1 /* 2 * Licensed to the Apache Software Foundation (ASF) under one or more 3 * contributor license agreements. See the NOTICE file distributed with 4 * this work for additional information regarding copyright ownership. 5 * The ASF licenses this file to You under the Apache License, Version 2.0 6 * (the "License"); you may not use this file except in compliance with 7 * the License. You may obtain a copy of the License at 8 * 9 * https://www.apache.org/licenses/LICENSE-2.0 10 * 11 * Unless required by applicable law or agreed to in writing, software 12 * distributed under the License is distributed on an "AS IS" BASIS, 13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 14 * See the License for the specific language governing permissions and 15 * limitations under the License. 16 */ 17 18 /* 19 * This is not the original file distributed by the Apache Software Foundation 20 * It has been modified by the Hipparchus project 21 */ 22 23 package org.hipparchus.geometry.euclidean.threed; 24 25 import java.io.Serializable; 26 27 import org.hipparchus.exception.MathIllegalArgumentException; 28 import org.hipparchus.exception.MathRuntimeException; 29 import org.hipparchus.geometry.LocalizedGeometryFormats; 30 import org.hipparchus.util.FastMath; 31 import org.hipparchus.util.MathArrays; 32 import org.hipparchus.util.SinCos; 33 34 /** 35 * This class implements rotations in a three-dimensional space. 36 * 37 * <p>Rotations can be represented by several different mathematical 38 * entities (matrices, axe and angle, Cardan or Euler angles, 39 * quaternions). This class presents an higher level abstraction, more 40 * user-oriented and hiding this implementation details. Well, for the 41 * curious, we use quaternions for the internal representation. The 42 * user can build a rotation from any of these representations, and 43 * any of these representations can be retrieved from a 44 * <code>Rotation</code> instance (see the various constructors and 45 * getters). In addition, a rotation can also be built implicitly 46 * from a set of vectors and their image.</p> 47 * <p>This implies that this class can be used to convert from one 48 * representation to another one. For example, converting a rotation 49 * matrix into a set of Cardan angles from can be done using the 50 * following single line of code:</p> 51 * <pre> 52 * double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ); 53 * </pre> 54 * <p>Focus is oriented on what a rotation <em>do</em> rather than on its 55 * underlying representation. Once it has been built, and regardless of its 56 * internal representation, a rotation is an <em>operator</em> which basically 57 * transforms three dimensional {@link Vector3D vectors} into other three 58 * dimensional {@link Vector3D vectors}. Depending on the application, the 59 * meaning of these vectors may vary and the semantics of the rotation also.</p> 60 * <p>For example in an spacecraft attitude simulation tool, users will often 61 * consider the vectors are fixed (say the Earth direction for example) and the 62 * frames change. The rotation transforms the coordinates of the vector in inertial 63 * frame into the coordinates of the same vector in satellite frame. In this 64 * case, the rotation implicitly defines the relation between the two frames.</p> 65 * <p>Another example could be a telescope control application, where the rotation 66 * would transform the sighting direction at rest into the desired observing 67 * direction when the telescope is pointed towards an object of interest. In this 68 * case the rotation transforms the direction at rest in a topocentric frame 69 * into the sighting direction in the same topocentric frame. This implies in this 70 * case the frame is fixed and the vector moves.</p> 71 * <p>In many case, both approaches will be combined. In our telescope example, 72 * we will probably also need to transform the observing direction in the topocentric 73 * frame into the observing direction in inertial frame taking into account the observatory 74 * location and the Earth rotation, which would essentially be an application of the 75 * first approach.</p> 76 * 77 * <p>These examples show that a rotation is what the user wants it to be. This 78 * class does not push the user towards one specific definition and hence does not 79 * provide methods like <code>projectVectorIntoDestinationFrame</code> or 80 * <code>computeTransformedDirection</code>. It provides simpler and more generic 81 * methods: {@link #applyTo(Vector3D) applyTo(Vector3D)} and {@link 82 * #applyInverseTo(Vector3D) applyInverseTo(Vector3D)}.