コード例 #1
0
ファイル: QMath.cs プロジェクト: xohmz/E-MAT
        /// <summary>
        /// Gets the "anotomic" angles from the orientation of a Quaternion
        /// </summary>
        /// <param name="q">The Quaternion to calculate the angles from</param>
        /// <param name="flexion">Returns the "flexion/extension" of the orientation</param>
        /// <param name="abduction">Returns the "abduction/adduction" of the orientation</param>
        /// <param name="external">Returns the "internal/external rotation" of the orientation</param>
        public static void getAnatomicAngles(Quaternion q, out double flexion, out double abduction, out double external)
        {
            // This method dynamically switches between 2 rotation sequences
            // Both sequences assume '1' is the final axis of rotation
            // This means if you're only flexing from the starting position, you will get only flexion
            // And if you're abducting from the starting position, you will only get abduction
            // This creates a switch in the middle that may make data look noisy in certain spots
            // This was a design decision

            Vector3D vx = new Vector3D(1, 0, 0);
            double angle1 = 0, angle2 = 0, angle3 = 0;

            vx = vx.Rotate(q);

            if (Math.Abs(vx.y) > Math.Abs(vx.z))    // if you're pointing more in the direction of "flexion"
            {
                getEuler321(q, out angle1, out angle2, out angle3);
                flexion = angle1;
                abduction = angle2;
                external = angle3;
            }
            else    // if you're pointing more in the direction of "abduction"
            {
                getEuler231(q, out angle1, out angle2, out angle3);
                abduction = angle1;
                flexion = angle2;
                external = angle3;
            }
        }
コード例 #2
0
ファイル: RotationMatrix.cs プロジェクト: xohmz/E-MAT
        public void Update(Quaternion q)
        {
            float x = q.x;
            float y = q.y;
            float z = q.z;
            float w = q.w;

            rotationMatrix[0] = 1f - ( 2f * y * y ) - ( 2f * z * z );  //11
            rotationMatrix[1] = ( 2f * x * y ) - ( 2f * z * w );       //12
            rotationMatrix[2] = ( 2f * x * z ) + ( 2f * y * w );       //13

            rotationMatrix[2] =  (2f * x * y ) + ( 2f * z * w );       //21
            rotationMatrix[0] = 1f - ( 2f * x * x ) - ( 2f * z * z );  //22
            rotationMatrix[1] = ( 2f * y * z ) - ( 2f * x * w );       //23

            rotationMatrix[1] = ( 2f * x * z ) - ( 2f * y * w );       //31
            rotationMatrix[2] = ( 2f * y * z ) + ( 2f * x * w );       //32
            rotationMatrix[0] = 1f - ( 2f * x * x ) - ( 2f * y * y );  //33



        }
コード例 #3
0
ファイル: QMath.cs プロジェクト: xohmz/E-MAT
        /// <summary>
        /// Calculates theta3 from the given information.
        /// Refer to the paper documented above for detailed info
        /// </summary>
        /// <param name="Q12"></param>
        /// <param name="QG"></param>
        /// <param name="v3"></param>
        /// <param name="v3n"></param>
        /// <param name="theta1"></param>
        /// <param name="theta2"></param>
        /// <returns></returns>
        private static double getThirdAngle(Quaternion Q12, Quaternion QG, Vector3D v3, Vector3D v3n, double theta1, double theta2)
        {
            Vector3D v3n12, v3nG;

            v3n12 = v3nG = v3n;
            v3n12 = v3n12.Rotate(Q12);
            v3nG = v3nG.Rotate(QG);

            return Math.Sign(QMath.Dot(QMath.Cross(v3n12, v3nG), v3)) * Math.Acos(QMath.Dot(v3n12, v3nG));
        }
コード例 #4
0
ファイル: QMath.cs プロジェクト: xohmz/E-MAT
 public static void getEuler232(Quaternion QG, out double theta1, out double theta2, out double theta3)
 {
     getEulerCR(QG, 1, 2, 1, out theta1, out theta2, out theta3);
 }
コード例 #5
0
ファイル: QMath.cs プロジェクト: xohmz/E-MAT
 public static void getEuler313(Quaternion QG, out double theta1, out double theta2, out double theta3)
 {
     getEulerCR(QG, 2, 0, 2, out theta1, out theta2, out theta3);
 }
コード例 #6
0
ファイル: QMath.cs プロジェクト: xohmz/E-MAT
        private static void getEulerCR(Quaternion QG, int i1, int i2, int i3, out double theta1, out double theta2, out double theta3)
        {
            Vector3D v3 = new Vector3D(0, 0, 0);
            v3[i3] = 1;

