Example #1
0
        public static Matrix3x3 getRotationMatrix(Vector3 from1, Vector3 to1)
        {
            Vector3 from = Vector3.Normalize(from1);
            Vector3 to   = Vector3.Normalize(to1);

            Vector3 vs = Vector3.CrossProduct(from, to);                     // axis multiplied by sin

            Vector3 v = Vector3.Normalize(vs);                               // axis of rotation
            double  c = Vector3.DotProduct(from, to);                        // cos angle

            Vector3 vc = Vector3.Multiply(1.0 - c, v);                       //axis multiplied by (1-cos angle)

            Vector3 vp = new Vector3(vc.X *= v.Y, vc.Z *= v.X, vc.Y *= v.Z); //some cross multiplies

            Matrix3x3 rotM = new Matrix3x3();

            //----------------------------------------------------------------------------------------------------------
            rotM.matrix[0, 0] = vc.X * v.X + c; rotM.matrix[1, 0] = vp.X - vs.Z;    rotM.matrix[2, 0] = vp.Y + vs.Y;
            rotM.matrix[0, 1] = vp.X + vs.Z;    rotM.matrix[1, 1] = vc.Y * v.Y + c; rotM.matrix[2, 1] = vp.Z - vs.X;
            rotM.matrix[0, 2] = vp.Y - vs.Y;    rotM.matrix[1, 2] = vp.Z + vs.X;    rotM.matrix[2, 2] = vc.Z * v.Z + c;
            //----------------------------------------------------------------------------------------------------------

            //return rotM;
            return(Matrix3x3.Normalize(rotM));
        }
Example #2
0
        //computes a rotation matrix based on a previous rotation matrix and a series of angle rotations
        //better algorithm then nextRotMatrix - still need to keep rotation < 180 degrees
        //This uses the rectangular rule
        public static Matrix3x3 nextRotMatrix2(Matrix3x3 rotMatrix, Vector3 rotations)
        {
            //This uses C2 = C1( I + (sin(w)/w)B + ((1 - cos(w))/w)B^2 )
            //where w is the total rotation, I is the identity matrix and B is the scew symmetric form of the rotation vector

            Matrix3x3 I = new Matrix3x3();

            I.matrix[0, 0] = 1; I.matrix[1, 0] = 0; I.matrix[2, 0] = 0;
            I.matrix[0, 1] = 0; I.matrix[1, 1] = 1; I.matrix[2, 1] = 0;
            I.matrix[0, 2] = 0; I.matrix[1, 2] = 0; I.matrix[2, 2] = 1;

            Matrix3x3 B = new Matrix3x3();

            B.matrix[0, 0] = 0;             B.matrix[1, 0] = -rotations.Z;  B.matrix[2, 0] = rotations.Y;
            B.matrix[0, 1] = rotations.Z;   B.matrix[1, 1] = 0;             B.matrix[2, 1] = -rotations.X;
            B.matrix[0, 2] = -rotations.Y;  B.matrix[1, 2] = rotations.X;   B.matrix[2, 2] = 0;

            double totalRotation = Vector3.Length(rotations);

            Matrix3x3 smallRot;

            //Don't divide by 0
            if (totalRotation > 0)
            {
                smallRot = Matrix3x3.Add(Matrix3x3.Add(
                                             I,
                                             Matrix3x3.Multiply(Math.Sin(totalRotation) / totalRotation, B)),
                                         Matrix3x3.Multiply((1 - Math.Cos(totalRotation)) / (totalRotation * totalRotation), Matrix3x3.Multiply(B, B))
                                         );
            }
            else
            {
                smallRot = I;
            }

            Matrix3x3 newRotMatrix = Matrix3x3.Multiply(rotMatrix, smallRot);

            //If these are off, it's because of slight errors - these are no longer Rotation matrices, strictly speaking
            //The determinant should be 1
            //double det = Matrix3x3.Determinant(newRotMatrix)
            //This should give an Identity matrix
            //Matrix3x3 I = Matrix3x3.Multiply(Matrix3x3.Transpose(newRotMatrix), newRotMatrix);

            //Normalize to the the vectors Unit length
            //return newRotMatrix;
            return(Matrix3x3.Normalize(newRotMatrix));

            //TODO: We should really be doing an orthonormalization
        }
Example #3
0
        //computes a rotation matrix based on a previous rotation matrix and a series of angle rotations
        public static Matrix3x3 nextRotMatrix(Matrix3x3 rotMatrix, Vector3 rotations)
        {
            //assuming C(t2) = C(t1)A(t1) where A(t1) is the rotation matrix relating the body frame between time t1 and t2 (I + B)
            //A(t1) = [  1  y  z ]  for small angles (<180 degrees). x, y and z are rotations about the axes
            //        [ -y  1  x ]
            //        [ -z -x  1 ]