</p> 83 * 84 * <p>Since a rotation is basically a vectorial operator, several rotations can be 85 * composed together and the composite operation <code>r = r<sub>1</sub> o 86 * r<sub>2</sub></code> (which means that for each vector <code>u</code>, 87 * <code>r(u) = r<sub>1</sub>(r<sub>2</sub>(u))</code>) is also a rotation. Hence 88 * we can consider that in addition to vectors, a rotation can be applied to other 89 * rotations as well (or to itself). With our previous notations, we would say we 90 * can apply <code>r<sub>1</sub></code> to <code>r<sub>2</sub></code> and the result 91 * we get is <code>r = r<sub>1</sub> o r<sub>2</sub></code>. For this purpose, the 92 * class provides the methods: {@link #applyTo(Rotation) applyTo(Rotation)} and 93 * {@link #applyInverseTo(Rotation) applyInverseTo(Rotation)}.</p> 94 * 95 * <p>Rotations are guaranteed to be immutable objects.</p> 96 * 97 * @see Vector3D 98 * @see RotationOrder 99 */ 100 101 public class Rotation implements Serializable { 102 103 /** Identity rotation. */ 104 public static final Rotation IDENTITY = new Rotation(1.0, 0.0, 0.0, 0.0, false); 105 106 /** Serializable version identifier */ 107 private static final long serialVersionUID = -2153622329907944313L; 108 109 /** Scalar coordinate of the quaternion. */ 110 private final double q0; 111 112 /** First coordinate of the vectorial part of the quaternion. */ 113 private final double q1; 114 115 /** Second coordinate of the vectorial part of the quaternion. */ 116 private final double q2; 117 118 /** Third coordinate of the vectorial part of the quaternion. */ 119 private final double q3; 120 121 /** Build a rotation from the quaternion coordinates. 122 * <p>A rotation can be built from a <em>normalized</em> quaternion, 123 * i.e. a quaternion for which q<sub>0</sub><sup>2</sup> + 124 * q<sub>1</sub><sup>2</sup> + q<sub>2</sub><sup>2</sup> + 125 * q<sub>3</sub><sup>2</sup> = 1. If the quaternion is not normalized, 126 * the constructor can normalize it in a preprocessing step.</p> 127 * <p>Note that some conventions put the scalar part of the quaternion 128 * as the 4<sup>th</sup> component and the vector part as the first three 129 * components. This is <em>not</em> our convention. We put the scalar part 130 * as the first component.</p> 131 * @param q0 scalar part of the quaternion 132 * @param q1 first coordinate of the vectorial part of the quaternion 133 * @param q2 second coordinate of the vectorial part of the quaternion 134 * @param q3 third coordinate of the vectorial part of the quaternion 135 * @param needsNormalization if true, the coordinates are considered 136 * not to be normalized, a normalization preprocessing step is performed 137 * before using them 138 */ 139 public Rotation(double q0, double q1, double q2, double q3, 140 boolean needsNormalization) { 141 142 if (needsNormalization) { 143 // normalization preprocessing 144 double inv = 1.0 / FastMath.sqrt(q0 * q0 + q1 * q1 + q2 * q2 + q3 * q3); 145 q0 *= inv; 146 q1 *= inv; 147 q2 *= inv; 148 q3 *= inv; 149 } 150 151 this.q0 = q0; 152 this.q1 = q1; 153 this.q2 = q2; 154 this.q3 = q3; 155 156 } 157 158 /** Build a rotation from an axis and an angle. 159 * @param axis axis around which to rotate 160 * @param angle rotation angle 161 * @param convention convention to use for the semantics of the angle 162 * @exception MathIllegalArgumentException if the axis norm is zero 163 */ 164 public Rotation(final Vector3D axis, final double angle, final RotationConvention convention) 165 throws MathIllegalArgumentException { 166 167 double norm = axis.getNorm(); 168 if (norm == 0) { 169 throw new MathIllegalArgumentException(LocalizedGeometryFormats.ZERO_NORM_FOR_ROTATION_AXIS); 170 } 171 172 double halfAngle = convention == RotationConvention.VECTOR_OPERATOR ? -0.5 * angle : 0.5 * angle; 173 SinCos sinCos = FastMath.sinCos(halfAngle); 174 double coeff = sinCos.sin() / norm; 175 176 q0 = sinCos.cos(); 177 q1 = coeff * axis.getX(); 178 q2 = coeff * axis.getY(); 179 q3 = coeff * axis.getZ(); 180 181 } 182 183 /** Build a rotation from a 3X3 matrix. 184 185 * <p>Rotation matrices are orthogonal matrices, i.e. unit matrices 186 * (which are matrices for which m.m<sup>T</sup> = I) with real 187 * coefficients. The module of the determinant of unit matrices is 188 * 1, among the orthogonal 3X3 matrices, only the ones having a 189 * positive determinant (+1) are rotation matrices.</p> 190 191 * <p>When a rotation is defined by a matrix with truncated values 192 * (typically when it is extracted from a technical sheet where only 193 * four to five significant digits are available), the matrix is not 194 * orthogonal anymore. This constructor handles this case 195 * transparently by using a copy of the given matrix and applying a 196 * correction to the copy in order to perfect its orthogonality. If 197 * the Frobenius norm of the correction needed is above the given 198 * threshold, then the matrix is considered to be too far from a 199 * true rotation matrix and an exception is thrown.