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1124 lines (861 loc) · 27.5 KB
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/*====================================================================
File: m3x3.cpp
Written by: Ned Phipps
Functions:
M3x3_MulMatrix
M3x3_MulVector
M3x3_LoadIdentity
M3x3_Transpose
M3x3_Copy
M3x3_RotateX
M3x3_RotateY
M3x3_RotateZ
M3x3_ExtractEulerAngles_ZYX
M3x3_ExtractEulerAngles_XYZ
M3x3_ExtractEulerAngles_YXZ
M3x3_ExtractEulerAngles_YZX
M3x3_ExtractEulerAngles_XZY
M3x3_ExtractEulerAngles_ZXY
M3x3_ExtractAndCorrectEulerAngles_ZYX
M3x3_ExtractAndCorrectEulerAngles_XYZ
M3x3_ExtractAndCorrectEulerAngles_YXZ
M3x3_ExtractAndCorrectEulerAngles_YZX
M3x3_ExtractAndCorrectEulerAngles_XZY
M3x3_ExtractAndCorrectEulerAngles_ZXY
M3x3_ExtractEulerAngles
M3x3_ExtractAndCorrectEulerAngles
M3x3_ConstructRotationMatrix
Comments:
1) 3x3 matrices are defined as double m[3][3] = m[rows][cols].
2) The output is always the last parameter.
3) Output matrices can be input matrices. That is:
M3x3_MulMatrix(m1, m2, product);
could be
M3x3_MulMatrix(m1, m2, m1);
This means: m1 = m1 * m2.
4) When using vectors:
M3x3_MulVector(m1, v, product)
This means: product = m1 * v
5) Rotation order should be interpreted as rotating
around axes that are attached to the object. If you
want to interpret rotation order as rotations around
fixed global axis, then read the order backwards.
A ZYX_ORDER matrix will rotate an object first around
its Z axis, then around its rotated Y axis, then around
its doubly rotated X axis. This is more understandable
if you pick up an object and try it.
A ZYX_ORDER matrix will rotate an object around fixed
global axis in XYZ order.
--------------------------------------------------------------------*/
#include <math.h>
#include <memory.h>
#include "cortex_intern.h"
#include "m3x3.h"
double IdentityMatrix[3][3] =
{
{1.0, 0.0, 0.0},
{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0}
};
void M3x3_MulMatrix(const double m1[3][3], const double m2[3][3], double product[3][3])
{
int i, j, k;
double temp[3][3];
for (i=0 ; i<3 ; i++)
{
for (j=0 ; j<3 ; j++)
{
temp[i][j] = 0.0;
for (k=0 ; k<3 ; k++)
{
temp[i][j] += m1[i][k] * m2[k][j];
}
}
}
memcpy(product, temp, 3*3*sizeof(double));
}
void M3x3_MulVector(const double m[3][3], const double v[3], double product[3])
{
int i, j;
double temp[3];
for (i=0 ; i<3 ; i++)
{
temp[i] = 0.0;
for (j=0 ; j<3 ; j++)
{
temp[i] += m[i][j] * v[j];
}
}
memcpy(product, temp, 3*sizeof(double));
}
void M3x3_MulVector(const double v[3], const double m[3][3], double product[3])
{
int i, j;
double temp[3];
for (i=0 ; i<3 ; i++)
{
temp[i] = 0.0;
for (j=0 ; j<3 ; j++)
{
temp[i] += m[j][i] * v[j];
}
}
memcpy(product, temp, 3*sizeof(double));
}
void M3x3_LoadIdentity(double m[3][3])
{
memcpy(m, IdentityMatrix, 3*3*sizeof(double));
}
void M3x3_Transpose(double m[3][3])
