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3DConversions.cxx
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1// @(#)root/mathcore:$Id$
2// Authors: W. Brown, M. Fischler, L. Moneta 2005
3
4 /**********************************************************************
5 * *
6 * Copyright (c) 2005, LCG ROOT FNAL MathLib Team *
7 * *
8 * *
9 **********************************************************************/
10
11// Source file for something else
12//
13// Created by: Mark Fischler and Walter Brown Thurs July 7, 2005
14//
15// Last update: $Id$
16//
17
18// TODO - For now, all conversions are grouped in this one compilation unit.
19// The intention is to seraparte them into a few .cpp files instead,
20// so that users needing one form need not incorporate code for them all.
21
23
24#include "Math/Math.h"
25
34
35#include <cmath>
36#include <limits>
37
38namespace ROOT {
39namespace Math {
40namespace gv_detail {
41
46};
47
48
49// ----------------------------------------------------------------------
50void convert( Rotation3D const & from, AxisAngle & to)
51{
52 // conversions from Rotation3D
53 double m[9];
54 from.GetComponents(m, m+9);
55
56 const double uZ = m[kYX] - m[kXY];
57 const double uY = m[kXZ] - m[kZX];
58 const double uX = m[kZY] - m[kYZ];
59
60
61 // in case of rotation of an angle PI, the rotation matrix is symmetric and
62 // uX = uY = uZ = 0. Use then conversion through the quaternion
63 if ( std::fabs( uX ) < 8.*std::numeric_limits<double>::epsilon() &&
64 std::fabs( uY ) < 8.*std::numeric_limits<double>::epsilon() &&
65 std::fabs( uZ ) < 8.*std::numeric_limits<double>::epsilon() ) {
66 Quaternion tmp;
67 convert (from,tmp);
68 convert (tmp,to);
69 return;
70 }
71
73
74 u.SetCoordinates( uX, uY, uZ );
75
76 static const double pi = M_PI;
77
78 double angle;
79 const double cosdelta = (m[kXX] + m[kYY] + m[kZZ] - 1.0) / 2.0;
80 if (cosdelta > 1.0) {
81 angle = 0;
82 } else if (cosdelta < -1.0) {
83 angle = pi;
84 } else {
85 angle = std::acos( cosdelta );
86 }
87
88
89 //to.SetAngle(angle);
90 to.SetComponents(u, angle);
91 to.Rectify();
92
93} // convert to AxisAngle
94
95static void correctByPi ( double& psi, double& phi ) {
96 static const double pi = M_PI;
97 if (psi > 0) {
98 psi -= pi;
99 } else {
100 psi += pi;
101 }
102 if (phi > 0) {
103 phi -= pi;
104 } else {
105 phi += pi;
106 }
107}
108
109void convert( Rotation3D const & from, EulerAngles & to)
110{
111 // conversion from Rotation3D to Euler Angles
112 // Mathematical justification appears in
113 // http://www.cern.ch/mathlibs/documents/eulerAngleComputation.pdf
114
115 double r[9];
116 from.GetComponents(r,r+9);
117
118 double phi, theta, psi;
119 double psiPlusPhi, psiMinusPhi;
120 static const double pi = M_PI;
121 static const double pi_2 = M_PI_2;
122
123 theta = (std::fabs(r[kZZ]) <= 1.0) ? std::acos(r[kZZ]) :
124 (r[kZZ] > 0.0) ? 0 : pi;
125
126 double cosTheta = r[kZZ];
127 if (cosTheta > 1) cosTheta = 1;
128 if (cosTheta < -1) cosTheta = -1;
129
130 // Compute psi +/- phi:
131 // Depending on whether cosTheta is positive or negative and whether it
132 // is less than 1 in absolute value, different mathematically equivalent
133 // expressions are numerically stable.