            Matrix3x3 A = new Matrix3x3();

            A.matrix[0, 0] = 1;             A.matrix[1, 0] = rotations.Y;   A.matrix[2, 0] = rotations.Z;
            A.matrix[0, 1] = -rotations.Y;  A.matrix[1, 1] = 1;             A.matrix[2, 1] = rotations.X;
            A.matrix[0, 2] = -rotations.Z;  A.matrix[1, 2] = -rotations.X;  A.matrix[2, 2] = 1;

            //Normalized to keep the vectors unit length
            Matrix3x3 newRotMatrix = Matrix3x3.Normalize(Matrix3x3.Multiply(rotMatrix, A));

            return(newRotMatrix);
        }
Example #4
0
        void calculateAttitude(SpatialEventData data, double timeChangeSeconds)
        {
            Vector3 rots = new Vector3(0, 0, 0);

            foreach (double angRate in data.AngularRate)
            {
                if ((angRate >= phid.gyroAxes[0].AngularRateMax) || (angRate <= phid.gyroAxes[0].AngularRateMin))
                {
                    Pipeline.fillpen = Color.Red;
                    overRotCount++;
                    overRotsTxt.Text = overRotCount.ToString();
                }
            }

            rots.X = -(timeChangeSeconds * data.AngularRate[0] * Math.PI / 180);
            rots.Y = -(timeChangeSeconds * data.AngularRate[2] * Math.PI / 180);
            rots.Z = (timeChangeSeconds * data.AngularRate[1] * Math.PI / 180);

            Matrix3x3 nextRotMatrix = Math3D.nextRotMatrix2(p.rotMatrix, rots);

            TimeSpan passed = DateTime.Now.Subtract(timer);

            //accumulate magnetic data
            if (data.MagneticField.Length > 0)
            {
                magTemp.X += data.MagneticField[0];
                magTemp.Y += data.MagneticField[2];
                magTemp.Z -= data.MagneticField[1];
                magSamplesTaken++;

                //factor into rotations at some interval
                if (passed.TotalMilliseconds > milliseconds2 + 100)
                {
                    milliseconds2 = passed.TotalMilliseconds;
                    //convert vector in reference frame to body frame
                    Vector3 expectedMag = Matrix3x3.Multiply(magRef, Matrix3x3.Transpose(nextRotMatrix));

                    //actual magnetic vector
                    magTemp.X /= magSamplesTaken;
                    magTemp.Y /= magSamplesTaken;
                    magTemp.Z /= magSamplesTaken;

                    magSamplesTaken = 0;

                    if (doMag)
                    {
                        //find the angles between the two magnetic vectors. This gives a rotation matrix
                        Matrix3x3 magRot = Math3D.getRotationMatrix(magTemp, expectedMag);

                        //If these are off, it's because of slight errors - these are no longer Rotation matrices, strictly speaking
                        //The determinant should be 1
                        double det = Matrix3x3.Determinant(magRot);
                        //This should give an Identity matrix
                        Matrix3x3 I = Matrix3x3.Multiply(Matrix3x3.Transpose(magRot), magRot);

                        Vector3 magTempRot = Matrix3x3.Multiply(magTemp, magRot);

                        Vector3 magDiff = Vector3.Subtract(Vector3.Normalize(magTemp), Vector3.Normalize(expectedMag));

                        // These should be close to 0
                        xMagdiffTxt.Text = (magDiff.X * 180.0 / Math.PI).ToString("F4");
                        yMagdiffTxt.Text = (magDiff.Y * 180.0 / Math.PI).ToString("F4");
                        zMagdiffTxt.Text = (magDiff.Z * 180.0 / Math.PI).ToString("F4");

                        totMagDivTxt.Text = (Math.Acos(Vector3.DotProduct(Vector3.Normalize(magTemp), Vector3.Normalize(expectedMag))) * 180.0 / Math.PI).ToString("F4");

                        //correct the rotation matrix
                        if (compassCorrections.Checked)
                        {
                            nextRotMatrix = Matrix3x3.Normalize(Matrix3x3.Multiply(Matrix3x3.Normalize(nextRotMatrix), Matrix3x3.Normalize(magRot)));
                        }
                    }
                    magTemp.X = 0;
                    magTemp.Y = 0;
                    magTemp.Z = 0;
                    doMag     = true;
                }
            }

            p.rotMatrix = nextRotMatrix;
        }