</p> 200 201 * @param m rotation matrix 202 * @param threshold convergence threshold for the iterative 203 * orthogonality correction (convergence is reached when the 204 * difference between two steps of the Frobenius norm of the 205 * correction is below this threshold) 206 207 * @exception MathIllegalArgumentException if the matrix is not a 3X3 208 * matrix, or if it cannot be transformed into an orthogonal matrix 209 * with the given threshold, or if the determinant of the resulting 210 * orthogonal matrix is negative 211 212 */ 213 public Rotation(double[][] m, double threshold) 214 throws MathIllegalArgumentException { 215 216 // dimension check 217 if ((m.length != 3) || (m[0].length != 3) || 218 (m[1].length != 3) || (m[2].length != 3)) { 219 throw new MathIllegalArgumentException(LocalizedGeometryFormats.ROTATION_MATRIX_DIMENSIONS, 220 m.length, m[0].length); 221 } 222 223 // compute a "close" orthogonal matrix 224 double[][] ort = orthogonalizeMatrix(m, threshold); 225 226 // check the sign of the determinant 227 double det = ort[0][0] * (ort[1][1] * ort[2][2] - ort[2][1] * ort[1][2]) - 228 ort[1][0] * (ort[0][1] * ort[2][2] - ort[2][1] * ort[0][2]) + 229 ort[2][0] * (ort[0][1] * ort[1][2] - ort[1][1] * ort[0][2]); 230 if (det < 0.0) { 231 throw new MathIllegalArgumentException(LocalizedGeometryFormats.CLOSEST_ORTHOGONAL_MATRIX_HAS_NEGATIVE_DETERMINANT, 232 det); 233 } 234 235 double[] quat = mat2quat(ort); 236 q0 = quat[0]; 237 q1 = quat[1]; 238 q2 = quat[2]; 239 q3 = quat[3]; 240 241 } 242 243 /** Build the rotation that transforms a pair of vectors into another pair. 244 245 * <p>Except for possible scale factors, if the instance were applied to 246 * the pair (u<sub>1</sub>, u<sub>2</sub>) it will produce the pair 247 * (v<sub>1</sub>, v<sub>2</sub>).</p> 248 249 * <p>If the angular separation between u<sub>1</sub> and u<sub>2</sub> is 250 * not the same as the angular separation between v<sub>1</sub> and 251 * v<sub>2</sub>, then a corrected v'<sub>2</sub> will be used rather than 252 * v<sub>2</sub>, the corrected vector will be in the (±v<sub>1</sub>, 253 * +v<sub>2</sub>) half-plane.</p> 254 * @param u1 first vector of the origin pair 255 * @param u2 second vector of the origin pair 256 * @param v1 desired image of u1 by the rotation 257 * @param v2 desired image of u2 by the rotation 258 * @exception MathRuntimeException if the norm of one of the vectors is zero, 259 * or if one of the pair is degenerated (i.e. the vectors of the pair are collinear) 260 */ 261 public Rotation(Vector3D u1, Vector3D u2, Vector3D v1, Vector3D v2) 262 throws MathRuntimeException { 263 264 // build orthonormalized base from u1, u2 265 // this fails when vectors are null or collinear, which is forbidden to define a rotation 266 final Vector3D u3 = u1.crossProduct(u2).normalize(); 267 u2 = u3.crossProduct(u1).normalize(); 268 u1 = u1.normalize(); 269 270 // build an orthonormalized base from v1, v2 271 // this fails when vectors are null or collinear, which is forbidden to define a rotation 272 final Vector3D v3 = v1.crossProduct(v2).normalize(); 273 v2 = v3.crossProduct(v1).normalize(); 274 v1 = v1.normalize(); 275 276 // buid a matrix transforming the first base into the second one 277 final double[][] m = { 278 { 279 MathArrays.linearCombination(u1.getX(), v1.getX(), u2.getX(), v2.getX(), u3.getX(), v3.getX()), 280 MathArrays.linearCombination(u1.getY(), v1.getX(), u2.getY(), v2.getX(), u3.getY(), v3.getX()), 281 MathArrays.linearCombination(u1.getZ(), v1.getX(), u2.getZ(), v2.getX(), u3.getZ(), v3.getX()) 282 }, 283 { 284 MathArrays.linearCombination(u1.getX(), v1.getY(), u2.getX(), v2.getY(), u3.getX(), v3.getY()), 285 MathArrays.linearCombination(u1.getY(), v1.getY(), u2.getY(), v2.getY(), u3.getY(), v3.getY()), 286 MathArrays.linearCombination(u1.getZ(), v1.getY(), u2.getZ(), v2.getY(), u3.getZ(), v3.getY()) 287 }, 288 { 289 MathArrays.linearCombination(u1.getX(), v1.getZ(), u2.getX(), v2.getZ(), u3.getX(), v3.getZ()), 290 MathArrays.linearCombination(u1.getY(), v1.getZ(), u2.getY(), v2.getZ(), u3.getY(), v3.getZ()), 291 MathArrays.linearCombination(u1.getZ(), v1.getZ(), u2.getZ(), v2.getZ(), u3.getZ(), v3.getZ()) 292 } 293 }; 294 295 double[] quat = mat2quat(m); 296 q0 = quat[0]; 297 q1 = quat[1]; 298 q2 = quat[2]; 299 q3 = quat[3]; 300 301 } 302 303 /** Build one of the rotations that transform one vector into another one. 304 305 * <p>Except for a possible scale factor, if the instance were 306 * applied to the vector u it will produce the vector v. There is an 307 * infinite number of such rotations, this constructor choose the 308 * one with the smallest associated angle (i.e. the one whose axis 309 * is orthogonal to the (u, v) plane). If u and v are collinear, an 310 * arbitrary rotation axis is chosen.