// This file is part of Eigen, a lightweight C++ template library // for linear algebra. // // Copyright (C) 2015 Tal Hadad <tal_hd@hotmail.com> // // 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/.
namespace Eigen
{ /** \class EulerAngles * * \ingroup EulerAngles_Module * * \brief Represents a rotation in a 3 dimensional space as three Euler angles. * * Euler rotation is a set of three rotation of three angles over three fixed axes, defined by the EulerSystem given as a template parameter. * * Here is how intrinsic Euler angles works: * - first, rotate the axes system over the alpha axis in angle alpha * - then, rotate the axes system over the beta axis(which was rotated in the first stage) in angle beta * - then, rotate the axes system over the gamma axis(which was rotated in the two stages above) in angle gamma * * \note This class support only intrinsic Euler angles for simplicity, * see EulerSystem how to easily overcome this for extrinsic systems. * * ### Rotation representation and conversions ### * * It has been proved(see Wikipedia link below) that every rotation can be represented * by Euler angles, but there is no single representation (e.g. unlike rotation matrices). * Therefore, you can convert from Eigen rotation and to them * (including rotation matrices, which is not called "rotations" by Eigen design). * * Euler angles usually used for: * - convenient human representation of rotation, especially in interactive GUI. * - gimbal systems and robotics * - efficient encoding(i.e. 3 floats only) of rotation for network protocols. * * However, Euler angles are slow comparing to quaternion or matrices, * because their unnatural math definition, although it's simple for human. * To overcome this, this class provide easy movement from the math friendly representation * to the human friendly representation, and vise-versa. * * All the user need to do is a safe simple C++ type conversion, * and this class take care for the math. * Additionally, some axes related computation is done in compile time. * * #### Euler angles ranges in conversions #### * Rotations representation as EulerAngles are not single (unlike matrices), * and even have infinite EulerAngles representations.<BR> * For example, add or subtract 2*PI from either angle of EulerAngles * and you'll get the same rotation. * This is the general reason for infinite representation, * but it's not the only general reason for not having a single representation. * * When converting rotation to EulerAngles, this class convert it to specific ranges * When converting some rotation to EulerAngles, the rules for ranges are as follow: * - If the rotation we converting from is an EulerAngles * (even when it represented as RotationBase explicitly), angles ranges are __undefined__. * - otherwise, alpha and gamma angles will be in the range [-PI, PI].<BR> * As for Beta angle: * - If the system is Tait-Bryan, the beta angle will be in the range [-PI/2, PI/2]. * - otherwise: * - If the beta axis is positive, the beta angle will be in the range [0, PI] * - If the beta axis is negative, the beta angle will be in the range [-PI, 0] * * \sa EulerAngles(const MatrixBase<Derived>&) * \sa EulerAngles(const RotationBase<Derived, 3>&) * * ### Convenient user typedefs ### * * Convenient typedefs for EulerAngles exist for float and double scalar, * in a form of EulerAngles{A}{B}{C}{scalar}, * e.g. \ref EulerAnglesXYZd, \ref EulerAnglesZYZf. * * Only for positive axes{+x,+y,+z} Euler systems are have convenient typedef. * If you need negative axes{-x,-y,-z}, it is recommended to create you own typedef with * a word that represent what you need. * * ### Example ### * * \include EulerAngles.cpp * Output: \verbinclude EulerAngles.out * * ### Additional reading ### * * If you're want to get more idea about how Euler system work in Eigen see EulerSystem. * * More information about Euler angles: https://en.wikipedia.org/wiki/Euler_angles * * \tparam _Scalar the scalar type, i.e. the type of the angles. * * \tparam _System the EulerSystem to use, which represents the axes of rotation.
*/ template <typename _Scalar, class _System> class EulerAngles : public RotationBase<EulerAngles<_Scalar, _System>, 3>
{ public: typedef RotationBase<EulerAngles<_Scalar, _System>, 3> Base;
/** the scalar type of the angles */ typedef _Scalar Scalar; typedeftypename NumTraits<Scalar>::Real RealScalar;
/** the EulerSystem to use, which represents the axes of rotation. */ typedef _System System;
typedef Matrix<Scalar,3,3> Matrix3; /*!< the equivalent rotation matrix type */ typedef Matrix<Scalar,3,1> Vector3; /*!< the equivalent 3 dimension vector type */ typedef Quaternion<Scalar> QuaternionType; /*!< the equivalent quaternion type */ typedef AngleAxis<Scalar> AngleAxisType; /*!< the equivalent angle-axis type */
/** \returns the axis vector of the first (alpha) rotation */ static Vector3 AlphaAxisVector() { const Vector3& u = Vector3::Unit(System::AlphaAxisAbs - 1); return System::IsAlphaOpposite ? -u : u;
}
/** \returns the axis vector of the second (beta) rotation */ static Vector3 BetaAxisVector() { const Vector3& u = Vector3::Unit(System::BetaAxisAbs - 1); return System::IsBetaOpposite ? -u : u;
}
/** \returns the axis vector of the third (gamma) rotation */ static Vector3 GammaAxisVector() { const Vector3& u = Vector3::Unit(System::GammaAxisAbs - 1); return System::IsGammaOpposite ? -u : u;
}
// TODO: Test this constructor /** Constructs and initialize an EulerAngles from the array data {alpha, beta, gamma} */ explicit EulerAngles(const Scalar* data) : m_angles(data) {}
/** Constructs and initializes an EulerAngles from either: * - a 3x3 rotation matrix expression(i.e. pure orthogonal matrix with determinant of +1), * - a 3D vector expression representing Euler angles. * * \note If \p other is a 3x3 rotation matrix, the angles range rules will be as follow:<BR> * Alpha and gamma angles will be in the range [-PI, PI].<BR> * As for Beta angle: * - If the system is Tait-Bryan, the beta angle will be in the range [-PI/2, PI/2]. * - otherwise: * - If the beta axis is positive, the beta angle will be in the range [0, PI] * - If the beta axis is negative, the beta angle will be in the range [-PI, 0]
*/ template<typename Derived> explicit EulerAngles(const MatrixBase<Derived>& other) { *this = other; }
/** Constructs and initialize Euler angles from a rotation \p rot. * * \note If \p rot is an EulerAngles (even when it represented as RotationBase explicitly), * angles ranges are __undefined__. * Otherwise, alpha and gamma angles will be in the range [-PI, PI].<BR> * As for Beta angle: * - If the system is Tait-Bryan, the beta angle will be in the range [-PI/2, PI/2]. * - otherwise: * - If the beta axis is positive, the beta angle will be in the range [0, PI] * - If the beta axis is negative, the beta angle will be in the range [-PI, 0]
*/ template<typename Derived>
EulerAngles(const RotationBase<Derived, 3>& rot) { System::CalcEulerAngles(*this, rot.toRotationMatrix()); }
/*EulerAngles(const QuaternionType& q) { // TODO: Implement it in a faster way for quaternions // According to http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/ // we can compute only the needed matrix cells and then convert to euler angles. (see ZYX example below) // Currently we compute all matrix cells from quaternion.
