer 0 when used in a ...