134 if (cosTheta == 1) {
135 psiPlusPhi = atan2 ( r[kXY] - r[kYX], r[kXX] + r[kYY] );
136 psiMinusPhi = 0;
137 } else if (cosTheta >= 0) {
138 psiPlusPhi = atan2 ( r[kXY] - r[kYX], r[kXX] + r[kYY] );
139 double s = -r[kXY] - r[kYX]; // sin (psi-phi) * (1 - cos theta)
140 double c = r[kXX] - r[kYY]; // cos (psi-phi) * (1 - cos theta)
141 psiMinusPhi = atan2 ( s, c );
142 } else if (cosTheta > -1) {
143 psiMinusPhi = atan2 ( -r[kXY] - r[kYX], r[kXX] - r[kYY] );
144 double s = r[kXY] - r[kYX]; // sin (psi+phi) * (1 + cos theta)
145 double c = r[kXX] + r[kYY]; // cos (psi+phi) * (1 + cos theta)
146 psiPlusPhi = atan2 ( s, c );
147 } else { // cosTheta == -1
148 psiMinusPhi = atan2 ( -r[kXY] - r[kYX], r[kXX] - r[kYY] );
149 psiPlusPhi = 0;
150 }
151
152 psi = .5 * (psiPlusPhi + psiMinusPhi);
153 phi = .5 * (psiPlusPhi - psiMinusPhi);
154
155 // Now correct by pi if we have managed to get a value of psiPlusPhi
156 // or psiMinusPhi that was off by 2 pi:
157
158 // set up w[i], all of which would be positive if sin and cosine of
159 // psi and phi were positive:
160 double w[4];
161 w[0] = r[kXZ]; w[1] = r[kZX]; w[2] = r[kYZ]; w[3] = -r[kZY];
162
163 // find biggest relevant term, which is the best one to use in correcting.
164 double maxw = std::fabs(w[0]);
165 int imax = 0;
166 for (int i = 1; i < 4; ++i) {
167 if (std::fabs(w[i]) > maxw) {
168 maxw = std::fabs(w[i]);
169 imax = i;
170 }
171 }
172 // Determine if the correction needs to be applied: The criteria are
173 // different depending on whether a sine or cosine was the determinor:
174 switch (imax) {
175 case 0:
176 if (w[0] > 0 && psi < 0) correctByPi ( psi, phi );
177 if (w[0] < 0 && psi > 0) correctByPi ( psi, phi );
178 break;
179 case 1:
180 if (w[1] > 0 && phi < 0) correctByPi ( psi, phi );
181 if (w[1] < 0 && phi > 0) correctByPi ( psi, phi );
182 break;
183 case 2:
184 if (w[2] > 0 && std::fabs(psi) > pi_2) correctByPi ( psi, phi );
185 if (w[2] < 0 && std::fabs(psi) < pi_2) correctByPi ( psi, phi );
186 break;
187 case 3:
188 if (w[3] > 0 && std::fabs(phi) > pi_2) correctByPi ( psi, phi );
189 if (w[3] < 0 && std::fabs(phi) < pi_2) correctByPi ( psi, phi );
190 break;
191 }
192
193 to.SetComponents( phi, theta, psi );
194
195} // convert to EulerAngles
196
197////////////////////////////////////////////////////////////////////////////////
198/// conversion from Rotation3D to Quaternion
199
200void convert( Rotation3D const & from, Quaternion & to)
201{
202 double m[9];
203 from.GetComponents(m, m+9);
204
205 const double d0 = m[kXX] + m[kYY] + m[kZZ];
206 const double d1 = + m[kXX] - m[kYY] - m[kZZ];
207 const double d2 = - m[kXX] + m[kYY] - m[kZZ];
208 const double d3 = - m[kXX] - m[kYY] + m[kZZ];
209
210 // these are related to the various q^2 values;
211 // choose the largest to avoid dividing two small numbers and losing accuracy.