{
int i, j;
double temp;
for (i=0 ; i<2 ; i++)
{
for (j=i+1 ; j<3 ; j++)
{
temp = m[i][j];
m[i][j] = m[j][i];
m[j][i] = temp;
}
}
}
void M3x3_Copy(double src[3][3], double dst[3][3])
{
memcpy(dst, src, 3*3*sizeof(double));
}
void M3x3_RotateX(double input[3][3], double degrees, double result[3][3])
{
double transformationmatrix[3][3];
double sinvalue, cosvalue, radians;
M3x3_LoadIdentity(transformationmatrix);
radians = degrees * (M_PI/180.0);
cosvalue = cos(radians);
sinvalue = sin(radians);
transformationmatrix[1][1] = cosvalue;
transformationmatrix[1][2] = -sinvalue;
transformationmatrix[2][1] = sinvalue;
transformationmatrix[2][2] = cosvalue;
M3x3_MulMatrix(transformationmatrix, input, result);
}
void M3x3_RotateY(double input[3][3], double degrees, double result[3][3])
{
double transformationmatrix[3][3];
double sinvalue, cosvalue, radians;
M3x3_LoadIdentity(transformationmatrix);
radians = degrees * (M_PI/180.0);
cosvalue = cos(radians);
sinvalue = sin(radians);
transformationmatrix[0][0] = cosvalue;
transformationmatrix[0][2] = sinvalue;
transformationmatrix[2][0] = -sinvalue;
transformationmatrix[2][2] = cosvalue;
M3x3_MulMatrix(transformationmatrix, input, result);
}
void M3x3_RotateZ(double input[][3], double degrees, double result[3][3])
{
double transformationmatrix[3][3];
double sinvalue, cosvalue, radians;
M3x3_LoadIdentity(transformationmatrix);
radians = degrees * (M_PI/180.0);
cosvalue = cos(radians);
sinvalue = sin(radians);
transformationmatrix[0][0] = cosvalue;
transformationmatrix[0][1] = -sinvalue;
transformationmatrix[1][0] = sinvalue;
transformationmatrix[1][1] = cosvalue;
M3x3_MulMatrix(transformationmatrix, input, result);
}
void M3x3_ExtractEulerAngles_XYZ(
double matrix[3][3],
double angles[3])
{
double ax,ay,az;
double cosY;
/*
R[XYZ] = Rx * Ry * Rz
| 1 0 0 | | cy 0 sy | | cz -sz 0 |
= | 0 cx -sx| * | 0 1 0 | * | sz cz 0 |
| 0 sx cx| | -sy 0 cy | | 0 0 1 |
| cycz -cysz sy |
= | cxsz + sxsycz cxcz - sxsysz -sxcy |
| sxsz - cxsycz sxcz + cxsysz cxcy |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
cosY = sqrt(matrix[0][0]*matrix[0][0] + matrix[0][1]*matrix[0][1]);
ay = atan2(matrix[0][2], cosY);
if (cosY < 0.0001) // cos(ay) < 0.01
{
// Assume sy=+-1,cy=0,sz=0,cz=1.0 and decode the matrix accordingly
if (ay > 0)
ax = atan2( matrix[1][0], matrix[1][1]);
else
ax = atan2(-matrix[1][0], matrix[1][1]);
az = 0.0;
}
else
{
az = atan2(-matrix[0][1], matrix[0][0]);
ax = atan2(-matrix[1][2], matrix[2][2]);
}
angles[0] = ax * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = az * (180.0/M_PI);
}
void M3x3_ExtractEulerAngles_ZYX(
double matrix[3][3],
double angles[3])
{
double ax,ay,az;
double cosY;
/*
R[ZYX] = Rz * Ry * Rx
| cz -sz 0 | | cy 0 sy | | 1 0 0 |
= | sz cz 0 | * | 0 1 0 | * | 0 cx -sx|
| 0 0 1 | |-sy 0 cy | | 0 sx cx|
| cycz -cxsz + sxsycz sxsz + cxsycz |
