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Reference Guide
AxisAngleXother.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// Header file for multiplications of AxisAngle by a rotation
12//
13// Created by: Mark Fischler Tues July 5 2005
14//
15
17
18#include <cmath>
19
26
29
30namespace ROOT {
31
32namespace Math {
33
34
36 // combination with a Rotation3D
37 return operator* ( Quaternion(r) );
38
39}
40
42 // combination with another AxisAngle
43 return operator* ( Quaternion(a) );
44}
45
47 // combination with EulerAngles
48 return operator* ( Quaternion(e) );
49}
50
52 // combination with RotationZYX
53 return operator* ( Quaternion(r) );
54}
55
57 // combination with Quaternion
58 return AxisAngle ( Quaternion(*this) * q );
59}
60
61#ifdef MOVE
62
64 // combination with quaternion (not used)
65 const Scalar s1 = std::sin(fAngle/2);
66 const Scalar au = std::cos(fAngle/2);
67 const Scalar ai = s1 * fAxis.X();
68 const Scalar aj = s1 * fAxis.Y();
69 const Scalar ak = s1 * fAxis.Z();
70 Scalar aqu = au*q.U() - ai*q.I() - aj*q.J() - ak*q.K();
71 Scalar aqi = au*q.I() + ai*q.U() + aj*q.K() - ak*q.J();
72 Scalar aqj = au*q.J() - ai*q.K() + aj*q.U() + ak*q.I();
73 Scalar aqk = au*q.K() + ai*q.J() - aj*q.I() + ak*q.U();
74 Scalar r = std::sqrt(aqi*aqi + aqj*aqj + aqk*aqk);
75 if (r > 1) r = 1;
76 if (aqu < 0) { aqu = - aqu; aqi = - aqi; aqj = - aqj, aqk = - aqk; }
77 const Scalar angle = 2*asin ( r );
78 DisplacementVector3D< Cartesian3D<double> > axis ( aqi, aqj, aqk );
79 if ( r == 0 ) {
80 axis.SetCoordinates(0,0,1);
81 } else {
82 axis /= r;
83 }
84 return AxisAngle ( axis, angle );
85}
86
87#endif
88
90 // combination with RotationX
91
92 const Scalar s1 = std::sin(fAngle/2);
93 const Scalar au = std::cos(fAngle/2);
94 const Scalar ai = s1 * fAxis.X();
95 const Scalar aj = s1 * fAxis.Y();
96 const Scalar ak = s1 * fAxis.Z();
97 Scalar c = rx.CosAngle();
98 if ( c > 1 ) c = 1;
99 if ( c < -1 ) c = -1;
100 Scalar qu = std::sqrt( .5*(1+c) );
101 Scalar qi = std::sqrt( .5*(1-c) );
102 if ( rx.SinAngle() < 0 ) qi = -qi;
103 Scalar aqu = au*qu - ai*qi;
104 Scalar aqi = ai*qu + au*qi;
105 Scalar aqj = aj*qu + ak*qi;
106 Scalar aqk = ak*qu - aj*qi;
107 Scalar r = std::sqrt(aqi*aqi + aqj*aqj + aqk*aqk);
108 if (r > 1) r = 1;
109 if (aqu < 0) { aqu = - aqu; aqi = - aqi; aqj = - aqj, aqk = - aqk; }
110 const Scalar angle = 2*asin ( r );
111 DisplacementVector3D< Cartesian3D<double> > axis ( aqi, aqj, aqk );
112 if ( r == 0 ) {
113 axis.SetCoordinates(0,0,1);
114 } else {
115 axis /= r;
116 }
117 return AxisAngle ( axis, angle );
118}
119
121 // combination with RotationY
122
123 const Scalar s1 = std::sin(fAngle/2);
124 const Scalar au = std::cos(fAngle/2);
125 const Scalar ai = s1 * fAxis.X();
126 const Scalar aj = s1 * fAxis.Y();
127 const Scalar ak = s1 * fAxis.Z();
128 Scalar c = ry.CosAngle();
129 if ( c > 1 ) c = 1;
130 if ( c < -1 ) c = -1;
131 Scalar qu = std::sqrt( .5*(1+c) );
132 Scalar qj = std::sqrt( .5*(1-c) );
133 if ( ry.SinAngle() < 0 ) qj = -qj;
134 Scalar aqu = au*qu - aj*qj;
135 Scalar aqi = ai*qu - ak*qj;
136 Scalar aqj = aj*qu + au*qj;
137 Scalar aqk = ak*qu + ai*qj;
138 Scalar r = std::sqrt(aqi*aqi + aqj*aqj + aqk*aqk);
139 if (r > 1) r = 1;
140 if (aqu < 0) { aqu = - aqu; aqi = - aqi; aqj = - aqj, aqk = - aqk; }
141 const Scalar angle = 2*asin ( r );
142 DisplacementVector3D< Cartesian3D<double> > axis ( aqi, aqj, aqk );
143 if ( r == 0 ) {