212
213 if ( d0 >= d1 && d0 >= d2 && d0 >= d3 ) {
214 const double q0 = .5*std::sqrt(1+d0);
215 const double f = .25/q0;
216 const double q1 = f*(m[kZY]-m[kYZ]);
217 const double q2 = f*(m[kXZ]-m[kZX]);
218 const double q3 = f*(m[kYX]-m[kXY]);
219 to.SetComponents(q0,q1,q2,q3);
220 to.Rectify();
221 return;
222 } else if ( d1 >= d2 && d1 >= d3 ) {
223 const double q1 = .5*std::sqrt(1+d1);
224 const double f = .25/q1;
225 const double q0 = f*(m[kZY]-m[kYZ]);
226 const double q2 = f*(m[kXY]+m[kYX]);
227 const double q3 = f*(m[kXZ]+m[kZX]);
228 to.SetComponents(q0,q1,q2,q3);
229 to.Rectify();
230 return;
231 } else if ( d2 >= d3 ) {
232 const double q2 = .5*std::sqrt(1+d2);
233 const double f = .25/q2;
234 const double q0 = f*(m[kXZ]-m[kZX]);
235 const double q1 = f*(m[kXY]+m[kYX]);
236 const double q3 = f*(m[kYZ]+m[kZY]);
237 to.SetComponents(q0,q1,q2,q3);
238 to.Rectify();
239 return;
240 } else {
241 const double q3 = .5*std::sqrt(1+d3);
242 const double f = .25/q3;
243 const double q0 = f*(m[kYX]-m[kXY]);
244 const double q1 = f*(m[kXZ]+m[kZX]);
245 const double q2 = f*(m[kYZ]+m[kZY]);
246 to.SetComponents(q0,q1,q2,q3);
247 to.Rectify();
248 return;
249 }
250} // convert to Quaternion
251
252////////////////////////////////////////////////////////////////////////////////
253/// conversion from Rotation3D to RotationZYX
254/// same Math used as for EulerAngles apart from some different meaning of angles and
255/// matrix elements. But the basic algorithms principles are the same described in
256/// http://www.cern.ch/mathlibs/documents/eulerAngleComputation.pdf
257
258void convert( Rotation3D const & from, RotationZYX & to)
259{
260 // theta is assumed to be in range [-PI/2,PI/2].
261 // this is guaranteed by the Rectify function
262
263 static const double pi_2 = M_PI_2;
264
265 double r[9];
266 from.GetComponents(r,r+9);
267
268 double phi,theta,psi = 0;
269
270 // careful for numeical error make sin(theta) ourtside [-1,1]
271 double sinTheta = r[kXZ];
272 if ( sinTheta < -1.0) sinTheta = -1.0;
273 if ( sinTheta > 1.0) sinTheta = 1.0;
274 theta = std::asin( sinTheta );
275
276 // compute psi +/- phi
277 // Depending on whether cosTheta is positive or negative and whether it
278 // is less than 1 in absolute value, different mathematically equivalent
279 // expressions are numerically stable.
280 // algorithm from
281 // adapted for the case 3-2-1
282
283 double psiPlusPhi = 0;
284 double psiMinusPhi = 0;
285
286 // valid if sinTheta not eq to -1 otherwise is zero
287 if (sinTheta > - 1.0)
288 psiPlusPhi = atan2 ( r[kYX] + r[kZY], r[kYY] - r[kZX] );
289
290 // valid if sinTheta not eq. to 1
291 if (sinTheta < 1.0)
292 psiMinusPhi = atan2 ( r[kZY] - r[kYX] , r[kYY] + r[kZX] );
293
294 psi = .5 * (psiPlusPhi + psiMinusPhi);
295 phi = .5 * (psiPlusPhi - psiMinusPhi);
296
297 // correction is not necessary if sinTheta = +/- 1
298 //if (sinTheta == 1.0 || sinTheta == -1.0) return;
299
300 // apply the corrections according to max of the other terms
301 // I think is assumed convention that theta is between -PI/2,PI/2.
302 // OTHERWISE RESULT MIGHT BE DIFFERENT ???
303
304 //since we determine phi+psi or phi-psi phi and psi can be both have a shift of +/- PI.
305 // The shift must be applied on both (the sum (or difference) is knows to +/- 2PI )
306 //This can be fixed looking at the other 4 matrix terms, which have terms in sin and cos of psi
307 // and phi. sin(psi+/-PI) = -sin(psi) and cos(psi+/-PI) = -cos(psi).