= | cysz cxcz + sxsysz -sxcz + cxsysz |
| -sy sxcy cxcy |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
cosY = sqrt(matrix[0][0]*matrix[0][0] + matrix[1][0]*matrix[1][0]);
ay = atan2(-matrix[2][0], cosY);
if (cosY < 0.0001)
{
// Assume sy=+-1,cy=0,sz=0,cz=1.0 and decode the matrix accordingly
if (ay < 0)
ax = -atan2(matrix[0][1], matrix[1][1]);
else
ax = atan2(matrix[0][1], matrix[1][1]);
az = 0.0;
}
else
{
ax = atan2(matrix[2][1], matrix[2][2]);
az = atan2(matrix[1][0], matrix[0][0]);
}
angles[0] = ax * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = az * (180.0/M_PI);
}
void M3x3_ExtractEulerAngles_YXZ(
double matrix[3][3],
double angles[3])
{
double ax,ay,az;
double cosX;
/*
R[YXZ] = Ry * Rx * Rz
| cy 0 sy | | 1 0 0 | | cz -sz 0 |
= | 0 1 0 | * | 0 cx -sx | * | sz cz 0 |
|-sy 0 cy | | 0 sx cx | | 0 0 1 |
| cycz + sxsysz -cysz + sxsycz cxsy |
= | cxsz cxcz -sx |
|-sycz + sxsysz sysz + sxcycz cxcy |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
cosX = sqrt(matrix[1][0]*matrix[1][0] + matrix[1][1]*matrix[1][1]);
ax = atan2(-matrix[1][2], cosX);
if (cosX < 0.0001)
{
// Gimble lock: set first angle to zero.
// Assume sx=+-1,cx=0,sy=0,cy=1.0 and decode the matrix accordingly
az = -atan2(matrix[0][1], matrix[0][0]);
ay = 0.0;
}
else
{
az = atan2(matrix[1][0], matrix[1][1]);
ay = atan2(matrix[0][2], matrix[2][2]);
}
angles[0] = ax * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = az * (180.0/M_PI);
}
void M3x3_ExtractEulerAngles_YZX(
double matrix[3][3],
double angles[3])
{
double ax,ay,az;
double cosZ;
/*
R[YZX] = Ry * Rz * Rx
| cy 0 sy | | cz -sz 0 | | 1 0 0 |
= | 0 1 0 | * | sz cz 0 | * | 0 cx -sx |
|-sy 0 cy | | 0 0 1 | | 0 sx cx |
| cycz -cxcysz + sxsy sxcysz + cxsy |
= | sz cxcz -sxcz |
|-sycz cxsysz + sxcy -sxsysz + cxcy |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
cosZ = sqrt(matrix[0][0]*matrix[0][0] + matrix[2][0]*matrix[2][0]);
az = atan2(matrix[1][0], cosZ);
if (cosZ < 0.0001)
{
// Gimble lock: set first angle to zero.
// Assume sz=+-1,cz=0,sy=0,cy=1.0 and decode the matrix accordingly
ax = atan2(matrix[2][1], matrix[2][2]);
ay = 0.0;
}
else
{
ax = atan2(-matrix[1][2], matrix[1][1]);
ay = atan2(-matrix[2][0], matrix[0][0]);
}
angles[0] = ax * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = az * (180.0/M_PI);
}
void M3x3_ExtractEulerAngles_ZXY(
double matrix[3][3],
double angles[3])
{
double ax,ay,az;
double cosX;
/*
R[ZXY] = Rz * Rx * Ry
| cz -sz 0 | | 1 0 0 | | cy 0 sy |
= | sz cz 0 | * | 0 cx -sx | * | 0 1 0 |
| 0 0 1 | | 0 sx cx | |-sy 0 cy |
| cycz - sxsysz -cxsz sycz + sxcysz |
= | cysz + sxsycz cxcz sysz - sxcycz |
|-cxsy sx cxcy |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
cosX = sqrt(matrix[0][1]*matrix[0][1] + matrix[1][1]*matrix[1][1]);
ax = atan2(matrix[2][1], cosX);
if (cosX < 0.0001)
{
// Gimble lock: set first angle to zero.