            Vector3D v3n = new Vector3D(0, 0, 0);
            v3n[(i3 + 1) % 3] = 1;

            v3 = v3.Rotate(QG);

            theta1 = Math.Atan2(v3[(i1 + 1) % 3], -v3[(i1 + 2) % 3]);
            theta2 = Math.Acos(v3[i1]);

            Quaternion Q1 = new Quaternion((float)Math.Cos(theta1 / 2), 0, 0, 0);
            Q1[i1 + 1] = (float)Math.Sin(theta1 / 2);

            Quaternion Q2 = new Quaternion((float)Math.Cos(theta2 / 2), 0, 0, 0);
            Q2[i2 + 1] = (float)Math.Sin(theta2 / 2);


            theta3 = getThirdAngle(Q1 * Q2, QG, v3, v3n, theta1, theta2);
        }
コード例 #7
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ファイル: QMath.cs プロジェクト: xohmz/E-MAT
 public static void getEuler121(Quaternion QG, out double theta1, out double theta2, out double theta3)
 {
     getEulerCR(QG, 0, 1, 0, out theta1, out theta2, out theta3);
 }
コード例 #8
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ファイル: Quaternion.cs プロジェクト: xohmz/E-MAT
        /// <summary>
        /// Returns the conjugate of this Quaternion
        /// </summary>
        /// <returns></returns>
        public Quaternion Conjugate()
        {
            Quaternion r = new Quaternion(w, 0, 0, 0);

            r.v = -1 * v;

            return r;
        }
コード例 #9
0
ファイル: QMath.cs プロジェクト: xohmz/E-MAT
 public static void getEuler321(Quaternion QG, out double theta1, out double theta2, out double theta3)
 {
     getEulerNCNR(QG, 2, 1, 0, out theta1, out theta2, out theta3);
 }
コード例 #10
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ファイル: Quaternion.cs プロジェクト: xohmz/E-MAT
        public static Quaternion operator *(Quaternion p, Vector3D v)
        {
            Quaternion r = new Quaternion(0, 0, 0, 0);

            r.w = 0;
            r.v = v;

            return p * r;
        }
コード例 #11
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ファイル: Quaternion.cs プロジェクト: xohmz/E-MAT
        public static Quaternion operator *(Vector3D v, Quaternion p)
        {
            Quaternion r = new Quaternion(0, 0, 0, 0);

            r.w = 0;
            r.v = v;

            return r * p;
        }
コード例 #12
0
ファイル: Quaternion.cs プロジェクト: xohmz/E-MAT
        public static Quaternion operator *(Quaternion q, Quaternion p)
        {
            Quaternion r = new Quaternion(0, 0, 0, 0);

            r.w = q.w * p.w - (float)QMath.Dot(q.v, p.v);
            r.v = q.w * p.v + p.w * q.v + QMath.Cross(q.v, p.v);

            return r;
        }
コード例 #13
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ファイル: Vector3D.cs プロジェクト: xohmz/E-MAT
 /// <summary>
 /// Constructs a Vector from the x, y, and z parts of a Quaternion
 /// </summary>
 /// <param name="q"></param>
 public Vector3D(Quaternion q)
 {
     v = new float[] { q.x, q.y, q.z };
 }
コード例 #14
0
ファイル: Vector3D.cs プロジェクト: xohmz/E-MAT
 /// <summary>
 /// Returns a Vector that would be the result of this Vector rotated by a Quaternion.
 /// This method creates a new Vector and does not alter this Vector
 /// </summary>
 /// <param name="q">The quaternion by which to rotate the vector</param>
 /// <returns></returns>
 public Vector3D Rotate(Quaternion q)
 {
     return new Vector3D(q * this * q.Conjugate());
 }