308 //Use then the biggest term for making the correction to minimize possible numerical errors
309
310 // set up w[i], all of which would be positive if sin and cosine of
311 // psi and phi were positive:
312 double w[4];
313 w[0] = -r[kYZ]; w[1] = -r[kXY]; w[2] = r[kZZ]; w[3] = r[kXX];
314
315 // find biggest relevant term, which is the best one to use in correcting.
316 double maxw = std::fabs(w[0]);
317 int imax = 0;
318 for (int i = 1; i < 4; ++i) {
319 if (std::fabs(w[i]) > maxw) {
320 maxw = std::fabs(w[i]);
321 imax = i;
322 }
323 }
324
325 // Determine if the correction needs to be applied: The criteria are
326 // different depending on whether a sine or cosine was the determinor:
327 switch (imax) {
328 case 0:
329 if (w[0] > 0 && psi < 0) correctByPi ( psi, phi );
330 if (w[0] < 0 && psi > 0) correctByPi ( psi, phi );
331 break;
332 case 1:
333 if (w[1] > 0 && phi < 0) correctByPi ( psi, phi );
334 if (w[1] < 0 && phi > 0) correctByPi ( psi, phi );
335 break;
336 case 2:
337 if (w[2] > 0 && std::fabs(psi) > pi_2) correctByPi ( psi, phi );
338 if (w[2] < 0 && std::fabs(psi) < pi_2) correctByPi ( psi, phi );
339 break;
340 case 3:
341 if (w[3] > 0 && std::fabs(phi) > pi_2) correctByPi ( psi, phi );
342 if (w[3] < 0 && std::fabs(phi) < pi_2) correctByPi ( psi, phi );
343 break;
344 }
345
346 to.SetComponents(phi, theta, psi);
347
348} // convert to RotationZYX
349
350// ----------------------------------------------------------------------
351// conversions from AxisAngle
352
353void convert( AxisAngle const & from, Rotation3D & to)
354{
355 // conversion from AxisAngle to Rotation3D
356
357 const double sinDelta = std::sin( from.Angle() );
358 const double cosDelta = std::cos( from.Angle() );
359 const double oneMinusCosDelta = 1.0 - cosDelta;
360
361 const AxisAngle::AxisVector & u = from.Axis();
362 const double uX = u.X();
363 const double uY = u.Y();
364 const double uZ = u.Z();
365
366 double m[9];
367
368 m[kXX] = oneMinusCosDelta * uX * uX + cosDelta;
369 m[kXY] = oneMinusCosDelta * uX * uY - sinDelta * uZ;
370 m[kXZ] = oneMinusCosDelta * uX * uZ + sinDelta * uY;
371
372 m[kYX] = oneMinusCosDelta * uY * uX + sinDelta * uZ;
373 m[kYY] = oneMinusCosDelta * uY * uY + cosDelta;
374 m[kYZ] = oneMinusCosDelta * uY * uZ - sinDelta * uX;
375
376 m[kZX] = oneMinusCosDelta * uZ * uX - sinDelta * uY;
377 m[kZY] = oneMinusCosDelta * uZ * uY + sinDelta * uX;
378 m[kZZ] = oneMinusCosDelta * uZ * uZ + cosDelta;
379
380 to.SetComponents(m,m+9);
381} // convert to Rotation3D
382
383void convert( AxisAngle const & from , EulerAngles & to )
384{
385 // conversion from AxisAngle to EulerAngles
386 // TODO better : temporary make conversion using Rotation3D
387
388 Rotation3D tmp;
389 convert(from,tmp);
390 convert(tmp,to);
391}
392
393void convert( AxisAngle const & from, Quaternion & to)
394{
395 // conversion from AxisAngle to Quaternion
396
397 double s = std::sin (from.Angle()/2);
399
400 to.SetComponents( std::cos(from.Angle()/2),
401 s*axis.X(),
402 s*axis.Y(),
403 s*axis.Z()
404 );
405} // convert to Quaternion
406
407void convert( AxisAngle const & from , RotationZYX & to )
408{
409 // conversion from AxisAngle to RotationZYX
410 // TODO better : temporary make conversion using Rotation3D
411 Rotation3D tmp;
412 convert(from,tmp);