// Assume sx=+-1,cx=0,sz=0,cz=1.0 and decode the matrix accordingly
ay = atan2(matrix[0][2], matrix[0][0]);
az = 0.0;
}
else
{
ay = atan2(-matrix[2][0], matrix[2][2]);
az = atan2(-matrix[0][1], matrix[1][1]);
}
angles[0] = ax * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = az * (180.0/M_PI);
}
void M3x3_ExtractEulerAngles_XZY(
double matrix[3][3],
double angles[3])
{
double ax,ay,az;
double cosZ;
/*
R[XZY] = Rx * Rz * Ry
| 1 0 0 | | cz -sz 0 | | cy 0 sy |
= | 0 cx -sx | * | sz cz 0 | * | 0 1 0 |
| 0 sx cx | | 0 0 1 | |-sy 0 cy |
| cycz -sz sycz |
= | cxcysz + sxsy cxcz cxsysz - sxcz |
| sxcysz - cxsy sxcz sxsysz + cxcy |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
cosZ = sqrt(matrix[2][1]*matrix[2][1] + matrix[1][1]*matrix[1][1]);
az = atan2(-matrix[0][1], cosZ);
if (cosZ < 0.0001)
{
// Gimble lock: set first angle to zero.
// Assume sz=+-1,cz=0,sx=0,cx=1.0 and decode the matrix accordingly
ay = atan2(-matrix[2][0], matrix[1][0]);
ax = 0.0;
}
else
{
// ay = atan2(matrix[2][1], matrix[2][2]);
// ax = atan2(matrix[2][1], matrix[1][1]);
ay = atan2(matrix[0][2], matrix[0][0]);
ax = atan2(matrix[2][1], matrix[1][1]);
}
angles[0] = ax * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = az * (180.0/M_PI);
}
//==================================================================
// The following six variations are Tilt&Twist rotations
// The three angles returned are in the order given by the function name.
// For this function (YXY):
// The Tilt is Y,X,-Y. The twist is Y2. The matrix decoding combines
// the -Y,Y2 and then adjusts the final angle.
//------------------------------------------------------------------
void M3x3_ExtractEulerAngles_YZY(
const double matrix[3][3],
double angles[3])
{
double ay1,az,ay2;
/*
R[YZY] = Ry1 * Rz * Ry2
| cy1 0 sy1 | | cz -sz 0 | | cy2 0 sy2 |
= | 0 1 0 | * | sz cz 0 | * | 0 1 0 |
|-sy1 0 cy1 | | 0 0 1 | |-sy2 0 cy2 |
= | cy1czcy2 - sy1sy2 -cy1sz cy1czsy2 + sy1cy2 |
| szcy2 cz szsy2 |
| -sy1czcy2 - cy1sy2 sy1sz -sy1czsy2 + cy1cy2 |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
if (ABS(matrix[2][2]) > 0.9999)
{
az = 0.0;
ay1 = 0.0; // The ay1 rotation is only to accomplish the az rotation.
ay2 = atan2(-matrix[2][0], matrix[2][2]); // because sy1=0 and cy1=1
}
else
{
az = acos(matrix[1][1]); // 0 <= ax <= 180 by definition
ay1 = atan2(matrix[2][1], -matrix[0][1]);
ay2 = atan2(matrix[1][2], matrix[1][0]);
}
angles[0] = ay1 * (180.0/M_PI);
angles[1] = az * (180.0/M_PI);
angles[2] = (ay2+ay1) * (180.0/M_PI);
//angles[2] = ay2 * (180.0/M_PI);
if (angles[0] > +180.0) angles[0] -= 360.0;
if (angles[0] < -180.0) angles[0] += 360.0;
if (angles[2] > +180.0) angles[2] -= 360.0;
if (angles[2] < -180.0) angles[2] += 360.0;
}
void M3x3_ExtractEulerAngles_YXY(
const double matrix[3][3],
double angles[3])
{
double ay1,ax,ay2;
/*
R[YXY] = Ry1 * Rx * Ry2
| cy1 0 sy1 | | 1 0 0 | | cy2 0 sy2 |
= | 0 1 0 | * | 0 cx -sx | * | 0 1 0 |
|-sy1 0 cy1 | | 0 sx cx | |-sy2 0 cy2 |
| cy1cy2 - sy1cxsy2 sy1sx cy1sy2 + sy1cxcy2 |
= | sxsy2 cx -sxcy2 |
|-sy1cy2 - cy1cxsy2 cy1sx -sy1sy2 + cy1cxcy2 |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
if (ABS(matrix[1][1]) > 0.9999)
{
ax = 0.0;
ay1 = 0.0; // The ay1 rotation is only to accomplish the ax rotation.
