Merge pull request #305 from jswrenn/to_euler_angles

Implement to_euler_angles for Rotation3 and UnitQuaternion
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Eduard Bopp 2018-01-17 14:07:54 +01:00 committed by GitHub
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4 changed files with 47 additions and 0 deletions

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@ -541,6 +541,14 @@ impl<N: Real> UnitQuaternion<N> {
) )
} }
/// Converts this unit quaternion into its equivalent Euler angles.
///
/// The angles are produced in the form (roll, yaw, pitch).
#[inline]
pub fn to_euler_angles(&self) -> (N, N, N) {
self.to_rotation_matrix().to_euler_angles()
}
/// Converts this unit quaternion into its equivalent homogeneous transformation matrix. /// Converts this unit quaternion into its equivalent homogeneous transformation matrix.
#[inline] #[inline]
pub fn to_homogeneous(&self) -> MatrixN<N, U4> { pub fn to_homogeneous(&self) -> MatrixN<N, U4> {

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@ -177,6 +177,24 @@ impl<N: Real> Rotation3<N> {
) )
} }
/// Creates Euler angles from a rotation.
///
/// The angles are produced in the form (roll, yaw, pitch).
pub fn to_euler_angles(&self) -> (N, N, N) {
// Implementation informed by "Computing Euler angles from a rotation matrix", by Gregory G. Slabaugh
// http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.371.6578
if self[(2,0)].abs() != N::one() {
let yaw = -self[(2,0)].asin();
let roll = (self[(2,1)] / yaw.cos()).atan2(self[(2,2)] / yaw.cos());
let pitch = (self[(1,0)] / yaw.cos()).atan2(self[(0,0)] / yaw.cos());
(roll, yaw, pitch)
} else if self[(2,0)] == -N::one() {
(self[(0,1)].atan2(self[(0,2)]), N::frac_pi_2(), N::zero())
} else {
(-self[(0,1)].atan2(-self[(0,2)]), -N::frac_pi_2(), N::zero())
}
}
/// Creates a rotation that corresponds to the local frame of an observer standing at the /// Creates a rotation that corresponds to the local frame of an observer standing at the
/// origin and looking toward `dir`. /// origin and looking toward `dir`.
/// ///

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@ -26,6 +26,12 @@ quickcheck!(
relative_eq!(yaw * pitch * roll, rpy, epsilon = 1.0e-7) relative_eq!(yaw * pitch * roll, rpy, epsilon = 1.0e-7)
} }
fn to_euler_angles(r: f64, p: f64, y: f64) -> bool {
let rpy = UnitQuaternion::from_euler_angles(r, p, y);
let (roll, pitch, yaw) = rpy.to_euler_angles();
relative_eq!(UnitQuaternion::from_euler_angles(roll, pitch, yaw), rpy, epsilon = 1.0e-7)
}
/* /*
* *

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@ -37,6 +37,21 @@ quickcheck!(
yaw * pitch * roll == rpy yaw * pitch * roll == rpy
} }
fn to_euler_angles(r: f64, p: f64, y: f64) -> bool {
let rpy = Rotation3::from_euler_angles(r, p, y);
let (roll, pitch, yaw) = rpy.to_euler_angles();
relative_eq!(Rotation3::from_euler_angles(roll, pitch, yaw), rpy, epsilon = 1.0e-7)
}
fn to_euler_angles_gimble_lock(r: f64, y: f64) -> bool {
let pos = Rotation3::from_euler_angles(r, f64::frac_pi_2(), y);
let neg = Rotation3::from_euler_angles(r, -f64::frac_pi_2(), y);
let (pos_r, pos_p, pos_y) = pos.to_euler_angles();
let (neg_r, neg_p, neg_y) = neg.to_euler_angles();
relative_eq!(Rotation3::from_euler_angles(pos_r, pos_p, pos_y), pos, epsilon = 1.0e-7) &&
relative_eq!(Rotation3::from_euler_angles(neg_r, neg_p, neg_y), neg, epsilon = 1.0e-7)
}
/* /*
* *
* Inversion is transposition. * Inversion is transposition.