public FrameOrientation(ReferenceFrame referenceFrame, Matrix3d rotation) { this(referenceFrame); RotationTools.convertMatrixToQuaternion(rotation, quaternion); normalize(); }
public void set(Matrix3d rotationMatrix) { RotationTools.convertMatrixToQuaternion(rotationMatrix, quaternion); normalize(); }
public void setRotation(Matrix3d jointRotation) { RotationTools.convertMatrixToQuaternion(jointRotation, this.jointRotation); // DON'T USE THIS: the method in Quat4d is flawed and doesn't work for some rotation matrices! // this.jointRotation.set(jointRotation); this.afterJointFrame.setRotation(this.jointRotation); }
public void setIncludingFrame(ReferenceFrame referenceFrame, Matrix3d rotationMatrix) { this.referenceFrame = referenceFrame; RotationTools.convertMatrixToQuaternion(rotationMatrix, quaternion); normalize(); }
public static void convertMatrixToQuaternion(Matrix3d rotationMatrix, Quat4f quaternionToPack) { Quat4d result = quaternionForMatrixToQuaternionFloatConvertor.get(); convertMatrixToQuaternion(rotationMatrix, result); quaternionToPack.set(result); }
public static void convertTransformToQuaternion(RigidBodyTransform transform, Quat4d quaternionToPack) { Matrix3d rotationMatrix = rotationMatrixForQuaternionConvertor.get(); transform.getRotation(rotationMatrix); convertMatrixToQuaternion(rotationMatrix, quaternionToPack); }
public void queueMatrix(Matrix3d rotationMatrix) { RotationTools.convertMatrixToQuaternion(rotationMatrix, tempQuaternion); queueQuaternion(tempQuaternion); }
public void setRotation(Matrix3d jointRotation) { RotationTools.convertMatrixToQuaternion(jointRotation, this.jointRotation); // DON'T USE THIS: the method in Quat4d is flawed and doesn't work for some rotation matrices! // this.jointRotation.set(jointRotation); this.afterJointFrame.setRotation(this.jointRotation); }
public static void convertMatrixToAxisAngle(Matrix3d rotationMatrix, AxisAngle4d axisAngle4dToPack) { Quat4d quaternion = threadLocalTemporaryQuaternion.get(); convertMatrixToQuaternion(rotationMatrix, quaternion); axisAngle4dToPack.set(quaternion); }
public static void convertMatrixToAxisAngle(Matrix3f rotationMatrix, AxisAngle4f axisAngle4fToPack) { Quat4d quat4d = threadLocalTemporaryQuaternion.get(); Matrix3d rotationMatrixDouble = rotationMatrixForConvertingFloatToDouble.get(); rotationMatrixDouble.set(rotationMatrix); convertMatrixToQuaternion(rotationMatrixDouble, quat4d); axisAngle4fToPack.set(quat4d); }
@Override protected void doRotateInstruction(Graphics3DRotateInstruction graphics3dObjectRotateMatrix) { Quat4d quat4d = new Quat4d(); RotationTools.convertMatrixToQuaternion(graphics3dObjectRotateMatrix.getRotationMatrix(), quat4d); // DON'T USE THIS: the method in Quat4d is flawed and doesn't work for some rotation matrices! // quat4d.set(graphics3dObjectRotateMatrix.getRotationMatrix()); Quaternion quaternion = new Quaternion(); JMEDataTypeUtils.packVectMathQuat4dInJMEQuaternion(quat4d, quaternion); rotate(quaternion); }
public VehiclePosePacket(RigidBodyTransform transformFromVehicleToWorld) { Matrix3d rotationMatrix = new Matrix3d(); transformFromVehicleToWorld.getRotation(rotationMatrix); orientation = new Quat4d(); RotationTools.convertMatrixToQuaternion(rotationMatrix, orientation); Vector3d translation = new Vector3d(); transformFromVehicleToWorld.getTranslation(translation); position = new Point3d(translation); }
convertMatrixToQuaternion(rotationMatrix, quaternionToPack);
rotationMatrix.setColumn(1, yVec); rotationMatrix.setColumn(2, zVec); RotationTools.convertMatrixToQuaternion(rotationMatrix, polygonPose.getOrientation());
startYaw = RotationTools.computeYaw(startRotation); Quat4d startOrientation = new Quat4d(); RotationTools.convertMatrixToQuaternion(startRotation, startOrientation); startFootstep = new FootstepDataMessage(startSide, new Point3d(startTranslation), startOrientation); currentLocation = new FootstepDataMessage(startFootstep);
public void setRotation(Matrix3d rotationMatrix, int imuIndex) { Quat4d q = new Quat4d(); RotationTools.convertMatrixToQuaternion(rotationMatrix, q); RotationTools.checkQuaternionNormalized(q); // DON'T USE THIS: the method in Quat4d is flawed and doesn't work for some rotation matrices! // q.set(rotationMatrix); p_qs.set(q.getW()); p_qx.set(q.getX()); p_qy.set(q.getY()); p_qz.set(q.getZ()); p_yaw.set(RotationTools.computeYaw(rotationMatrix)); p_pitch.set(RotationTools.computePitch(rotationMatrix)); p_roll.set(RotationTools.computeRoll(rotationMatrix)); }
RotationTools.convertMatrixToQuaternion(imuOrientationsAsMatrix[sensorNumber], imuOrientations[sensorNumber]); imuSensor.getAngularVelocityMeasurement(rawImuAngularVelocities[sensorNumber]);
RotationTools.convertMatrixToQuaternion(finalRotationMatrix, rotation); rotations[rayIndex][rotationAroundRayIndex] = rotation;
RotationTools.convertMatrixToQuaternion(fiducialRotationMatrix, tempFiducialRotationQuat);
RotationTools.convertMatrixToQuaternion(fiducialRotationMatrix, tempFiducialRotationQuat);