</p> 311 312 * @param u origin vector 313 * @param v desired image of u by the rotation 314 * @exception MathRuntimeException if the norm of one of the vectors is zero 315 */ 316 public Rotation(Vector3D u, Vector3D v) throws MathRuntimeException { 317 318 double normProduct = u.getNorm() * v.getNorm(); 319 if (normProduct == 0) { 320 throw new MathRuntimeException(LocalizedGeometryFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); 321 } 322 323 double dot = u.dotProduct(v); 324 325 if (dot < ((2.0e-15 - 1.0) * normProduct)) { 326 // special case u = -v: we select a PI angle rotation around 327 // an arbitrary vector orthogonal to u 328 Vector3D w = u.orthogonal(); 329 q0 = 0.0; 330 q1 = -w.getX(); 331 q2 = -w.getY(); 332 q3 = -w.getZ(); 333 } else { 334 // general case: (u, v) defines a plane, we select 335 // the shortest possible rotation: axis orthogonal to this plane 336 q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); 337 double coeff = 1.0 / (2.0 * q0 * normProduct); 338 Vector3D q = v.crossProduct(u); 339 q1 = coeff * q.getX(); 340 q2 = coeff * q.getY(); 341 q3 = coeff * q.getZ(); 342 } 343 344 } 345 346 /** Build a rotation from three Cardan or Euler elementary rotations. 347 348 * <p>Cardan rotations are three successive rotations around the 349 * canonical axes X, Y and Z, each axis being used once. There are 350 * 6 such sets of rotations (XYZ, XZY, YXZ, YZX, ZXY and ZYX). Euler 351 * rotations are three successive rotations around the canonical 352 * axes X, Y and Z, the first and last rotations being around the 353 * same axis. There are 6 such sets of rotations (XYX, XZX, YXY, 354 * YZY, ZXZ and ZYZ), the most popular one being ZXZ.</p> 355 * <p>Beware that many people routinely use the term Euler angles even 356 * for what really are Cardan angles (this confusion is especially 357 * widespread in the aerospace business where Roll, Pitch and Yaw angles 358 * are often wrongly tagged as Euler angles).</p> 359 360 * @param order order of rotations to compose, from left to right 361 * (i.e. we will use {@code r1.compose(r2.compose(r3, convention), convention)}) 362 * @param convention convention to use for the semantics of the angle 363 * @param alpha1 angle of the first elementary rotation 364 * @param alpha2 angle of the second elementary rotation 365 * @param alpha3 angle of the third elementary rotation 366 */ 367 public Rotation(RotationOrder order, RotationConvention convention, 368 double alpha1, double alpha2, double alpha3) { 369 Rotation r1 = new Rotation(order.getA1(), alpha1, convention); 370 Rotation r2 = new Rotation(order.getA2(), alpha2, convention); 371 Rotation r3 = new Rotation(order.getA3(), alpha3, convention); 372 Rotation composed = r1.compose(r2.compose(r3, convention), convention); 373 q0 = composed.q0; 374 q1 = composed.q1; 375 q2 = composed.q2; 376 q3 = composed.q3; 377 } 378 379 /** Convert an orthogonal rotation matrix to a quaternion. 380 * @param ort orthogonal rotation matrix 381 * @return quaternion corresponding to the matrix 382 */ 383 private static double[] mat2quat(final double[][] ort) { 384 385 final double[] quat = new double[4]; 386 387 // There are different ways to compute the quaternions elements 388 // from the matrix. They all involve computing one element from 389 // the diagonal of the matrix, and computing the three other ones 390 // using a formula involving a division by the first element, 391 // which unfortunately can be zero. Since the norm of the 392 // quaternion is 1, we know at least one element has an absolute 393 // value greater or equal to 0.5, so it is always possible to 394 // select the right formula and avoid division by zero and even 395 // numerical inaccuracy. Checking the elements in turn and using 396 // the first one greater than 0.45 is safe (this leads to a simple 397 // test since qi = 0.45 implies 4 qi^2 - 1 = -0.19) 398 double s = ort[0][0] + ort[1][1] + ort[2][2]; 399 if (s > -0.19) { 400 // compute q0 and deduce q1, q2 and q3 401 quat[0] = 0.5 * FastMath.sqrt(s + 1.0); 402 double inv = 0.25 / quat[0]; 403 quat[1] = inv * (ort[1][2] - ort[2][1]); 404 quat[2] = inv * (ort[2][0] - ort[0][2]); 405 quat[3] = inv * (ort[0][1] - ort[1][0]); 406 } else { 407 s = ort[0][0] - ort[1][1] - ort[2][2]; 408 if (s > -0.19) { 409 // compute q1 and deduce q0, q2 and q3 410 quat[1] = 0.5 * FastMath.sqrt(s + 1.0); 411 double inv = 0.25 / quat[1]; 412 quat[0] = inv * (ort[1][2] - ort[2][1]); 413 quat[2] = inv * (ort[0][1] + ort[1][0]); 414 quat[3] = inv * (ort[0][2] + ort[2][0]); 415 } else { 416 s = ort[1][1] - ort[0][0] - ort[2][2]; 417 if (s > -0.19) { 418 // compute q2 and deduce q0, q1 and q3 419 quat[2] = 0.5 * FastMath.sqrt(s + 1.0); 420 double inv = 0.25 / quat[2]; 421 quat[0] = inv * (ort[2][0] - ort[0][2]); 422 quat[1] = inv * (ort[0][1] + ort[1][0]); 423 quat[3] = inv * (ort[2][1] + ort[1][2]); 424 } else { 425 // compute q3 and deduce q0, q1 and q2 426 s = ort[2][2] - ort[0][0] - ort[1][1]; 427 quat[3] = 0.5 * FastMath.sqrt(s + 1.0); 428 double inv = 0.25 / quat[3]; 429 quat[0] = inv * (ort[0][1] - ort[1][0]); 430 quat[1] = inv * (ort[0][2] + ort[2][0]); 431 quat[2] = inv * (ort[2][1] + ort[1][2]); 432 } 433 } 434 } 435 436 return quat; 437 438 } 439 440 /** Revert a rotation. 