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// This file is part of Eigen, a lightweight C++ template library
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// for linear algebra.
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//
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// Copyright (C) 2015 Tal Hadad <tal_hd@hotmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla
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// Public License v. 2.0. If a copy of the MPL was not distributed
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// with this file, You can obtain one at the mozilla.org home page
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#ifndef EIGEN_EULERANGLESCLASS_H// TODO: Fix previous "EIGEN_EULERANGLES_H" definition?
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#define EIGEN_EULERANGLESCLASS_H
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namespace Eigen
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{
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/** \class EulerAngles
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*
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* \ingroup EulerAngles_Module
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*
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* \brief Represents a rotation in a 3 dimensional space as three Euler angles.
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*
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* Euler rotation is a set of three rotation of three angles over three fixed axes, defined by the EulerSystem given as a template parameter.
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*
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* Here is how intrinsic Euler angles works:
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* - first, rotate the axes system over the alpha axis in angle alpha
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* - then, rotate the axes system over the beta axis(which was rotated in the first stage) in angle beta
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* - then, rotate the axes system over the gamma axis(which was rotated in the two stages above) in angle gamma
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*
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* \note This class support only intrinsic Euler angles for simplicity,
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* see EulerSystem how to easily overcome this for extrinsic systems.
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*
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* ### Rotation representation and conversions ###
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*
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* It has been proved(see Wikipedia link below) that every rotation can be represented
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* by Euler angles, but there is no single representation (e.g. unlike rotation matrices).
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* Therefore, you can convert from Eigen rotation and to them
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* (including rotation matrices, which is not called "rotations" by Eigen design).
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*
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* Euler angles usually used for:
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* - convenient human representation of rotation, especially in interactive GUI.
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* - gimbal systems and robotics
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* - efficient encoding(i.e. 3 floats only) of rotation for network protocols.
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*
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* However, Euler angles are slow comparing to quaternion or matrices,
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* because their unnatural math definition, although it's simple for human.
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* To overcome this, this class provide easy movement from the math friendly representation
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* to the human friendly representation, and vise-versa.
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*
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* All the user need to do is a safe simple C++ type conversion,
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* and this class take care for the math.
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* Additionally, some axes related computation is done in compile time.
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*
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* #### Euler angles ranges in conversions ####
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* Rotations representation as EulerAngles are not single (unlike matrices),
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* and even have infinite EulerAngles representations.<BR>
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* For example, add or subtract 2*PI from either angle of EulerAngles
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* and you'll get the same rotation.
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* This is the general reason for infinite representation,
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* but it's not the only general reason for not having a single representation.
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*
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* When converting rotation to EulerAngles, this class convert it to specific ranges
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* When converting some rotation to EulerAngles, the rules for ranges are as follow:
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* - If the rotation we converting from is an EulerAngles
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* (even when it represented as RotationBase explicitly), angles ranges are __undefined__.
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* - otherwise, alpha and gamma angles will be in the range [-PI, PI].<BR>
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* As for Beta angle:
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* - If the system is Tait-Bryan, the beta angle will be in the range [-PI/2, PI/2].
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* - otherwise:
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* - If the beta axis is positive, the beta angle will be in the range [0, PI]
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* - If the beta axis is negative, the beta angle will be in the range [-PI, 0]
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*
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* \sa EulerAngles(const MatrixBase<Derived>&)
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* \sa EulerAngles(const RotationBase<Derived, 3>&)
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*
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* ### Convenient user typedefs ###
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*
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* Convenient typedefs for EulerAngles exist for float and double scalar,
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* in a form of EulerAngles{A}{B}{C}{scalar},
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* e.g. \ref EulerAnglesXYZd, \ref EulerAnglesZYZf.
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*
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* Only for positive axes{+x,+y,+z} Euler systems are have convenient typedef.
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* If you need negative axes{-x,-y,-z}, it is recommended to create you own typedef with
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* a word that represent what you need.
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*
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* ### Example ###
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*
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* \include EulerAngles.cpp
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* Output: \verbinclude EulerAngles.out
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*
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* ### Additional reading ###
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*
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* If you're want to get more idea about how Euler system work in Eigen see EulerSystem.
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*
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* More information about Euler angles: xxxps://en.wikipedia.org/wiki/Euler_angles
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*
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* \tparam _Scalar the scalar type, i.e. the type of the angles.
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*
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* \tparam _System the EulerSystem to use, which represents the axes of rotation.