413 convert(tmp,to);
414}
415
416
417// ----------------------------------------------------------------------
418// conversions from EulerAngles
419
420void convert( EulerAngles const & from, Rotation3D & to)
421{
422 // conversion from EulerAngles to Rotation3D
423
424 typedef double Scalar;
425 const Scalar sPhi = std::sin( from.Phi() );
426 const Scalar cPhi = std::cos( from.Phi() );
427 const Scalar sTheta = std::sin( from.Theta() );
428 const Scalar cTheta = std::cos( from.Theta() );
429 const Scalar sPsi = std::sin( from.Psi() );
430 const Scalar cPsi = std::cos( from.Psi() );
432 ( cPsi*cPhi-sPsi*cTheta*sPhi, cPsi*sPhi+sPsi*cTheta*cPhi, sPsi*sTheta
433 , -sPsi*cPhi-cPsi*cTheta*sPhi, -sPsi*sPhi+cPsi*cTheta*cPhi, cPsi*sTheta
434 , sTheta*sPhi, -sTheta*cPhi, cTheta
435 );
436}
437
438void convert( EulerAngles const & from, AxisAngle & to)
439{
440 // conversion from EulerAngles to AxisAngle
441 // make converting first to quaternion
443 convert (from, q);
444 convert (q, to);
445}
446
447void convert( EulerAngles const & from, Quaternion & to)
448{
449 // conversion from EulerAngles to Quaternion
450
451 typedef double Scalar;
452 const Scalar plus = (from.Phi()+from.Psi())/2;
453 const Scalar minus = (from.Phi()-from.Psi())/2;
454 const Scalar sPlus = std::sin( plus );
455 const Scalar cPlus = std::cos( plus );
456 const Scalar sMinus = std::sin( minus );
457 const Scalar cMinus = std::cos( minus );
458 const Scalar sTheta = std::sin( from.Theta()/2 );
459 const Scalar cTheta = std::cos( from.Theta()/2 );
460
461 to.SetComponents ( cTheta*cPlus, -sTheta*cMinus, -sTheta*sMinus, -cTheta*sPlus );
462 // TODO -- carefully check that this is correct
463}
464
465void convert( EulerAngles const & from , RotationZYX & to )
466{
467 // conversion from EulerAngles to RotationZYX
468 // TODO better : temporary make conversion using Rotation3D
469 Rotation3D tmp;
470 convert(from,tmp);
471 convert(tmp,to);
472}
473
474
475// ----------------------------------------------------------------------
476// conversions from Quaternion
477
478void convert( Quaternion const & from, Rotation3D & to)
479{
480 // conversion from Quaternion to Rotation3D
481
482 const double q0 = from.U();
483 const double q1 = from.I();
484 const double q2 = from.J();
485 const double q3 = from.K();
486 const double q00 = q0*q0;
487 const double q01 = q0*q1;
488 const double q02 = q0*q2;
489 const double q03 = q0*q3;
490 const double q11 = q1*q1;
491 const double q12 = q1*q2;
492 const double q13 = q1*q3;
493 const double q22 = q2*q2;
494 const double q23 = q2*q3;
495 const double q33 = q3*q3;
496
497 to.SetComponents (
498 q00+q11-q22-q33 , 2*(q12-q03) , 2*(q02+q13),
499 2*(q12+q03) , q00-q11+q22-q33 , 2*(q23-q01),
500 2*(q13-q02) , 2*(q23+q01) , q00-q11-q22+q33 );
501
502} // conversion to Rotation3D
503
504void convert( Quaternion const & from, AxisAngle & to)
505{
506 // conversion from Quaternion to AxisAngle
507
508 double u = from.U();
509 if ( u >= 0 ) {
510 if ( u > 1 ) u = 1;
511 const double angle = 2.0 * std::acos ( from.U() );
513 axis (from.I(), from.J(), from.K());
514 to.SetComponents ( axis, angle );
515 } else {
516 if ( u < -1 ) u = -1;
517 const double angle = 2.0 * std::acos ( -from.U() );
519 axis (-from.I(), -from.J(), -from.K());