441 * Build a rotation which reverse the effect of another 442 * rotation. This means that if r(u) = v, then r.revert(v) = u. The 443 * instance is not changed. 444 * @return a new rotation whose effect is the reverse of the effect 445 * of the instance 446 */ 447 public Rotation revert() { 448 return new Rotation(-q0, q1, q2, q3, false); 449 } 450 451 /** Get the scalar coordinate of the quaternion. 452 * @return scalar coordinate of the quaternion 453 */ 454 public double getQ0() { 455 return q0; 456 } 457 458 /** Get the first coordinate of the vectorial part of the quaternion. 459 * @return first coordinate of the vectorial part of the quaternion 460 */ 461 public double getQ1() { 462 return q1; 463 } 464 465 /** Get the second coordinate of the vectorial part of the quaternion. 466 * @return second coordinate of the vectorial part of the quaternion 467 */ 468 public double getQ2() { 469 return q2; 470 } 471 472 /** Get the third coordinate of the vectorial part of the quaternion. 473 * @return third coordinate of the vectorial part of the quaternion 474 */ 475 public double getQ3() { 476 return q3; 477 } 478 479 /** Get the normalized axis of the rotation. 480 * <p> 481 * Note that as {@link #getAngle()} always returns an angle 482 * between 0 and π, changing the convention changes the 483 * direction of the axis, not the sign of the angle. 484 * </p> 485 * @param convention convention to use for the semantics of the angle 486 * @return normalized axis of the rotation 487 * @see #Rotation(Vector3D, double, RotationConvention) 488 */ 489 public Vector3D getAxis(final RotationConvention convention) { 490 final double squaredSine = q1 * q1 + q2 * q2 + q3 * q3; 491 if (squaredSine == 0) { 492 return convention == RotationConvention.VECTOR_OPERATOR ? Vector3D.PLUS_I : Vector3D.MINUS_I; 493 } else { 494 final double sgn = convention == RotationConvention.VECTOR_OPERATOR ? +1 : -1; 495 if (q0 < 0) { 496 final double inverse = sgn / FastMath.sqrt(squaredSine); 497 return new Vector3D(q1 * inverse, q2 * inverse, q3 * inverse); 498 } 499 final double inverse = -sgn / FastMath.sqrt(squaredSine); 500 return new Vector3D(q1 * inverse, q2 * inverse, q3 * inverse); 501 } 502 } 503 504 /** Get the angle of the rotation. 505 * @return angle of the rotation (between 0 and π) 506 * @see #Rotation(Vector3D, double, RotationConvention) 507 */ 508 public double getAngle() { 509 if ((q0 < -0.1) || (q0 > 0.1)) { 510 return 2 * FastMath.asin(FastMath.sqrt(q1 * q1 + q2 * q2 + q3 * q3)); 511 } else if (q0 < 0) { 512 return 2 * FastMath.acos(-q0); 513 } 514 return 2 * FastMath.acos(q0); 515 } 516 517 /** Get the Cardan or Euler angles corresponding to the instance. 518 519 * <p>The equations show that each rotation can be defined by two 520 * different values of the Cardan or Euler angles set. For example 521 * if Cardan angles are used, the rotation defined by the angles 522 * a<sub>1</sub>, a<sub>2</sub> and a<sub>3</sub> is the same as 523 * the rotation defined by the angles π + a<sub>1</sub>, π 524 * - a<sub>2</sub> and π + a<sub>3</sub>. This method implements 525 * the following arbitrary choices:</p> 526 * <ul> 527 * <li>for Cardan angles, the chosen set is the one for which the 528 * second angle is between -π/2 and π/2 (i.e its cosine is 529 * positive),</li> 530 * <li>for Euler angles, the chosen set is the one for which the 531 * second angle is between 0 and π (i.e its sine is positive).</li> 532 * </ul> 533 534 * <p>Cardan and Euler angle have a very disappointing drawback: all 535 * of them have singularities. This means that if the instance is 536 * too close to the singularities corresponding to the given 537 * rotation order, it will be impossible to retrieve the angles. For 538 * Cardan angles, this is often called gimbal lock. There is 539 * <em>nothing</em> to do to prevent this, it is an intrinsic problem 540 * with Cardan and Euler representation (but not a problem with the 541 * rotation itself, which is perfectly well defined). For Cardan 542 * angles, singularities occur when the second angle is close to 543 * -π/2 or +π/2, for Euler angle singularities occur when the 544 * second angle is close to 0 or π, this implies that the identity 545 * rotation is always singular for Euler angles!