Developer Documentation
RAVL, Recognition And Vision Library
USER HOME PAGE CLASS LIST CONTENTS
Ravl - Math - Geometry - 3D - Quatern3dC
 

  PUBLIC
Quatern3dC::Quatern3dC(void)
Quatern3dC::Quatern3dC(RealT,RealT,RealT,RealT)
Quatern3dC::Quatern3dC(const Vector3dC &)
Quatern3dC::Quatern3dC(const Vector3dC &,RealT)
Quatern3dC::Quatern3dC(const Matrix3dC &,bool)
Quatern3dC::Set(const Vector3dC &)
Quatern3dC::Set(const Vector3dC &,RealT)
Quatern3dC::Set(const Matrix3dC &,bool)
Quatern3dC::operator [](UIntT)
Quatern3dC::operator [](UIntT) const
Quatern3dC::MakePositive(void)
Quatern3dC::Norm(void)
Quatern3dC::Normalize(void)
Quatern3dC::Inverse(void) const
Quatern3dC::Conjugate(void) const
Quatern3dC::I(void) const
Quatern3dC::Rotate(Vector3dC) const
Quatern3dC::ExportAxTheta(void) const
Quatern3dC::ExportRotationAngle(void) const
Quatern3dC::ExportRotationAxis(void) const
Quatern3dC::ExportQuatMat(void) const
Quatern3dC::ExportQuatMat2(void) const
Quatern3dC::ExportRotationMatrix(bool) const
Quatern3dC::ExportVector(void) const
Quatern3dC::ExportEuler(void) const
Quatern3dC::ExportEuler(const JointT &,const bool &) const
Quatern3dC::DQuatDRotVec(void) const
Quatern3dC::DRotVecDQuat(void) const
Quatern3dC::func_alpha(const RealT &,const RealT &) const
Quatern3dC::func_gRavl(const RealT &,const RealT &) const
Quatern3dC::func_kappa(const RealT &,const RealT &) const
Quatern3dC::func_lambda(const RealT &,const RealT &) const
Quatern3dC::func_tau(const RealT &) const
Quatern3dC::func_ups(const RealT &) const
Quatern3dC::Dq0q1Dq(const Quatern3dC &,const int &) const
Quatern3dC::Dq0q1q2Dq(const Quatern3dC &,const Quatern3dC &,const int &) const
Quatern3dC::Print(void) const
Quatern3dC::LongPrint(void) const
Quatern3dC::operator *(const Quatern3dC) const
Quatern3dC::operator *(const RealT &) const
Quatern3dC::operator +(const Quatern3dC &) const
Quatern3dC::operator -(const Quatern3dC &) const
Quatern3dC::operator <<(ostream &,const Quatern3dC &)

   Quatern3dC   
 
Quaternion
 
include "Ravl/Quatern3d.hh"
Created:13/11/95 
Source file:Ravl/Math/Geometry/Euclidean/3D/Quatern3d.hh
User Level:Normal
Library:RavlMath
In Scope:RavlN

Comments:
Two quarternions may represent the same rotation q and -q, both are valid, but it can be convenient to keep q[0]>0. This code usually tries to keep q[0] positive. All the non trivial constructors build a quarternion with q[0]>=0. The multiply operation can exit with q[0]<0, this is necessary if the Rotate member function is to work.

There are many tricky conversions, and stability issues with rotations and the conversions. Be careful of angles in particular angles near 0 or PI. This affects some conversions as indicated

A "valid" quarternion has norm 1, however when a quarternion contains a vector it does not have norm 1. Be careful when using operations that may cause the quarternion not to be valid.

When a quarternion is read in it should always be normalised so that it obeys normalisation to full machine precision which is the normal state of affairs

In addition it is possible that small errors may creep in during repeated multiplication. The user should consider using the Normalize() function to correct this. It is NOT done automatically during multiplication.

Variables:
RealT q[];

Methods:

Constructors

Quatern3dC()
Null Constructor, zero rotation, (1,0,0,0)

Quatern3dC(RealT q0,RealT q1,RealT q2,RealT q3)
Constructor - quarternion is not tested for validity.

Quatern3dC(const Vector3dC & axtheta)
Constructor from axis * angle in radians

Quatern3dC(const Vector3dC & axis,RealT theta)
Constructor
If theta != zero then axis must be non zero the axis vector is normalized inside this routine!