520 to.SetComponents ( axis, angle );
521 }
522} // conversion to AxisAngle
523
524void convert( Quaternion const & from, EulerAngles & to )
525{
526 // conversion from Quaternion to EulerAngles
527 // TODO better
528 // temporary make conversion using Rotation3D
529
530 Rotation3D tmp;
531 convert(from,tmp);
532 convert(tmp,to);
533}
534
535void convert( Quaternion const & from , RotationZYX & to )
536{
537 // conversion from Quaternion to RotationZYX
538 // TODO better : temporary make conversion using Rotation3D
539 Rotation3D tmp;
540 convert(from,tmp);
541 convert(tmp,to);
542}
543
544// ----------------------------------------------------------------------
545// conversions from RotationZYX
546void convert( RotationZYX const & from, Rotation3D & to) {
547 // conversion to Rotation3D (matrix)
548
549 double phi,theta,psi = 0;
550 from.GetComponents(phi,theta,psi);
551 to.SetComponents( std::cos(theta)*std::cos(phi),
552 - std::cos(theta)*std::sin(phi),
553 std::sin(theta),
554
555 std::cos(psi)*std::sin(phi) + std::sin(psi)*std::sin(theta)*std::cos(phi),
556 std::cos(psi)*std::cos(phi) - std::sin(psi)*std::sin(theta)*std::sin(phi),
557 -std::sin(psi)*std::cos(theta),
558
559 std::sin(psi)*std::sin(phi) - std::cos(psi)*std::sin(theta)*std::cos(phi),
560 std::sin(psi)*std::cos(phi) + std::cos(psi)*std::sin(theta)*std::sin(phi),
561 std::cos(psi)*std::cos(theta)
562 );
563
564}
565void convert( RotationZYX const & from, AxisAngle & to) {
566 // conversion to axis angle
567 // TODO better : temporary make conversion using Rotation3D
568 Rotation3D tmp;
569 convert(from,tmp);
570 convert(tmp,to);
571}
572void convert( RotationZYX const & from, EulerAngles & to) {
573 // conversion to Euler angle
574 // TODO better : temporary make conversion using Rotation3D
575 Rotation3D tmp;
576 convert(from,tmp);
577 convert(tmp,to);
578}
579void convert( RotationZYX const & from, Quaternion & to) {
580 double phi,theta,psi = 0;
581 from.GetComponents(phi,theta,psi);
582
583 double sphi2 = std::sin(phi/2);
584 double cphi2 = std::cos(phi/2);
585 double stheta2 = std::sin(theta/2);
586 double ctheta2 = std::cos(theta/2);
587 double spsi2 = std::sin(psi/2);
588 double cpsi2 = std::cos(psi/2);
589 to.SetComponents( cphi2 * cpsi2 * ctheta2 - sphi2 * spsi2 * stheta2,
590 sphi2 * cpsi2 * stheta2 + cphi2 * spsi2 * ctheta2,
591 cphi2 * cpsi2 * stheta2 - sphi2 * spsi2 * ctheta2,
592 sphi2 * cpsi2 * ctheta2 + cphi2 * spsi2 * stheta2
593 );
594}
595
596
597// ----------------------------------------------------------------------
598// conversions from RotationX
599
600void convert( RotationX const & from, Rotation3D & to)
601{
602 // conversion from RotationX to Rotation3D
603
604 const double c = from.CosAngle();
605 const double s = from.SinAngle();
606 to.SetComponents ( 1, 0, 0,
607 0, c, -s,
608 0, s, c );
609}
610
611void convert( RotationX const & from, AxisAngle & to)
612{
613 // conversion from RotationX to AxisAngle
614
616 to.SetComponents ( axis, from.Angle() );
617}
618
619void convert( RotationX const & from , EulerAngles & to )
620{
621 // conversion from RotationX to EulerAngles
622 //TODO better: temporary make conversion using Rotation3D
623
624 Rotation3D tmp;
625 convert(from,tmp);
626 convert(tmp,to);
627}
628
