/** * Converts {@link georegression.struct.so.Rodrigues_F32} into a unit {@link * georegression.struct.so.Quaternion_F32}. * * @param rodrigues The angle of rotation around the rotation axis. * @param quat Storage for quaternion coordinate. If null a new quaternion is created. Modified. * @return unit quaternion coordinate. */ public static Quaternion_F32 rodriguesToQuaternion(Rodrigues_F32 rodrigues, Quaternion_F32 quat) { if (quat == null) quat = new Quaternion_F32(); quat.w = (float) Math.cos(rodrigues.theta / 2.0f); float s = (float) Math.sin(rodrigues.theta / 2.0f); quat.x = rodrigues.unitAxisRotation.x * s; quat.y = rodrigues.unitAxisRotation.y * s; quat.z = rodrigues.unitAxisRotation.z * s; return quat; }
public static Quaternion_F32 eulerToQuaternion( EulerType type, float rotA, float rotB, float rotC, Quaternion_F32 q) { if (q == null) q = new Quaternion_F32(); float ca = (float) Math.cos(rotA * 0.5f); float sa = (float) Math.sin(rotA * 0.5f); float cb = (float) Math.cos(rotB * 0.5f); float sb = (float) Math.sin(rotB * 0.5f); float cc = (float) Math.cos(rotC * 0.5f); float sc = (float) Math.sin(rotC * 0.5f); float w = 0, x = 0, y = 0, z = 0; switch (type) { case ZYX: w = ca * cb * cc - sa * sb * sc; x = cc * sa * sb + ca * cb * sc; y = ca * cc * sb - cb * sa * sc; z = cb * cc * sa + ca * sb * sc; break; case ZYZ: w = ca * cb * cc - cb * sa * sc; x = cc * sa * sb - ca * sb * sc; y = ca * cc * sb + sa * sb * sc; z = cb * cc * sa + ca * cb * sc; break; case ZXY: w = ca * cb * cc + sa * sb * sc; x = ca * cc * sb + cb * sa * sc; y = -cc * sa * sb + ca * cb * sc; z = cb * cc * sa - ca * sb * sc; break; case ZXZ: w = ca * cb * cc - cb * sa * sc; x = ca * cc * sb + sa * sb * sc; y = -cc * sa * sb + ca * sb * sc; z = cb * cc * sa + ca * cb * sc; break; case YXZ: w = ca * cb * cc - sa * sb * sc; x = ca * cc * sb - cb * sa * sc; y = cb * cc * sa + ca * sb * sc; z = cc * sa * sb + ca * cb * sc; break; case YXY: w = ca * cb * cc - cb * sa * sc; x = ca * cc * sb + sa * sb * sc; y = cb * cc * sa + ca * cb * sc; z = cc * sa * sb - ca * sb * sc; break; case YZX: w = ca * cb * cc + sa * sb * sc; x = -cc * sa * sb + ca * cb * sc; y = cb * cc * sa - ca * sb * sc; z = ca * cc * sb + cb * sa * sc; break; case YZY: w = ca * cb * cc - cb * sa * sc; x = -cc * sa * sb + ca * sb * sc; y = cb * cc * sa + ca * cb * sc; z = ca * cc * sb + sa * sb * sc; break; case XYZ: w = ca * cb * cc + sa * sb * sc; x = cb * cc * sa - ca * sb * sc; y = ca * cc * sb + cb * sa * sc; z = -cc * sa * sb + ca * cb * sc; break; case XYX: w = ca * cb * cc - cb * sa * sc; x = cb * cc * sa + ca * cb * sc; y = ca * cc * sb + sa * sb * sc; z = -cc * sa * sb + ca * sb * sc; break; case XZY: w = ca * cb * cc - sa * sb * sc; x = cb * cc * sa + ca * sb * sc; y = cc * sa * sb + ca * cb * sc; z = ca * cc * sb - cb * sa * sc; break; case XZX: w = ca * cb * cc - cb * sa * sc; x = cb * cc * sa + ca * cb * sc; y = cc * sa * sb - ca * sb * sc; z = ca * cc * sb + sa * sb * sc; break; } q.set(w, x, y, z); return q; }
/** * Extracts quaternions from the provided rotation matrix. * * @param R (Input) rotation matrix * @param quat (Output) Optional storage for quaternion. If null a new class will be used. * @return unit quaternion representation of the rotation matrix. */ public static Quaternion_F32 matrixToQuaternion(DenseMatrix64F R, Quaternion_F32 quat) { if (quat == null) quat = new Quaternion_F32(); // algorithm from: // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ // // Designed to minimize numerical error by not dividing by very small numbers float m00 = (float) R.unsafe_get(0, 0); float m01 = (float) R.unsafe_get(0, 1); float m02 = (float) R.unsafe_get(0, 2); float m10 = (float) R.unsafe_get(1, 0); float m11 = (float) R.unsafe_get(1, 1); float m12 = (float) R.unsafe_get(1, 2); float m20 = (float) R.unsafe_get(2, 0); float m21 = (float) R.unsafe_get(2, 1); float m22 = (float) R.unsafe_get(2, 2); float trace = m00 + m11 + m22; if (trace > 0) { float S = (float) Math.sqrt(trace + 1.0f) * 2; // S=4*qw quat.w = 0.25f * S; quat.x = (m21 - m12) / S; quat.y = (m02 - m20) / S; quat.z = (m10 - m01) / S; } else if ((m00 > m11) & (m00 > m22)) { float S = (float) Math.sqrt(1.0f + m00 - m11 - m22) * 2; // S=4*qx quat.w = (m21 - m12) / S; quat.x = 0.25f * S; quat.y = (m01 + m10) / S; quat.z = (m02 + m20) / S; } else if (m11 > m22) { float S = (float) Math.sqrt(1.0f + m11 - m00 - m22) * 2; // S=4*qy quat.w = (m02 - m20) / S; quat.x = (m01 + m10) / S; quat.y = 0.25f * S; quat.z = (m12 + m21) / S; } else { float S = (float) Math.sqrt(1.0f + m22 - m00 - m11) * 2; // S=4*qz quat.w = (m10 - m01) / S; quat.x = (m02 + m20) / S; quat.y = (m12 + m21) / S; quat.z = 0.25f * S; } return quat; }