Ejemplo n.º 1
0
mat3_t vecs2rot(const vec3_t &a_B, const vec3_t &g) {
  // Create Quaternion from two vectors
  const double cos_theta = a_B.normalized().transpose() * g.normalized();
  const double half_cos = sqrt(0.5 * (1.0 + cos_theta));
  const double half_sin = sqrt(0.5 * (1.0 - cos_theta));
  const vec3_t w = a_B.cross(g).normalized();

  const double qw = half_cos;
  const double qx = half_sin * w(0);
  const double qy = half_sin * w(1);
  const double qz = half_sin * w(2);

  // Convert Quaternion to rotation matrix
  const double qx2 = qx * qx;
  const double qy2 = qy * qy;
  const double qz2 = qz * qz;
  const double qw2 = qw * qw;

  const double R11 = qw2 + qx2 - qy2 - qz2;
  const double R12 = 2 * (qx * qy - qw * qz);
  const double R13 = 2 * (qx * qz + qw * qy);

  const double R21 = 2 * (qx * qy + qw * qz);
  const double R22 = qw2 - qx2 + qy2 - qz2;
  const double R23 = 2 * (qy * qz - qw * qx);

  const double R31 = 2 * (qx * qz - qw * qy);
  const double R32 = 2 * (qy * qz + qw * qx);
  const double R33 = qw2 - qx2 - qy2 + qz2;

  mat3_t R;
  R << R11, R12, R13, R21, R22, R23, R31, R32, R33;
  return R;
}
Ejemplo n.º 2
0
double intersection(vec3_t x_straight, vec3_t v_straight, vec3_t x_plane, vec3_t u_plane, vec3_t v_plane)
{
  vec3_t n = u_plane.cross(v_plane);
  return intersection(x_straight,v_straight,x_plane,n);
}