629void convert( RotationX const & from, Quaternion & to)
630{
631 // conversion from RotationX to Quaternion
632
633 to.SetComponents (std::cos(from.Angle()/2), std::sin(from.Angle()/2), 0, 0);
634}
635
636void convert( RotationX const & from , RotationZYX & to )
637{
638 // conversion from RotationX to RotationZYX
639 to.SetComponents(0,0,from.Angle());
640}
641
642
643// ----------------------------------------------------------------------
644// conversions from RotationY
645
646void convert( RotationY const & from, Rotation3D & to)
647{
648 // conversion from RotationY to Rotation3D
649
650 const double c = from.CosAngle();
651 const double s = from.SinAngle();
652 to.SetComponents ( c, 0, s,
653 0, 1, 0,
654 -s, 0, c );
655}
656
657void convert( RotationY const & from, AxisAngle & to)
658{
659 // conversion from RotationY to AxisAngle
660
662 to.SetComponents ( axis, from.Angle() );
663}
664
665void convert( RotationY const & from, EulerAngles & to )
666{
667 // conversion from RotationY to EulerAngles
668 // TODO better: temporary make conversion using Rotation3D
669
670 Rotation3D tmp;
671 convert(from,tmp);
672 convert(tmp,to);
673}
674
675void convert( RotationY const & from , RotationZYX & to )
676{
677 // conversion from RotationY to RotationZYX
678 to.SetComponents(0,from.Angle(),0);
679}
680
681
682void convert( RotationY const & from, Quaternion & to)
683{
684 // conversion from RotationY to Quaternion
685
686 to.SetComponents (std::cos(from.Angle()/2), 0, std::sin(from.Angle()/2), 0);
687}
688
689
690
691// ----------------------------------------------------------------------
692// conversions from RotationZ
693
694void convert( RotationZ const & from, Rotation3D & to)
695{
696 // conversion from RotationZ to Rotation3D
697
698 const double c = from.CosAngle();
699 const double s = from.SinAngle();
700 to.SetComponents ( c, -s, 0,
701 s, c, 0,
702 0, 0, 1 );
703}
704
705void convert( RotationZ const & from, AxisAngle & to)
706{
707 // conversion from RotationZ to AxisAngle
708
710 to.SetComponents ( axis, from.Angle() );
711}
712
713void convert( RotationZ const & from , EulerAngles & to )
714{
715 // conversion from RotationZ to EulerAngles
716 // TODO better: temporary make conversion using Rotation3D
717
718 Rotation3D tmp;
719 convert(from,tmp);
720 convert(tmp,to);
721}
722
723void convert( RotationZ const & from , RotationZYX & to )
724{
725 // conversion from RotationY to RotationZYX
726 to.SetComponents(from.Angle(),0,0);
727}
728
729void convert( RotationZ const & from, Quaternion & to)
730{
731 // conversion from RotationZ to Quaternion
732
733 to.SetComponents (std::cos(from.Angle()/2), 0, 0, std::sin(from.Angle()/2));
734}
735
736} //namespace gv_detail
737} //namespace Math
738} //namespace ROOT
#define M_PI_2
Definition Math.h:40
#define f(i)
Definition RSha256.hxx:104
#define c(i)
Definition RSha256.hxx:101
#define M_PI
Definition Rotated.cxx:105
Option_t Option_t TPoint TPoint const char GetTextMagnitude GetFillStyle GetLineColor GetLineWidth GetMarkerStyle GetTextAlign GetTextColor GetTextSize void char Point_t Rectangle_t WindowAttributes_t Float_t r
Option_t Option_t TPoint TPoint angle
float * q
AxisAngle class describing rotation represented with direction axis (3D Vector) and an angle of rotat...