</p> 546 547 * @param order rotation order to use 548 * @param convention convention to use for the semantics of the angle 549 * @return an array of three angles, in the order specified by the set 550 */ 551 public double[] getAngles(RotationOrder order, RotationConvention convention) { 552 return order.getAngles(this, convention); 553 } 554 555 /** Get the 3X3 matrix corresponding to the instance 556 * @return the matrix corresponding to the instance 557 */ 558 public double[][] getMatrix() { 559 560 // products 561 double q0q0 = q0 * q0; 562 double q0q1 = q0 * q1; 563 double q0q2 = q0 * q2; 564 double q0q3 = q0 * q3; 565 double q1q1 = q1 * q1; 566 double q1q2 = q1 * q2; 567 double q1q3 = q1 * q3; 568 double q2q2 = q2 * q2; 569 double q2q3 = q2 * q3; 570 double q3q3 = q3 * q3; 571 572 // create the matrix 573 double[][] m = new double[3][]; 574 m[0] = new double[3]; 575 m[1] = new double[3]; 576 m[2] = new double[3]; 577 578 m [0][0] = 2.0 * (q0q0 + q1q1) - 1.0; 579 m [1][0] = 2.0 * (q1q2 - q0q3); 580 m [2][0] = 2.0 * (q1q3 + q0q2); 581 582 m [0][1] = 2.0 * (q1q2 + q0q3); 583 m [1][1] = 2.0 * (q0q0 + q2q2) - 1.0; 584 m [2][1] = 2.0 * (q2q3 - q0q1); 585 586 m [0][2] = 2.0 * (q1q3 - q0q2); 587 m [1][2] = 2.0 * (q2q3 + q0q1); 588 m [2][2] = 2.0 * (q0q0 + q3q3) - 1.0; 589 590 return m; 591 592 } 593 594 /** Apply the rotation to a vector. 595 * @param u vector to apply the rotation to 596 * @return a new vector which is the image of u by the rotation 597 */ 598 public Vector3D applyTo(Vector3D u) { 599 600 double x = u.getX(); 601 double y = u.getY(); 602 double z = u.getZ(); 603 604 double s = q1 * x + q2 * y + q3 * z; 605 606 return new Vector3D(2 * (q0 * (x * q0 - (q2 * z - q3 * y)) + s * q1) - x, 607 2 * (q0 * (y * q0 - (q3 * x - q1 * z)) + s * q2) - y, 608 2 * (q0 * (z * q0 - (q1 * y - q2 * x)) + s * q3) - z); 609 610 } 611 612 /** Apply the rotation to a vector stored in an array. 613 * @param in an array with three items which stores vector to rotate 614 * @param out an array with three items to put result to (it can be the same 615 * array as in) 616 */ 617 public void applyTo(final double[] in, final double[] out) { 618 619 final double x = in[0]; 620 final double y = in[1]; 621 final double z = in[2]; 622 623 final double s = q1 * x + q2 * y + q3 * z; 624 625 out[0] = 2 * (q0 * (x * q0 - (q2 * z - q3 * y)) + s * q1) - x; 626 out[1] = 2 * (q0 * (y * q0 - (q3 * x - q1 * z)) + s * q2) - y; 627 out[2] = 2 * (q0 * (z * q0 - (q1 * y - q2 * x)) + s * q3) - z; 628 629 } 630 631 /** Apply the inverse of the rotation to a vector. 632 * @param u vector to apply the inverse of the rotation to 633 * @return a new vector which such that u is its image by the rotation 634 */ 635 public Vector3D applyInverseTo(Vector3D u) { 636 637 double x = u.getX(); 638 double y = u.getY(); 639 double z = u.getZ(); 640 641 double s = q1 * x + q2 * y + q3 * z; 642 double m0 = -q0; 643 644 return new Vector3D(2 * (m0 * (x * m0 - (q2 * z - q3 * y)) + s * q1) - x, 645 2 * (m0 * (y * m0 - (q3 * x - q1 * z)) + s * q2) - y, 646 2 * (m0 * (z * m0 - (q1 * y - q2 * x)) + s * q3) - z); 647 648 } 649 650 /** Apply the inverse of the rotation to a vector stored in an array. 651 * @param in an array with three items which stores vector to rotate 652 * @param out an array with three items to put result to (it can be the same 653 * array as in) 654 */ 655 public void applyInverseTo(final double[] in, final double[] out) { 656 657 final double x = in[0]; 658 final double y = in[1]; 659 final double z = in[2]; 660 661 final double s = q1 * x + q2 * y + q3 * z; 662 final double m0 = -q0; 663 664 out[0] = 2 * (m0 * (x * m0 - (q2 * z - q3 * y)) + s * q1) - x; 665 out[1] = 2 * (m0 * (y * m0 - (q3 * x - q1 * z)) + s * q2) - y; 666 out[2] = 2 * (m0 * (z * m0 - (q1 * y - q2 * x)) + s * q3) - z; 667 668 } 669 670 /** Apply the instance to another rotation. 671 * <p> 672 * Calling this method is equivalent to call 673 * {@link #compose(Rotation, RotationConvention) 674 * compose(r, RotationConvention.VECTOR_OPERATOR)}. 675 * </p> 676 * @param r rotation to apply the rotation to 677 * @return a new rotation which is the composition of r by the instance 678 */ 679 public Rotation applyTo(Rotation r) { 680 return compose(r, RotationConvention.VECTOR_OPERATOR); 681 } 682 683 /** Compose the instance with another rotation. 