144 axis.SetCoordinates(0,0,1);
145 } else {
146 axis /= r;
147 }
148 return AxisAngle ( axis, angle );
149}
150
152 // combination with RotationZ
153
154 const Scalar s1 = std::sin(fAngle/2);
155 const Scalar au = std::cos(fAngle/2);
156 const Scalar ai = s1 * fAxis.X();
157 const Scalar aj = s1 * fAxis.Y();
158 const Scalar ak = s1 * fAxis.Z();
159 Scalar c = rz.CosAngle();
160 if ( c > 1 ) c = 1;
161 if ( c < -1 ) c = -1;
162 Scalar qu = std::sqrt( .5*(1+c) );
163 Scalar qk = std::sqrt( .5*(1-c) );
164 if ( rz.SinAngle() < 0 ) qk = -qk;
165 Scalar aqu = au*qu - ak*qk;
166 Scalar aqi = ai*qu + aj*qk;
167 Scalar aqj = aj*qu - ai*qk;
168 Scalar aqk = ak*qu + au*qk;
169 Scalar r = std::sqrt(aqi*aqi + aqj*aqj + aqk*aqk);
170 if (r > 1) r = 1;
171 if (aqu < 0) { aqu = - aqu; aqi = - aqi; aqj = - aqj, aqk = - aqk; }
172 const Scalar angle = 2*asin ( r );
173 DisplacementVector3D< Cartesian3D<double> > axis ( aqi, aqj, aqk );
174 if ( r == 0 ) {
175 axis.SetCoordinates(0,0,1);
176 } else {
177 axis /= r;
178 }
179 return AxisAngle ( axis, angle );
180}
181
183 return AxisAngle(r) * a; // TODO: improve performance
184}
185
187 return AxisAngle(r) * a; // TODO: improve performance
188}
189
191 return AxisAngle(r) * a; // TODO: improve performance
192}
193
194
195} //namespace Math
196} //namespace ROOT
ROOT::R::TRInterface & r
Definition: Object.C:4
#define c(i)
Definition: RSha256.hxx:101
#define s1(x)
Definition: RSha256.hxx:91
#define e(i)
Definition: RSha256.hxx:103
float * q
Definition: THbookFile.cxx:87
double cos(double)
double sqrt(double)
double sin(double)
double asin(double)
AxisAngle class describing rotation represented with direction axis (3D Vector) and an angle of rotat...
Definition: AxisAngle.h:41
AVector operator*(const AVector &v) const
Overload operator * for rotation on a vector.
Definition: AxisAngle.h:247
AxisAngle()
Default constructor (axis is z and angle is zero)
Definition: AxisAngle.h:56
Class describing a generic displacement vector in 3 dimensions.
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:43
Rotation class with the (3D) rotation represented by a unit quaternion (u, i, j, k).
Definition: Quaternion.h:47
Rotation class with the (3D) rotation represented by a 3x3 orthogonal matrix.
Definition: Rotation3D.h:65
Rotation class representing a 3D rotation about the X axis by the angle of rotation.
Definition: RotationX.h:43
Scalar CosAngle() const
Definition: RotationX.h:109
Scalar SinAngle() const
Sine or Cosine of the rotation angle.
Definition: RotationX.h:108
Rotation class representing a 3D rotation about the Y axis by the angle of rotation.
Definition: RotationY.h:43
Scalar CosAngle() const
Definition: RotationY.h:109
Scalar SinAngle() const
Sine or Cosine of the rotation angle.
Definition: RotationY.h:108
Rotation class with the (3D) rotation represented by angles describing first a rotation of an angle p...
Definition: RotationZYX.h:61
Rotation class representing a 3D rotation about the Z axis by the angle of rotation.
Definition: RotationZ.h:43
Scalar CosAngle() const
Definition: RotationZ.h:109
Scalar SinAngle() const
Sine or Cosine of the rotation angle.
Definition: RotationZ.h:108
Namespace for new Math classes and functions.
AxisAngle operator*(RotationX const &r1, AxisAngle const &r2)
Multiplication of an axial rotation by an AxisAngle.
Rotation3D::Scalar Scalar
VSD Structures.
Definition: StringConv.hxx:21
auto * a
Definition: textangle.C:12