ay2 = atan2(matrix[0][2], matrix[0][0]);
}
else
{
ax = acos(matrix[1][1]); // 0 <= ax <= 180 by definition
ay1 = atan2(matrix[0][1], matrix[2][1]);
ay2 = atan2(matrix[1][0],-matrix[1][2]);
}
angles[0] = ay1 * (180.0/M_PI);
angles[1] = ax * (180.0/M_PI);
angles[2] = (ay2+ay1) * (180.0/M_PI);
//angles[2] = ay2 * (180.0/M_PI);
if (angles[0] > +180.0) angles[0] -= 360.0;
if (angles[0] < -180.0) angles[0] += 360.0;
if (angles[2] > +180.0) angles[2] -= 360.0;
if (angles[2] < -180.0) angles[2] += 360.0;
}
void M3x3_ExtractEulerAngles_ZXZ(
const double matrix[3][3],
double angles[3])
{
double az1,ax,az2;
/*
R[ZXZ] = Rz1 * Rx * Rz2
| cz1 -sz1 0 | | 1 0 0 | | cz2 -sz2 0 |
= | sz1 cz1 0 | * | 0 cx -sx | * | sz2 cz2 0 |
| 0 0 1 | | 0 sx cx | | 0 0 1 |
| cz1cz2 - sz1cxsz2 -cz1sz2 - sz1cxdz2 sz1sx |
= | sz1cz2 + cz1cxsz2 -sz1sz2 + cz1cxcz2 -cz1sx |
| sxsz2 sxcz2 cx |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
if (ABS(matrix[2][2]) > 0.9999)
{
ax = 0.0;
az1 = 0.0; // The az1 rotation is only to accomplish the ax rotation.
az2 = atan2(-matrix[0][1], matrix[0][0]); // because cz1=1 and sz1=0
}
else
{
ax = acos(matrix[2][2]); // 0 <= ax <= 180 by definition
az1 = atan2(matrix[0][2], -matrix[1][2]);
az2 = atan2(matrix[2][0], matrix[2][1]);
}
angles[0] = az1 * (180.0/M_PI);
angles[1] = ax * (180.0/M_PI);
angles[2] = (az2+az1) * (180.0/M_PI);
//angles[2] = ay2 * (180.0/M_PI);
if (angles[0] > +180.0) angles[0] -= 360.0;
if (angles[0] < -180.0) angles[0] += 360.0;
if (angles[2] > +180.0) angles[2] -= 360.0;
if (angles[2] < -180.0) angles[2] += 360.0;
}
void M3x3_ExtractEulerAngles_ZYZ(
const double matrix[3][3],
double angles[3])
{
double az1,ay,az2;
/*
R[ZYZ] = Rz1 * Ry * Rz2
| cz1 -sz1 0 | | cy 0 sy | | cz2 -sz2 0 |
= | sz1 cz1 0 | * | 0 1 0 | * | sz2 cz2 0 |
| 0 0 1 | |-sy 0 cy | | 0 0 1 |
| -sz1sz2 + cz1cycz2 -sz1cz2 - cz1cysz2 cz1sy |
= | cz1sz2 + sz1cycz2 cz1cz2 - sz1cysz2 sz1sy |
| -sycz2 sysz2 cy |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
if (ABS(matrix[2][2]) > 0.9999)
{
ay = 0.0;
az1 = 0.0; // The ay1 rotation is only to accomplish the ax rotation.
