Esempio n. 1
0
        public RotateJointTransform(int degrees, BodyPlaneType plane, RotationDirection rotationDirection = RotationDirection.Clockwise)
            : base(
                joint =>
        {
            double cosInput = TrigonometryHelper.GetCosine(degrees);
            double sinInput = TrigonometryHelper.GetSine(degrees);

            if (rotationDirection == RotationDirection.CounterClockwise)
            {
                sinInput = -sinInput;
            }

            var cos    = Z3Math.Real(cosInput);
            var sin    = Z3Math.Real(sinInput);
            var sinNeg = Z3Math.Real(-sinInput);

            Z3Point3D result = new Z3Point3D(joint.X, joint.Y, joint.Z);

            switch (plane)
            {
            case BodyPlaneType.Frontal:
                result.Y = Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z));
                result.Z = Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z));
                break;

            case BodyPlaneType.Sagittal:
                result.X = Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y));
                result.Y = Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y));
                break;

            case BodyPlaneType.Horizontal:
                result.X = Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z));
                result.Z = Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z));
                break;

            default:
                break;
            }

            return(result);
        })
        { }
Esempio n. 2
0
        // the rotation towards a direction is limited to the directive vector of that direction
        public RotateJointTransform(int degrees, Direction direction)
            : base(
                joint =>
        {
            // define current degrees
            var currentDegrees = 0.0;
            switch (direction)
            {
            case Direction.Right:
            case Direction.Left:
                currentDegrees = Math.Asin(joint.GetXValue()) * 180.0 / Math.PI;
                break;

            case Direction.Up:
            case Direction.Down:
                currentDegrees = Math.Asin(joint.GetYValue()) * 180.0 / Math.PI;
                break;

            case Direction.Front:
            case Direction.Back:
                currentDegrees = Math.Asin(joint.GetZValue()) * 180.0 / Math.PI;
                break;
            }

            // check if current degrees + input degrees is an overflow
            // which means the rotation is going towards the opposite direction
            if (currentDegrees + degrees > 90 ||
                currentDegrees - degrees < -90)
            {
                // if so, set degrees as the complement to the limit value
                degrees = (int)(90.0 - currentDegrees);
            }


            double cosInput = TrigonometryHelper.GetCosine(degrees);
            double sinInput = TrigonometryHelper.GetSine(degrees);

            var cos    = Z3Math.Real(cosInput);
            var sin    = Z3Math.Real(sinInput);
            var sinNeg = Z3Math.Real(-sinInput);

            Z3Point3D result = new Z3Point3D(joint.X, joint.Y, joint.Z);

            // The performed rotation depends on current values of X, Y and Z
            // The rotation plane and direction changes depending on the relation between the coordinates
            switch (direction)
            {
            case Direction.Back:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Front:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Down:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)))) as ArithExpr;
                break;

            case Direction.Up:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)))) as ArithExpr;
                break;

            case Direction.Right:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)))) as ArithExpr;
                break;

            case Direction.Left:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)))) as ArithExpr;
                break;

            default:
                break;
            }

            return(result);
        })
        { }
Esempio n. 3
0
        public RotateJointTransform(int angle, Direction direction)
            : base(
                joint =>
        {
            double cosInput = TrigonometryHelper.GetCosine(angle);
            double sinInput = TrigonometryHelper.GetSine(angle);

            var cos    = Z3Math.Real(cosInput);
            var sin    = Z3Math.Real(sinInput);
            var sinNeg = Z3Math.Real(-sinInput);

            Z3Point3D result = new Z3Point3D(joint.X, joint.Y, joint.Z);

            // The performed rotation depends on current values of X, Y and Z
            // The rotation plane and direction changes depending on the relation between the coordinates
            switch (direction)
            {
            case Direction.Back:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Front:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Down:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)))) as ArithExpr;
                break;

            case Direction.Up:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)))) as ArithExpr;
                break;

            case Direction.Right:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)))) as ArithExpr;
                break;

            case Direction.Left:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)))) as ArithExpr;
                break;

            default:
                break;
            }

            return(result);
        })
        { }