684 * <p> 685 * If the semantics of the rotations composition corresponds to a 686 * {@link RotationConvention#VECTOR_OPERATOR vector operator} convention, 687 * applying the instance to a rotation is computing the composition 688 * in an order compliant with the following rule : let {@code u} be any 689 * vector and {@code v} its image by {@code r1} (i.e. 690 * {@code r1.applyTo(u) = v}). Let {@code w} be the image of {@code v} by 691 * rotation {@code r2} (i.e. {@code r2.applyTo(v) = w}). Then 692 * {@code w = comp.applyTo(u)}, where 693 * {@code comp = r2.compose(r1, RotationConvention.VECTOR_OPERATOR)}. 694 * </p> 695 * <p> 696 * If the semantics of the rotations composition corresponds to a 697 * {@link RotationConvention#FRAME_TRANSFORM frame transform} convention, 698 * the application order will be reversed. So keeping the exact same 699 * meaning of all {@code r1}, {@code r2}, {@code u}, {@code v}, {@code w} 700 * and {@code comp} as above, {@code comp} could also be computed as 701 * {@code comp = r1.compose(r2, RotationConvention.FRAME_TRANSFORM)}. 702 * </p> 703 * @param r rotation to apply the rotation to 704 * @param convention convention to use for the semantics of the angle 705 * @return a new rotation which is the composition of r by the instance 706 */ 707 public Rotation compose(final Rotation r, final RotationConvention convention) { 708 return convention == RotationConvention.VECTOR_OPERATOR ? 709 composeInternal(r) : r.composeInternal(this); 710 } 711 712 /** Compose the instance with another rotation using vector operator convention. 713 * @param r rotation to apply the rotation to 714 * @return a new rotation which is the composition of r by the instance 715 * using vector operator convention 716 */ 717 private Rotation composeInternal(final Rotation r) { 718 return new Rotation(r.q0 * q0 - (r.q1 * q1 + r.q2 * q2 + r.q3 * q3), 719 r.q1 * q0 + r.q0 * q1 + (r.q2 * q3 - r.q3 * q2), 720 r.q2 * q0 + r.q0 * q2 + (r.q3 * q1 - r.q1 * q3), 721 r.q3 * q0 + r.q0 * q3 + (r.q1 * q2 - r.q2 * q1), 722 false); 723 } 724 725 /** Apply the inverse of the instance to another rotation. 726 * <p> 727 * Calling this method is equivalent to call 728 * {@link #composeInverse(Rotation, RotationConvention) 729 * composeInverse(r, RotationConvention.VECTOR_OPERATOR)}. 730 * </p> 731 * @param r rotation to apply the rotation to 732 * @return a new rotation which is the composition of r by the inverse 733 * of the instance 734 */ 735 public Rotation applyInverseTo(Rotation r) { 736 return composeInverse(r, RotationConvention.VECTOR_OPERATOR); 737 } 738 739 /** Compose the inverse of the instance with another rotation. 740 * <p> 741 * If the semantics of the rotations composition corresponds to a 742 * {@link RotationConvention#VECTOR_OPERATOR vector operator} convention, 743 * applying the inverse of the instance to a rotation is computing 744 * the composition in an order compliant with the following rule : 745 * let {@code u} be any vector and {@code v} its image by {@code r1} 746 * (i.e. {@code r1.applyTo(u) = v}). Let {@code w} be the inverse image 747 * of {@code v} by {@code r2} (i.e. {@code r2.applyInverseTo(v) = w}). 748 * Then {@code w = comp.applyTo(u)}, where 749 * {@code comp = r2.composeInverse(r1)}. 750 * </p> 751 * <p> 752 * If the semantics of the rotations composition corresponds to a 753 * {@link RotationConvention#FRAME_TRANSFORM frame transform} convention, 754 * the application order will be reversed, which means it is the 755 * <em>innermost</em> rotation that will be reversed. So keeping the exact same 756 * meaning of all {@code r1}, {@code r2}, {@code u}, {@code v}, {@code w} 757 * and {@code comp} as above, {@code comp} could also be computed as 758 * {@code comp = r1.revert().composeInverse(r2.revert(), RotationConvention.FRAME_TRANSFORM)}. 759 * </p> 760 * @param r rotation to apply the rotation to 761 * @param convention convention to use for the semantics of the angle 762 * @return a new rotation which is the composition of r by the inverse 763 * of the instance 764 */ 765 public Rotation composeInverse(final Rotation r, final RotationConvention convention) { 766 return convention == RotationConvention.VECTOR_OPERATOR ? 767 composeInverseInternal(r) : r.composeInternal(revert()); 768 } 769 770 /** Compose the inverse of the instance with another rotation 771 * using vector operator convention. 772 * @param r rotation to apply the rotation to 773 * @return a new rotation which is the composition of r by the inverse 774 * of the instance using vector operator convention 775 */ 776 private Rotation composeInverseInternal(Rotation r) { 777 return new Rotation(-r.q0 * q0 - (r.q1 * q1 + r.q2 * q2 + r.q3 * q3), 778 -r.q1 * q0 + r.q0 * q1 + (r.q2 * q3 - r.q3 * q2), 779 -r.q2 * q0 + r.q0 * q2 + (r.q3 * q1 - r.q1 * q3), 780 -r.q3 * q0 + r.q0 * q3 + (r.q1 * q2 - r.q2 * q1), 781 false); 782 } 783 784 /** Perfect orthogonality on a 3X3 matrix. 