// Qt Streams
QDebug operator<<(QDebug dbg, const Transform3D &transform)
{
  dbg << "Transform3D\n{\n";
  dbg << "Position: <" << transform.translation().x() << ", " << transform.translation().y() << ", " << transform.translation().z() << ">\n";
  dbg << "Scale: <" << transform.scale().x() << ", " << transform.scale().y() << ", " << transform.scale().z() << ">\n";
  dbg << "Rotation: <" << transform.rotation().x() << ", " << transform.rotation().y() << ", " << transform.rotation().z() << " | " << transform.rotation().scalar() << ">\n}";
  return dbg;
}
 float Transform3D::norm(Transform3D T){
     float pos_norm = arma::norm(T.translation());
     UnitQuaternion q = UnitQuaternion(Rotation3D(T.submat(0,0,2,2)));
     float angle = q.getAngle();
     //TODO: how to weight these two?
     return pos_norm + Rotation3D::norm(T.rotation());
 }
    Transform3D Transform3D::interpolate(Transform3D T1, Transform3D T2, float alpha){
        Rotation3D r1 = T1.rotation();
        UnitQuaternion q1 = UnitQuaternion(r1);
        Rotation3D r2 = T2.rotation();
        UnitQuaternion q2 = UnitQuaternion(r2);

        arma::vec3 t1 = T1.translation();
        arma::vec3 t2 = T2.translation();

        UnitQuaternion qResult = q1.slerp(q2,alpha);
        arma::vec3 tResult = alpha * (t2 - t1) + t1;

        Transform3D TResult = Transform3D(Rotation3D(qResult));
        TResult.translation() = tResult;

        return TResult;
    }
Exemple #4
0
 float Transform3D::norm(Transform3D T) {
     float pos_norm = arma::norm(T.translation());
     // return Rotation3D::norm(T.rotation());
     // TODO: how to weight these two?
     return pos_norm + Rotation3D::norm(T.rotation());
 }