aboutsummaryrefslogtreecommitdiffstats
path: root/meowpp/math/LinearTransformations.hpp
blob: fcb5b8adfc83cb8f9e661623d044cc0580c68482 (plain) (blame)
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
#include "LinearTransformations.h"


#include "utility.h"

#include <cstdlib>
#include <cmath>

namespace meow{
  template<class Scalar>
  inline void
  Rotation3D<Scalar>::calcMatrix(){
    Scalar sum(0.0);
    for(size_t i = 0; i < 3u; i++){
      sum = sum + squ(_theta(i, 0));
    }
    Scalar t(sqrt(double(sum)));
    std::vector<Scalar> u(3);
    for(size_t i = 0; i < 3u; i++){
      u[i] = _theta[i] / t;
    }
    Scalar cs(cos(double(t)));
    Scalar sn(sin(double(t)));
    
    _matrix.entry(0, 0, cs + squ(u[0]) * ((1 - cs)));
    _matrix.entry(1, 1, cs + squ(u[1]) * ((1 - cs)));
    _matrix.entry(2, 2, cs + squ(u[2]) * ((1 - cs)));
    _matrix.entry(0, 1, u[0] * u[1] * (1 - cs) - u[2] * sn);
    _matrix.entry(1, 0, u[1] * u[0] * (1 - cs) + u[2] * sn);
    _matrix.entry(0, 2, u[0] * u[2] * (1 - cs) + u[1] * sn);
    _matrix.entry(2, 0, u[2] * u[0] * (1 - cs) - u[1] * sn);
    _matrix.entry(1, 2, u[1] * u[2] * (1 - cs) - u[0] * sn);
    _matrix.entry(2, 1, u[2] * u[1] * (1 - cs) + u[0] * sn);
  }
  
  
  template<class Scalar>
  inline
  Rotation3D<Scalar>::Rotation3D():
  LinearTransformation(3u, 3u, 3u){
    _theta[0] = _theta[1] = _theta[2] = Scalar(0);
    _matrix.identitied();
  }
  
  
  template<class Scalar>
  inline void
  Rotation3D<Scalar>::axisTheta(Matrix<Scalar> const& __axis,
                                Scalar         const& __theta){
    Scalar sum(0.0);
    for(size_t i = 0; i < 3u; i++)
      sum = sum + squ(__axis(i, 0));
    Scalar t(sqrt(double(sum)));
    for(size_t i = 0; i < 3u; i++)
      _theta[i] = __axis(i, 0) * __theta / t;
    calcMatrix();
  }
  
  
  template<class Scalar>
  inline Scalar
  Rotation3D<Scalar>::parameter(size_t __i) const{
    return _theta[__i];
  }
  
  
  template<class Scalar>
  inline Scalar
  Rotation3D<Scalar>::parameter(size_t __i, Scalar const& __s) const{
    _theta[__i] =  __s;
    calcMatrix();
    return _theta[__i];
  }
  
  
  template<class Scalar>
  inline Matrix<Scalar>
  Rotation3D<Scalar>::transformate(Matrix<Scalar> const& __x) const{
    return _matrix * __x;
  }
  
  
  template<class Scalar>
  inline Matrix<Scalar>
  Rotation3D<Scalar>::jacobian(Matrix<Scalar> const& __x) const{
    return _matrix;
  }
  
  
  template<class Scalar>
  inline Matrix<Scalar>
  Rotation3D<Scalar>::jacobian(Matrix<Scalar> const& __x,
                               size_t                __i) const{
    Matrix<Scalar> mid(3u, 3u, Scalar(0.0));
    if(__i == 0){
      mid.entry(1, 2, Scalar(-1.0));
      mid.entry(2, 1, Scalar( 1.0));
    }else if(__i == 1){
      mid.entry(0, 2, Scalar( 1.0));
      mid.entry(2, 0, Scalar(-1.0));
    }else{
      mid.entry(0, 1, Scalar(-1.0));
      mid.entry(1, 0, Scalar( 1.0));
    }
    return _matrix * mid * __x;
  }
  
  
  template<class Scalar>
  inline Matrix<Scalar>
  Rotation3D<Scalar>::invTransformate(Matrix<Scalar> const& __x) const{
    return _matrix.transpose() * __x;
  }
  
  
  template<class Scalar>
  inline Matrix<Scalar>
  Rotation3D<Scalar>::invJacobian(Matrix<Scalar> const& __x) const{
    return _matrix.transpose();
  }
  
  
  template<class Scalar>
  inline Matrix<Scalar>
  Rotation3D<Scalar>::invJacobian(Matrix<Scalar> const& __x,
                                  size_t                __i) const{
    Matrix<Scalar> mid(3u, 3u, Scalar(0.0));
    if(__i == 0){
      mid.entry(1, 2, Scalar(-1.0));
      mid.entry(2, 1, Scalar( 1.0));
    }else if(__i == 1){
      mid.entry(0, 2, Scalar( 1.0));
      mid.entry(2, 0, Scalar(-1.0));
    }else{
      mid.entry(0, 1, Scalar(-1.0));
      mid.entry(1, 0, Scalar( 1.0));
    }
    return _matrix.transpose() * mid.transpose() * __x;
  }
  
  
  template<class Scalar>
  inline Matrix<Scalar>
  Rotation3D<Scalar>::invMatrix() const{
    return _matrix.transpose();
  }
}