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*/
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template <typename _Scalar, class _System>
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class EulerAngles : public RotationBase<EulerAngles<_Scalar, _System>, 3>
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{
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public:
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typedef RotationBase<EulerAngles<_Scalar, _System>, 3> Base;
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/** the scalar type of the angles */
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typedef _Scalar Scalar;
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typedef typename NumTraits<Scalar>::Real RealScalar;
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/** the EulerSystem to use, which represents the axes of rotation. */
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typedef _System System;
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typedef Matrix<Scalar,3,3> Matrix3; /*!< the equivalent rotation matrix type */
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typedef Matrix<Scalar,3,1> Vector3; /*!< the equivalent 3 dimension vector type */
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typedef Quaternion<Scalar> QuaternionType; /*!< the equivalent quaternion type */
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typedef AngleAxis<Scalar> AngleAxisType; /*!< the equivalent angle-axis type */
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/** \returns the axis vector of the first (alpha) rotation */
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static Vector3 AlphaAxisVector() {
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const Vector3& u = Vector3::Unit(System::AlphaAxisAbs - 1);
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return System::IsAlphaOpposite ? -u : u;
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}
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/** \returns the axis vector of the second (beta) rotation */
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static Vector3 BetaAxisVector() {
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const Vector3& u = Vector3::Unit(System::BetaAxisAbs - 1);
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return System::IsBetaOpposite ? -u : u;
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}
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/** \returns the axis vector of the third (gamma) rotation */
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static Vector3 GammaAxisVector() {
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const Vector3& u = Vector3::Unit(System::GammaAxisAbs - 1);
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return System::IsGammaOpposite ? -u : u;
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}
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private:
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Vector3 m_angles;
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public:
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/** Default constructor without initialization. */
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EulerAngles() {}
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/** Constructs and initialize an EulerAngles (\p alpha, \p beta, \p gamma). */
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EulerAngles(const Scalar& alpha, const Scalar& beta, const Scalar& gamma) :
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m_angles(alpha, beta, gamma) {}
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// TODO: Test this constructor
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/** Constructs and initialize an EulerAngles from the array data {alpha, beta, gamma} */
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explicit EulerAngles(const Scalar* data) : m_angles(data) {}
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/** Constructs and initializes an EulerAngles from either:
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* - a 3x3 rotation matrix expression(i.e. pure orthogonal matrix with determinant of +1),
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* - a 3D vector expression representing Euler angles.
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*
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* \note If \p other is a 3x3 rotation matrix, the angles range rules will be as follow:<BR>
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* Alpha and gamma angles will be in the range [-PI, PI].<BR>
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* As for Beta angle:
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* - If the system is Tait-Bryan, the beta angle will be in the range [-PI/2, PI/2].
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* - otherwise:
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* - If the beta axis is positive, the beta angle will be in the range [0, PI]
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* - If the beta axis is negative, the beta angle will be in the range [-PI, 0]
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*/
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template<typename Derived>
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explicit EulerAngles(const MatrixBase<Derived>& other) { *this = other; }
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/** Constructs and initialize Euler angles from a rotation \p rot.
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*
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* \note If \p rot is an EulerAngles (even when it represented as RotationBase explicitly),
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* angles ranges are __undefined__.
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* Otherwise, alpha and gamma angles will be in the range [-PI, PI].<BR>
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* As for Beta angle:
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* - If the system is Tait-Bryan, the beta angle will be in the range [-PI/2, PI/2].
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* - otherwise:
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* - If the beta axis is positive, the beta angle will be in the range [0, PI]
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* - If the beta axis is negative, the beta angle will be in the range [-PI, 0]
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*/
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template<typename Derived>
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EulerAngles(const RotationBase<Derived, 3>& rot) { System::CalcEulerAngles(*this, rot.toRotationMatrix()); }
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/*EulerAngles(const QuaternionType& q)
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{
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// TODO: Implement it in a faster way for quaternions
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// According to xxxp://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/
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// we can compute only the needed matrix cells and then convert to euler angles. (see ZYX example below)
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// Currently we compute all matrix cells from quaternion.
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// Special case only for ZYX
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//Scalar y2 = q.y() * q.y();
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//m_angles[0] = std::atan2(2*(q.w()*q.z() + q.x()*q.y()), (1 - 2*(y2 + q.z()*q.z())));
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//m_angles[1] = std::asin( 2*(q.w()*q.y() - q.z()*q.x()));
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//m_angles[2] = std::atan2(2*(q.w()*q.x() + q.y()*q.z()), (1 - 2*(q.x()*q.x() + y2)));
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}*/
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/** \returns The angle values stored in a vector (alpha, beta, gamma). */
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const Vector3& angles() const { return m_angles; }
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/** \returns A read-write reference to the angle values stored in a vector (alpha, beta, gamma). */
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Vector3& angles() { return m_angles; }
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/** \returns The value of the first angle. */
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Scalar alpha() const { return m_angles[0]; }
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/** \returns A read-write reference to the angle of the first angle. */
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Scalar& alpha() { return m_angles[0]; }
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/** \returns The value of the second angle. */
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Scalar beta() const { return m_angles[1]; }
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/** \returns A read-write reference to the angle of the second angle. */
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Scalar& beta() { return m_angles[1]; }
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/** \returns The value of the third angle. */
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Scalar gamma() const { return m_angles[2]; }
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/** \returns A read-write reference to the angle of the third angle. */
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Scalar& gamma() { return m_angles[2]; }
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/** \returns The Euler angles rotation inverse (which is as same as the negative),
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* (-alpha, -beta, -gamma).