// Special case only for ZYX //Scalar y2 = q.y() * q.y(); //m_angles[0] = std::atan2(2*(q.w()*q.z() + q.x()*q.y()), (1 - 2*(y2 + q.z()*q.z()))); //m_angles[1] = std::asin( 2*(q.w()*q.y() - q.z()*q.x())); //m_angles[2] = std::atan2(2*(q.w()*q.x() + q.y()*q.z()), (1 - 2*(q.x()*q.x() + y2)));
}*/
/** \returns The angle values stored in a vector (alpha, beta, gamma). */ const Vector3& angles() const { return m_angles; } /** \returns A read-write reference to the angle values stored in a vector (alpha, beta, gamma). */
Vector3& angles() { return m_angles; }
/** \returns The value of the first angle. */
Scalar alpha() const { return m_angles[0]; } /** \returns A read-write reference to the angle of the first angle. */
Scalar& alpha() { return m_angles[0]; }
/** \returns The value of the second angle. */
Scalar beta() const { return m_angles[1]; } /** \returns A read-write reference to the angle of the second angle. */
Scalar& beta() { return m_angles[1]; }
/** \returns The value of the third angle. */
Scalar gamma() const { return m_angles[2]; } /** \returns A read-write reference to the angle of the third angle. */
Scalar& gamma() { return m_angles[2]; }
/** \returns The Euler angles rotation inverse (which is as same as the negative), * (-alpha, -beta, -gamma).
*/
EulerAngles inverse() const
{
EulerAngles res;
res.m_angles = -m_angles; return res;
}
/** \returns The Euler angles rotation negative (which is as same as the inverse), * (-alpha, -beta, -gamma).
*/
EulerAngles operator -() const
{ return inverse();
}
/** Set \c *this from either: * - a 3x3 rotation matrix expression(i.e. pure orthogonal matrix with determinant of +1), * - a 3D vector expression representing Euler angles. * * See EulerAngles(const MatrixBase<Derived, 3>&) for more information about * angles ranges output.
*/ template<class Derived>
EulerAngles& operator=(const MatrixBase<Derived>& other)
{
EIGEN_STATIC_ASSERT((internal::is_same<Scalar, typename Derived::Scalar>::value),
YOU_MIXED_DIFFERENT_NUMERIC_TYPES__YOU_NEED_TO_USE_THE_CAST_METHOD_OF_MATRIXBASE_TO_CAST_NUMERIC_TYPES_EXPLICITLY)
// TODO: Assign and construct from another EulerAngles (with different system)
/** Set \c *this from a rotation. * * See EulerAngles(const RotationBase<Derived, 3>&) for more information about * angles ranges output.
*/ template<typename Derived>
EulerAngles& operator=(const RotationBase<Derived, 3>& rot) {
System::CalcEulerAngles(*this, rot.toRotationMatrix()); return *this;
}
/** \returns \c true if \c *this is approximately equal to \a other, within the precision * determined by \a prec. *
* \sa MatrixBase::isApprox() */ bool isApprox(const EulerAngles& other, const RealScalar& prec = NumTraits<Scalar>::dummy_precision()) const
{ return angles().isApprox(other.angles(), prec); }
/** \returns an equivalent 3x3 rotation matrix. */
Matrix3 toRotationMatrix() const
{ // TODO: Calc it faster returnstatic_cast<QuaternionType>(*this).toRotationMatrix();
}
// set from a rotation matrix template<class System, class Other> struct eulerangles_assign_impl<System,Other,3,3>
{ typedeftypename Other::Scalar Scalar; staticvoid run(EulerAngles<Scalar, System>& e, const Other& m)
{
System::CalcEulerAngles(e, m);
}
};
// set from a vector of Euler angles template<class System, class Other> struct eulerangles_assign_impl<System,Other,3,1>
{ typedeftypename Other::Scalar Scalar; staticvoid run(EulerAngles<Scalar, System>& e, const Other& vec)
{
e.angles() = vec;
}
};
}
}
#endif// EIGEN_EULERANGLESCLASS_H
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