Definition AxisAngle.h:42
void SetComponents(IT begin, IT end)
Set the axis and then the angle given a pair of pointers or iterators defining the beginning and end ...
Definition AxisAngle.h:117
void Rectify()
Re-adjust components to eliminate small deviations from the axis being a unit vector and angles out o...
Definition AxisAngle.cxx:47
AxisVector Axis() const
access to rotation axis
Definition AxisAngle.h:178
Scalar Angle() const
access to rotation angle
Definition AxisAngle.h:183
Scalar X() const
Cartesian X, converting if necessary from internal coordinate system.
Scalar Y() const
Cartesian Y, converting if necessary from internal coordinate system.
DisplacementVector3D< CoordSystem, Tag > & SetCoordinates(const Scalar src[])
Set internal data based on a C-style array of 3 Scalar numbers.
Scalar Z() const
Cartesian Z, converting if necessary from internal coordinate system.
EulerAngles class describing rotation as three angles (Euler Angles).
Definition EulerAngles.h:45
Scalar Psi() const
Return Psi Euler angle.
Scalar Theta() const
Return Theta Euler angle.
Scalar Phi() const
Return Phi Euler angle.
void SetComponents(IT begin, IT end)
Set the three Euler angles given a pair of pointers or iterators defining the beginning and end of an...
Rotation class with the (3D) rotation represented by a unit quaternion (u, i, j, k).
Definition Quaternion.h:49
void Rectify()
Re-adjust components to eliminate small deviations from |Q| = 1 orthonormality.
Scalar U() const
Access to the four quaternion components: U() is the coefficient of the identity Pauli matrix,...
Definition Quaternion.h:167
void SetComponents(IT begin, IT end)
Set the four components given an iterator to the start of the desired data, and another to the end (4...
Definition Quaternion.h:113
Rotation class with the (3D) rotation represented by a 3x3 orthogonal matrix.
Definition Rotation3D.h:67
void GetComponents(ForeignVector &v1, ForeignVector &v2, ForeignVector &v3) const
Get components into three vectors which will be the (orthonormal) columns of the rotation matrix.
Definition Rotation3D.h:251
void SetComponents(const ForeignVector &v1, const ForeignVector &v2, const ForeignVector &v3)
Set components from three orthonormal vectors (which must have methods x(), y() and z()) which will b...
Definition Rotation3D.h:235
Rotation class representing a 3D rotation about the X axis by the angle of rotation.
Definition RotationX.h:45
Scalar CosAngle() const
Definition RotationX.h:111
Scalar SinAngle() const
Sine or Cosine of the rotation angle.
Definition RotationX.h:110
Scalar Angle() const
Angle of rotation.
Definition RotationX.h:105
Rotation class representing a 3D rotation about the Y axis by the angle of rotation.
Definition RotationY.h:45
Scalar Angle() const
Angle of rotation.
Definition RotationY.h:105
Scalar CosAngle() const
Definition RotationY.h:111
Scalar SinAngle() const
Sine or Cosine of the rotation angle.
Definition RotationY.h:110
Rotation class with the (3D) rotation represented by angles describing first a rotation of an angle p...
Definition RotationZYX.h:63
void GetComponents(IT begin, IT end) const
Get the axis and then the angle into data specified by an iterator begin and another to the end of th...
void SetComponents(IT begin, IT end)
Set the three Euler angles given a pair of pointers or iterators defining the beginning and end of an...
Rotation class representing a 3D rotation about the Z axis by the angle of rotation.
Definition RotationZ.h:45
Scalar CosAngle() const
Definition RotationZ.h:111
Scalar Angle() const
Angle of rotation.
Definition RotationZ.h:105
Scalar SinAngle() const
Sine or Cosine of the rotation angle.
Definition RotationZ.h:110
Namespace for new Math classes and functions.
static void correctByPi(double &psi, double &phi)
void convert(R1 const &, R2 const)
Rotation3D::Scalar Scalar
tbb::task_arena is an alias of tbb::interface7::task_arena, which doesn't allow to forward declare tb...
TMarker m
Definition textangle.C:8