public class Rotation
extends java.lang.Object
implements java.io.Serializable
Rotations can be represented by several different mathematical
entities (matrices, axe and angle, Cardan or Euler angles,
quaternions). This class is an higher level abstraction, more
user-oriented and hiding this implementation details. Well, for the
curious, we use quaternions for the internal representation. The
user can build a rotation from any of these representations, and
any of these representations can be retrieved from a
Rotation instance (see the various constructors and
getters). In addition, a rotation can also be built implicitely
from a set of vectors before and after it has been applied. This
means that this class can be used to convert from one representation
to another one. For example, extracting a set of Cardan angles from
a rotation matrix can be done using one single line of code:
double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ);
Focus is more oriented on what a rotation do. Once it
has been built, and regardless of its representation, a rotation is
an operator which basically transforms three dimensional
vectors into other three dimensional vectors. Depending on the application, the meaning of
these vectors can vary. For example in an attitude simulation tool,
you will often consider the vector is fixed and you transform its
coordinates in one frame into its coordinates in another frame. In
this case, the rotation implicitely defines the relation between
the two frames. Another example could be a telescope control application,
where the rotation would transform the sighting direction at rest
into the desired observing direction. In this case the frame is the
same (probably a topocentric one) and the raw and transformed
vectors are different. In many case, both approaches will be
combined, in our telescope example, we will probably also need to
transform the observing direction in the topocentric frame into the
observing direction in inertial frame taking into account the
observatory location and the earth rotation.
These examples show that a rotation is what the user wants it to
be, so this class does not push the user towards one specific
definition. Hence the class does not provide methods like
projectVectorIntoDestinationFrame or
computeTransformedDirection. It provides simpler and
more generic methods: applyTo(Vector3D)
and applyInverseTo(Vector3D).
Since a rotation is basically a vectorial operator, several
rotations can be composed together to produce new rotations.
The composition operation r = r1 o r2
means that for each vector u, r(u) =
r1(r2(u)). Hence we can consider that in
addition to vectors, a rotation can be applied to other rotations (or
to itself). With our previous notations, we would say we can apply
r1 to r2 and the
result we get is r = r1 o r2.
For this purpose, the class provides the methods: applyTo(Rotation) and applyInverseTo(Rotation).
Instances of this class are guaranteed to be immutable.
Vector3D,
RotationOrder,
Serialized Form| Constructor and Description |
|---|
Rotation()
Build the identity rotation.
|
Rotation(double[][] m,
double threshold)
Build a rotation from a 3X3 matrix.
|
Rotation(double q0,
double q1,
double q2,
double q3)
Deprecated.
since Mantissa 6.3, this method as been deprecated as it
does not properly handles non-normalized quaternions, it should be
replaced by
Rotation(double, double, double, double, boolean) |
Rotation(double q0,
double q1,
double q2,
double q3,
boolean needsNormalization)
Build a rotation from the quaternion coordinates.
|
Rotation(RotationOrder order,
double alpha1,
double alpha2,
double alpha3)
Build a rotation from three Cardan or Euler elementary rotations.
|
Rotation(Vector3D axis,
double angle)
Build a rotation from an axis and an angle.
|
Rotation(Vector3D u,
Vector3D v)
Build one of the rotations that transform one vector into another one.
|
Rotation(Vector3D u1,
Vector3D u2,
Vector3D v1,
Vector3D v2)
Build the rotation that transforms a pair of vector into another pair.
|
| Modifier and Type | Method and Description |
|---|---|
Rotation |
applyInverseTo(Rotation r)
Apply the inverse of the instance to another rotation.
|
Vector3D |
applyInverseTo(Vector3D u)
Apply the inverse of the rotation to a vector.
|
Rotation |
applyTo(Rotation r)
Apply the instance to another rotation.
|
Vector3D |
applyTo(Vector3D u)
Apply the rotation to a vector.
|
double |
getAngle()
Get the angle of the rotation.
|
double[] |
getAngles(RotationOrder order)
Get the Cardan or Euler angles corresponding to the instance.
|
Vector3D |
getAxis()
Get the normalized axis of the rotation.
|
double[][] |
getMatrix()
Get the 3X3 matrix corresponding to the instance
|
double |
getQ0()
Get the scalar coordinate of the quaternion.
|
double |
getQ1()
Get the first coordinate of the vectorial part of the quaternion.
|
double |
getQ2()
Get the second coordinate of the vectorial part of the quaternion.
|
double |
getQ3()
Get the third coordinate of the vectorial part of the quaternion.
|
Rotation |
revert()
Revert a rotation.
|
public Rotation()
public Rotation(double q0,
double q1,
double q2,
double q3)
Rotation(double, double, double, double, boolean)q0 - scalar part of the quaternionq1 - first coordinate of the vectorial part of the quaternionq2 - second coordinate of the vectorial part of the quaternionq3 - third coordinate of the vectorial part of the quaternionpublic Rotation(double q0,
double q1,
double q2,
double q3,
boolean needsNormalization)
A rotation can be built from a normalized quaternion, i.e. a quaternion for which q02 + q12 + q22 + q32 = 1. If the quaternion is not normalized, the constructor can normalize it in a preprocessing step.