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*/
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EulerAngles inverse() const
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{
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EulerAngles res;
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res.m_angles = -m_angles;
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return res;
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}
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/** \returns The Euler angles rotation negative (which is as same as the inverse),
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* (-alpha, -beta, -gamma).
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*/
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EulerAngles operator -() const
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{
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return inverse();
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}
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/** Set \c *this from either:
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* - a 3x3 rotation matrix expression(i.e. pure orthogonal matrix with determinant of +1),
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* - a 3D vector expression representing Euler angles.
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*
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* See EulerAngles(const MatrixBase<Derived, 3>&) for more information about
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* angles ranges output.
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*/
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template<class Derived>
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EulerAngles& operator=(const MatrixBase<Derived>& other)
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{
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EIGEN_STATIC_ASSERT((internal::is_same<Scalar, typename Derived::Scalar>::value),
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YOU_MIXED_DIFFERENT_NUMERIC_TYPES__YOU_NEED_TO_USE_THE_CAST_METHOD_OF_MATRIXBASE_TO_CAST_NUMERIC_TYPES_EXPLICITLY)
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internal::eulerangles_assign_impl<System, Derived>::run(*this, other.derived());
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return *this;
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}
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// TODO: Assign and construct from another EulerAngles (with different system)
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/** Set \c *this from a rotation.
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*
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* See EulerAngles(const RotationBase<Derived, 3>&) for more information about
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* angles ranges output.
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*/
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template<typename Derived>
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EulerAngles& operator=(const RotationBase<Derived, 3>& rot) {
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System::CalcEulerAngles(*this, rot.toRotationMatrix());
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return *this;
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}
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/** \returns \c true if \c *this is approximately equal to \a other, within the precision
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* determined by \a prec.
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*
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* \sa MatrixBase::isApprox() */
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bool isApprox(const EulerAngles& other,
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const RealScalar& prec = NumTraits<Scalar>::dummy_precision()) const
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{ return angles().isApprox(other.angles(), prec); }
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/** \returns an equivalent 3x3 rotation matrix. */
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Matrix3 toRotationMatrix() const
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{
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// TODO: Calc it faster
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return static_cast<QuaternionType>(*this).toRotationMatrix();
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}
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/** Convert the Euler angles to quaternion. */
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operator QuaternionType() const
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{
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return
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AngleAxisType(alpha(), AlphaAxisVector()) *
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AngleAxisType(beta(), BetaAxisVector()) *
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AngleAxisType(gamma(), GammaAxisVector());
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}
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friend std::ostream& operator<<(std::ostream& s, const EulerAngles<Scalar, System>& eulerAngles)
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{
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s << eulerAngles.angles().transpose();
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return s;
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}
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/** \returns \c *this with scalar type casted to \a NewScalarType */
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template <typename NewScalarType>
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EulerAngles<NewScalarType, System> cast() const
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{
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EulerAngles<NewScalarType, System> e;
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e.angles() = angles().template cast<NewScalarType>();
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return e;
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}
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};
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#define EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(AXES, SCALAR_TYPE, SCALAR_POSTFIX) \
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/** \ingroup EulerAngles_Module */ \
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typedef EulerAngles<SCALAR_TYPE, EulerSystem##AXES> EulerAngles##AXES##SCALAR_POSTFIX;
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#define EIGEN_EULER_ANGLES_TYPEDEFS(SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(XYZ, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(XYX, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(XZY, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(XZX, SCALAR_TYPE, SCALAR_POSTFIX) \
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\
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(YZX, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(YZY, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(YXZ, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(YXY, SCALAR_TYPE, SCALAR_POSTFIX) \
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\
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(ZXY, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(ZXZ, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(ZYX, SCALAR_TYPE, SCALAR_POSTFIX) \
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EIGEN_EULER_ANGLES_SINGLE_TYPEDEF(ZYZ, SCALAR_TYPE, SCALAR_POSTFIX)
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EIGEN_EULER_ANGLES_TYPEDEFS(float, f)
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EIGEN_EULER_ANGLES_TYPEDEFS(double, d)
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namespace internal
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{
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template<typename _Scalar, class _System>
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struct traits<EulerAngles<_Scalar, _System> >
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{
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typedef _Scalar Scalar;
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};
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// set from a rotation matrix
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template<class System, class Other>
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struct eulerangles_assign_impl<System,Other,3,3>
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{
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typedef typename Other::Scalar Scalar;
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static void run(EulerAngles<Scalar, System>& e, const Other& m)
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{
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System::CalcEulerAngles(e, m);
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}
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};
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// set from a vector of Euler angles
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template<class System, class Other>
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struct eulerangles_assign_impl<System,Other,3,1>
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{
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typedef typename Other::Scalar Scalar;
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static void run(EulerAngles<Scalar, System>& e, const Other& vec)
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{
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e.angles() = vec;
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}
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};
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}
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}
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#endif // EIGEN_EULERANGLESCLASS_H
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