Quatern3dC(const Matrix3dC & rotate,bool check = true)
Constructor
matrix is checked for orthogonality if check!=0 This routine is reliable for small angles!! NOT ACCURATE FOR ANGLES NEAR PI

General operations

void Set(const Vector3dC & axtheta)
Set as specifed

void Set(const Vector3dC & axis,RealT theta)
Set as specifed

void Set(const Matrix3dC & rotate,bool check = true)
Set as specifed

RealT & operator [](UIntT i)
Access to ith element of the quarternion

RealT operator [](UIntT i) const
Access to ith element of the quarternion

void MakePositive(void)
replace quarternion by one with q[0] positive which performs the same rotation

RealT Norm()
the norm of the quaternion (quareroot of the sum of the squares of the elements)

void Normalize(void)
impose the condition that norm=1

Quatern3dC Inverse() const
returns inverse of q, does not change q (Doesn't normalize q; is in fact the conjugate of q)

Quatern3dC Conjugate() const
Conjugate

Quatern3dC I() const
returns inverse of q, does not change q

Vector3dC Rotate(Vector3dC r) const
applies rotation q to r and returns the result

Vector3dC ExportAxTheta() const
return the rotation as a unit vector axis times angle in radians Note warnings for ExportRotAxis();

RealT ExportRotationAngle() const
return the angle of rotation, which should always be 0-PI I believe this routine is accurate for theta near 0 and near PI

Vector3dC ExportRotationAxis() const
return the rotation as a unit vector axis around which rotated If Null Rotation return axis as (1,1,1) vector ********** NB ************ For angles very close to PI this routines is not reliable but it is OK for angles near zero. If angle==PI the axis is garbage!

Matrix4dC ExportQuatMat() const
return quaternion as a 4x4 matrix - see Schmitts ECCV 98 paper

MatrixC ExportQuatMat2() const
return quaternion as a MatrixC (4x4) - see Schmitts ECCV 98 paper

Matrix3dC ExportRotationMatrix(bool normalize = false) const
return rotation as 3x3 rotation matrix as far as I know always OK

Vector3dC ExportVector() const
returns the 3 vector components as they are, used for rotating vectors

Vector3dC ExportEuler() const
The angles returned correspond to rotations around static axes XYZ in radians.

Vector3dC ExportEuler(const JointT & jtype,const bool & premult) const
The angles returned correspond to rotations

MatrixC DQuatDRotVec() const
derivative of the quaternion to the rotation vector

MatrixC DRotVecDQuat() const
derivative of the rotation vector to the quaternion

RealT func_alpha(const RealT & x,const RealT & thres) const

RealT func_gRavl(const RealT & x,const RealT & thres) const

RealT func_kappa(const RealT & x,const RealT & thres) const

RealT func_lambda(const RealT & x,const RealT & thres) const

RealT func_tau(const RealT & thres) const

RealT func_ups(const RealT & thres) const
functions used in DQuatDRotVec & DRotVecDQuat

MatrixC Dq0q1Dq(const Quatern3dC & q,const int & nr) const
derivative of the product ('this' * 'q') with respect to 'this' (nr=0)
or 'q' (nr=1)

MatrixC Dq0q1q2Dq(const Quatern3dC & q1,const Quatern3dC & q2,const int & nr) const
derivative of the product ('this' * 'q1' * 'q2') with respect to
'this' (nr=0), 'q1' (nr=1) or 'q2' (nr=2)

void Print() const
short print out

void LongPrint() const
detailed print out

Quatern3dC operator *(const Quatern3dC p) const
returns q x p, quarternion multiplication can return q[0] < 0

Quatern3dC operator *(const RealT & val) const
returns q[i] = q1[i]*val, for i=0..3

Quatern3dC operator +(const Quatern3dC & p) const
returns q[i] = q1[i] + q2[i], for i=0..3

Quatern3dC operator -(const Quatern3dC & p) const
returns q[i] = q1[i] - q2[i], for i=0..3

ostream & operator <<(ostream & outS,const Quatern3dC & quartern)
ouput stream operator


Maintainer:Andrew Stoddart, Created: 13/11/95, Documentation by CxxDoc: Tue Aug 13 09:59:30 2002