az2 = atan2(matrix[1][0], matrix[1][1]);
}
else
{
ay = acos(matrix[2][2]); // 0 <= ay <= 180 by definition
az1 = atan2(matrix[1][2], matrix[0][2]);
az2 = atan2(matrix[2][1],-matrix[2][0]);
}
angles[0] = az1 * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = (az2+az1) * (180.0/M_PI);
//angles[2] = az2 * (180.0/M_PI);
if (angles[0] > +180.0) angles[0] -= 360.0;
if (angles[0] < -180.0) angles[0] += 360.0;
if (angles[2] > +180.0) angles[2] -= 360.0;
if (angles[2] < -180.0) angles[2] += 360.0;
}
void M3x3_ExtractEulerAngles_XYX(
const double matrix[3][3],
double angles[3])
{
double ax1,ay,ax2;
/*
R[XYX] = Rx1 * Ry * Rx2
| 1 0 0 | | cy 0 sy | | 1 0 0 |
= | 0 cx1 -sx1 | * | 0 1 0 | * | 0 cx2 -sx2 |
| 0 sx1 cx1 | |-sy 0 cy | | 0 sx2 cx2 |
| cy sysx2 sycx2 |
= | sx1sy cx1cx2 - sx1cysx2 -cx1sx2 - sx1cycx2 |
|-cx1sy sx1cx2 + cx1cysx2 -sx1sx2 + cx1cycx2 |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
if (ABS(matrix[2][2]) > 0.9999)
{
ay = 0.0;
ax1 = 0.0; // The ax1 rotation is only to accomplish the ay rotation.
ax2 = atan2(-matrix[1][2], matrix[1][1]); // because cx1=1 and sx1=0
}
else
{
ay = acos(matrix[0][0]); // 0 <= ax <= 180 by definition
ax1 = atan2(matrix[1][0], -matrix[2][0]);
ax2 = atan2(matrix[0][1], matrix[0][2]);
}
angles[0] = ax1 * (180.0/M_PI);
angles[1] = ay * (180.0/M_PI);
angles[2] = (ax2+ax1) * (180.0/M_PI);
//angles[2] = ay2 * (180.0/M_PI);
if (angles[0] > +180.0) angles[0] -= 360.0;
if (angles[0] < -180.0) angles[0] += 360.0;
if (angles[2] > +180.0) angles[2] -= 360.0;
if (angles[2] < -180.0) angles[2] += 360.0;
}
void M3x3_ExtractEulerAngles_XZX(
const double matrix[3][3],
double angles[3])
{
double ax1,az,ax2;
/*
R[XZX] = Rx1 * Rz * Rx2
| 1 0 0 | | cz -sz 0 | | 1 0 0 |
= | 0 cx1 -sx1 | * | sz cz 0 | * | 0 cx2 -sx2 |
| 0 sx1 cx1 | | 0 0 1 | | 0 sx2 cx2 |
| cz -szcx2 szsx2 |
= | cx1sz -sx1sx2 + cx1czcx2 -sx1cx2 - cx1czsx2 |
| sx1sz cx1sx2 + sx1czcx2 cx1cx2 - sx1czsx2 |
*/
if (matrix[0][0] == XEMPTY)
{
angles[0] = XEMPTY;
angles[1] = XEMPTY;
angles[2] = XEMPTY;
return;
}
if (ABS(matrix[0][0]) > 0.9999)
{
az = 0.0;
ax1 = 0.0; // The ay1 rotation is only to accomplish the ax rotation.