This method replaces the constructor using only 4 doubles which was deprecated
as of version 6.3 of Mantissa.
q0 - scalar part of the quaternionq1 - first coordinate of the vectorial part of the quaternionq2 - second coordinate of the vectorial part of the quaternionq3 - third coordinate of the vectorial part of the quaternionneedsNormalization - if true, the coordinates are considered
not to be normalized, a normalization preprocessing step is performed
before using thempublic Rotation(Vector3D axis, double angle)
We use the convention that angles are oriented according to
the effect of the rotation on vectors around the axis. That means
that if (i, j, k) is a direct frame and if we first provide +k as
the axis and PI/2 as the angle to this constructor, and then
apply the instance to +i, we will get
+j.
axis - axis around which to rotateangle - rotation angle.java.lang.ArithmeticException - if the axis norm is nullpublic Rotation(double[][] m,
double threshold)
throws NotARotationMatrixException
Rotation matrices are orthogonal matrices, i.e. unit matrices (which are matrices for which m.mT = I) with real coefficients. The module of the determinant of unit matrices is 1, among the orthogonal 3X3 matrices, only the ones having a positive determinant (+1) are rotation matrices.
When a rotation is defined by a matrix with truncated values (typically when it is extracted from a technical sheet where only four to five significant digits are available), the matrix is not orthogonal anymore. This constructor handles this case transparently by using a copy of the given matrix and applying a correction to the copy in order to perfect its orthogonality. If the Frobenius norm of the correction needed is above the given threshold, then the matrix is considered to be too far from a true rotation matrix and an exception is thrown.
m - rotation matrixthreshold - convergence threshold for the iterative
orthogonality correction (convergence is reached when the
difference between two steps of the Frobenius norm of the
correction is below this threshold)NotARotationMatrixException - if the matrix is not a 3X3
matrix, or if it cannot be transformed into an orthogonal matrix
with the given threshold, or if the determinant of the resulting
orthogonal matrix is negativepublic Rotation(Vector3D u1, Vector3D u2, Vector3D v1, Vector3D v2)
Except for possible scale factors, if the instance were applied to the pair (u1, u2) it will produce the pair (v1, v2).
If the angular separation between u1 and u2 is not the same as the angular separation between v1 and v2, then a corrected v2' will be used rather than v2, the corrected vector will be in the (v1, v2) plane.
u1 - first vector of the origin pairu2 - second vector of the origin pairv1 - desired image of u1 by the rotationv2 - desired image of u2 by the rotationpublic Rotation(Vector3D u, Vector3D v)
Except for a possible scale factor, if the instance were applied to the vector u it will produce the vector v. There is an infinite number of such rotations, this constructor choose the one with the smallest associated angle (i.e. the one whose axis is orthogonal to the (u, v) plane). If u and v are colinear, an arbitrary rotation axis is chosen.
u - origin vectorv - desired image of u by the rotationjava.lang.ArithmeticException - if the norm of one of the vectors is nullpublic Rotation(RotationOrder order, double alpha1, double alpha2, double alpha3)
Cardan rotations are three successive rotations around the canonical axes X, Y and Z, each axis beeing used once. There are 6 such sets of rotations (XYZ, XZY, YXZ, YZX, ZXY and ZYX). Euler rotations are three successive rotations around the canonical axes X, Y and Z, the first and last rotations beeing around the same axis. There are 6 such sets of rotations (XYX, XZX, YXY, YZY, ZXZ and ZYZ), the most popular one being ZXZ. Beware that many people routinely use the term Euler angles even for what really are Cardan angles (this confusion is especially widespread in the aerospace business where Roll, Pitch and Yaw angles are often wrongly tagged as Euler angles).
order - order of rotations to usealpha1 - angle of the first elementary rotationalpha2 - angle of the second elementary rotationalpha3 - angle of the third elementary rotationpublic Rotation revert()
public double getQ0()
public double getQ1()
public double getQ2()
public double getQ3()
public Vector3D getAxis()
public double getAngle()
public double[] getAngles(RotationOrder order) throws CardanEulerSingularityException
The equations show that each rotation can be defined by two different values of the Cardan or Euler angles set. For example if Cardan angles are used, the rotation defined by the angles a1, a2 and a3 is the same as the rotation defined by the angles PI + a1, PI - a2 and PI + a3. This method implements the following arbitrary choices. For Cardan angles, the chosen set is the one for which the second angle is between -PI/2 and PI/2 (i.e its cosine is positive). For Euler angles, the chosen set is the one for which the second angle is between 0 and PI (i.e its sine is positive).
Cardan and Euler angle have a very disappointing drawback: all of them have singularities. This means that if the instance is too close to the singularities corresponding to the given rotation order, it will be impossible to retrieve the angles. For Cardan angles, this is often called gimbal lock. There is nothing to do to prevent this, it is an intrisic problem of Cardan and Euler representation (but not a problem with the rotation itself, which is perfectly well defined). For Cardan angles, singularities occur when the second angle is close to -PI/2 or +PI/2, for Euler angle singularities occur when the second angle is close to 0 or PI, this means that the identity rotation is always singular for Euler angles !
order - rotation order to useCardanEulerSingularityException - if the rotation is
singular with respect to the angles set specifiedpublic double[][] getMatrix()
public Vector3D applyTo(Vector3D u)
u - vector to apply the rotation topublic Vector3D applyInverseTo(Vector3D u)
u - vector to apply the inverse of the rotation topublic Rotation applyTo(Rotation r)
r - rotation to apply the rotation topublic Rotation applyInverseTo(Rotation r)
r - rotation to apply the rotation toCopyright © 2001-2007 Luc Maisonobe. All Rights Reserved.