785 * @param m initial matrix (not exactly orthogonal) 786 * @param threshold convergence threshold for the iterative 787 * orthogonality correction (convergence is reached when the 788 * difference between two steps of the Frobenius norm of the 789 * correction is below this threshold) 790 * @return an orthogonal matrix close to m 791 * @exception MathIllegalArgumentException if the matrix cannot be 792 * orthogonalized with the given threshold after 10 iterations 793 */ 794 private double[][] orthogonalizeMatrix(double[][] m, double threshold) 795 throws MathIllegalArgumentException { 796 double[] m0 = m[0]; 797 double[] m1 = m[1]; 798 double[] m2 = m[2]; 799 double x00 = m0[0]; 800 double x01 = m0[1]; 801 double x02 = m0[2]; 802 double x10 = m1[0]; 803 double x11 = m1[1]; 804 double x12 = m1[2]; 805 double x20 = m2[0]; 806 double x21 = m2[1]; 807 double x22 = m2[2]; 808 double fn = 0; 809 double fn1; 810 811 double[][] o = new double[3][3]; 812 double[] o0 = o[0]; 813 double[] o1 = o[1]; 814 double[] o2 = o[2]; 815 816 // iterative correction: Xn+1 = Xn - 0.5 * (Xn.Mt.Xn - M) 817 int i; 818 for (i = 0; i < 11; ++i) { 819 820 // Mt.Xn 821 double mx00 = m0[0] * x00 + m1[0] * x10 + m2[0] * x20; 822 double mx10 = m0[1] * x00 + m1[1] * x10 + m2[1] * x20; 823 double mx20 = m0[2] * x00 + m1[2] * x10 + m2[2] * x20; 824 double mx01 = m0[0] * x01 + m1[0] * x11 + m2[0] * x21; 825 double mx11 = m0[1] * x01 + m1[1] * x11 + m2[1] * x21; 826 double mx21 = m0[2] * x01 + m1[2] * x11 + m2[2] * x21; 827 double mx02 = m0[0] * x02 + m1[0] * x12 + m2[0] * x22; 828 double mx12 = m0[1] * x02 + m1[1] * x12 + m2[1] * x22; 829 double mx22 = m0[2] * x02 + m1[2] * x12 + m2[2] * x22; 830 831 // Xn+1 832 o0[0] = x00 - 0.5 * (x00 * mx00 + x01 * mx10 + x02 * mx20 - m0[0]); 833 o0[1] = x01 - 0.5 * (x00 * mx01 + x01 * mx11 + x02 * mx21 - m0[1]); 834 o0[2] = x02 - 0.5 * (x00 * mx02 + x01 * mx12 + x02 * mx22 - m0[2]); 835 o1[0] = x10 - 0.5 * (x10 * mx00 + x11 * mx10 + x12 * mx20 - m1[0]); 836 o1[1] = x11 - 0.5 * (x10 * mx01 + x11 * mx11 + x12 * mx21 - m1[1]); 837 o1[2] = x12 - 0.5 * (x10 * mx02 + x11 * mx12 + x12 * mx22 - m1[2]); 838 o2[0] = x20 - 0.5 * (x20 * mx00 + x21 * mx10 + x22 * mx20 - m2[0]); 839 o2[1] = x21 - 0.5 * (x20 * mx01 + x21 * mx11 + x22 * mx21 - m2[1]); 840 o2[2] = x22 - 0.5 * (x20 * mx02 + x21 * mx12 + x22 * mx22 - m2[2]); 841 842 // correction on each elements 843 double corr00 = o0[0] - m0[0]; 844 double corr01 = o0[1] - m0[1]; 845 double corr02 = o0[2] - m0[2]; 846 double corr10 = o1[0] - m1[0]; 847 double corr11 = o1[1] - m1[1]; 848 double corr12 = o1[2] - m1[2]; 849 double corr20 = o2[0] - m2[0]; 850 double corr21 = o2[1] - m2[1]; 851 double corr22 = o2[2] - m2[2]; 852 853 // Frobenius norm of the correction 854 fn1 = corr00 * corr00 + corr01 * corr01 + corr02 * corr02 + 855 corr10 * corr10 + corr11 * corr11 + corr12 * corr12 + 856 corr20 * corr20 + corr21 * corr21 + corr22 * corr22; 857 858 // convergence test 859 if (FastMath.abs(fn1 - fn) <= threshold) { 860 return o; 861 } 862 863 // prepare next iteration 864 x00 = o0[0]; 865 x01 = o0[1]; 866 x02 = o0[2]; 867 x10 = o1[0]; 868 x11 = o1[1]; 869 x12 = o1[2]; 870 x20 = o2[0]; 871 x21 = o2[1]; 872 x22 = o2[2]; 873 fn = fn1; 874 875 } 876 877 // the algorithm did not converge after 10 iterations 878 throw new MathIllegalArgumentException(LocalizedGeometryFormats.UNABLE_TO_ORTHOGONOLIZE_MATRIX, 879 i - 1); 880 } 881 882 /** Compute the <i>distance</i> between two rotations. 883 * <p>The <i>distance</i> is intended here as a way to check if two 884 * rotations are almost similar (i.e. they transform vectors the same way) 885 * or very different. It is mathematically defined as the angle of 886 * the rotation r that prepended to one of the rotations gives the other 887 * one: \(r_1(r) = r_2\) 888 * </p> 889 * <p>This distance is an angle between 0 and π. Its value is the smallest 890 * possible upper bound of the angle in radians between r<sub>1</sub>(v) 891 * and r<sub>2</sub>(v) for all possible vectors v. This upper bound is 892 * reached for some v. The distance is equal to 0 if and only if the two 893 * rotations are identical.</p> 894 * <p>Comparing two rotations should always be done using this value rather 895 * than for example comparing the components of the quaternions. It is much 896 * more stable, and has a geometric meaning. Also comparing quaternions 897 * components is error prone since for example quaternions (0.36, 0.48, -0.48, -0.64) 898 * and (-0.36, -0.48, 0.48, 0.64) represent exactly the same rotation despite 899 * their components are different (they are exact opposites).</p> 900 * @param r1 first rotation 901 * @param r2 second rotation 902 * @return <i>distance</i> between r1 and r2 903 */ 904 public static double distance(Rotation r1, Rotation r2) { 905 return r1.composeInverseInternal(r2).getAngle(); 906 } 907 908 }