ax2 = atan2(matrix[2][1], matrix[2][2]);
}
else
{
az = acos(matrix[0][0]); // 0 <= az <= 180 by definition
ax1 = atan2(matrix[2][0], matrix[1][0]);
ax2 = atan2(matrix[0][2],-matrix[0][1]);
}
angles[0] = ax1 * (180.0/M_PI);
angles[1] = az * (180.0/M_PI);
angles[2] = (ax2+ax1) * (180.0/M_PI);
//angles[2] = ax2 * (180.0/M_PI);
if (angles[2] > +180.0) angles[2] -= 360.0;
if (angles[2] < -180.0) angles[2] += 360.0;
if (angles[0] > +180.0) angles[0] -= 360.0;
if (angles[0] < -180.0) angles[0] += 360.0;
}
double MakeAngleContinuous(double angle, double lastangle)
{
while (angle > lastangle + 180.0)
angle -= 360.0;
while (angle < lastangle - 180.0)
angle += 360.0;
return angle;
}
void M3x3_ExtractAndCorrectEulerAngles_ZYX(
double matrix[3][3],
double prevangles[3],
double angles[3])
{
M3x3_ExtractEulerAngles_ZYX(matrix, angles);
angles[0] = MakeAngleContinuous(angles[0], prevangles[0]);
angles[1] = MakeAngleContinuous(angles[1], prevangles[1]);
angles[2] = MakeAngleContinuous(angles[2], prevangles[2]);
}
void M3x3_ExtractAndCorrectEulerAngles_XYZ(
double matrix[3][3],
double prevangles[3],
double angles[3])
{
M3x3_ExtractEulerAngles_XYZ(matrix, angles);
angles[0] = MakeAngleContinuous(angles[0], prevangles[0]);
angles[1] = MakeAngleContinuous(angles[1], prevangles[1]);
angles[2] = MakeAngleContinuous(angles[2], prevangles[2]);
}
void M3x3_ExtractEulerAngles(
double matrix[3][3],
int iRotationOrder,
double angles[3])
{
switch (iRotationOrder)
{
case ZYX_ORDER:
M3x3_ExtractEulerAngles_ZYX(matrix, angles);
break;
case XYZ_ORDER:
M3x3_ExtractEulerAngles_XYZ(matrix, angles);
break;
case YXZ_ORDER:
M3x3_ExtractEulerAngles_YXZ(matrix, angles);
break;
case YZX_ORDER:
M3x3_ExtractEulerAngles_YZX(matrix, angles);
break;
case XZY_ORDER:
M3x3_ExtractEulerAngles_XZY(matrix, angles);
break;
case ZXY_ORDER:
M3x3_ExtractEulerAngles_ZXY(matrix, angles);
break;
case YXY_ORDER:
M3x3_ExtractEulerAngles_YXY(matrix, angles);
break;
}
}
void M3x3_ExtractAndCorrectEulerAngles(
double matrix[3][3],
int iRotationOrder,
double prevangles[3],
double angles[3])
{
M3x3_ExtractEulerAngles(matrix, iRotationOrder, angles);
angles[0] = MakeAngleContinuous(angles[0], prevangles[0]);
angles[1] = MakeAngleContinuous(angles[1], prevangles[1]);
angles[2] = MakeAngleContinuous(angles[2], prevangles[2]);
}
void M3x3_ConstructRotationMatrix(
double ax,
double ay,
double az,
int iRotationOrder,
double matrix[3][3])
{
M3x3_LoadIdentity(matrix);
switch (iRotationOrder)
{
case XYZ_ORDER:
M3x3_RotateZ(matrix, az, matrix);
M3x3_RotateY(matrix, ay, matrix);
M3x3_RotateX(matrix, ax, matrix);
break;
case XZY_ORDER:
M3x3_RotateY(matrix, ay, matrix);
M3x3_RotateZ(matrix, az, matrix);
M3x3_RotateX(matrix, ax, matrix);
break;
case YXZ_ORDER:
M3x3_RotateZ(matrix, az, matrix);
M3x3_RotateX(matrix, ax, matrix);
M3x3_RotateY(matrix, ay, matrix);
break;
case YZX_ORDER:
M3x3_RotateX(matrix, ax, matrix);