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| void | integrateKinematics (Vector3 &position, const Vector3 &velocity, double dt) |
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| void | integrateKinematics (Vector3 &position, Vector3 &velocity, const Vector3 &acceleration, double dt) |
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| void | integrateKinematics (Matrix3 &orientation, const Vector3 &rotationVelocity, double dt) |
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| void | integrateKinematics (Matrix3 &orientation, Vector3 &rotationVelocity, const Vector3 &rotationAcceleration, double dt) |
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| void | integrateKinematics (Quaternion &orientation, const Vector3 &rotationVelocity, double dt) |
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| void | integrateKinematics (Quaternion &orientation, Vector3 &rotationVelocity, const Vector3 &rotationAcceleration, double dt) |
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| void | integrateKinematics (Vector3 &position, Vector3 &velocity, const Vector3 &acceleration, Matrix3 &orientation, Vector3 &rotationVelocity, const Vector3 &rotationAcceleration, double dt) |
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| void | integrateKinematics (Vector3 &position, Vector3 &velocity, const Vector3 &acceleration, Quaternion &orientation, Vector3 &rotationVelocity, const Vector3 &rotationAcceleration, double dt) |
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| void | integrateKinematics (Vector3 &position, const Vector3 &velocity, Matrix3 &orientation, const Vector3 &rotationVelocity, double dt) |
| | integrates the postition/orientation given the velocities
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| void | integrateKinematics (Vector3 &position, const Vector3 &velocity, Quaternion &orientation, const Vector3 &rotationVelocity, double dt) |
| | integrates the postition/orientation given the velocities
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| Vector | regulateRotationVector (const Vector3 &v) |
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| AngleAxis | rotationVectorToAngleAxis (const Vector3 &v) |
| | Transforms the rotation vector into angle axis.
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| Matrix3 | rotationVectorToRotationMatrix (const Vector3 &v) |
| | Transforms the rotation vector into rotation matrix.
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| Quaternion | rotationVectorToQuaternion (const Vector3 &v) |
| | Transforms the rotation vector into quaternion.
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| Vector3 | rotationMatrixToRotationVector (const Matrix3 &R) |
| | Transforms the rotation matrix into rotation vector.
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| Vector3 | quaternionToRotationVector (const Quaternion &q) |
| | Tranbsform a quaternion into rotation vector.
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| Vector3 | quaternionToRotationVector (const Vector4 &v) |
| | Transforms a quaternion into rotation vector.
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| double | scalarComponent (const Quaternion &q) |
| | scalar component of a quaternion
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| Vector3 | vectorComponent (const Quaternion &q) |
| | vector part of the quaternion
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| Vector3 | rotationMatrixToRollPitchYaw (const Matrix3 &R, Vector3 &v) |
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| Vector3 | rotationMatrixToRollPitchYaw (const Matrix3 &R) |
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| Matrix3 | rollPitchYawToRotationMatrix (double roll, double pitch, double yaw) |
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| Matrix3 | rollPitchYawToRotationMatrix (const Vector3 &rpy) |
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| Quaternion | rollPitchYawToQuaternion (double roll, double pitch, double yaw) |
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| Quaternion | rollPitchYawToQuaternion (const Vector3 &rpy) |
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| Matrix3 | orthogonalizeRotationMatrix (const Matrix3 &M) |
| | Projects the Matrix to so(3)
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| Matrix3 | skewSymmetric (const Vector3 &v, Matrix3 &R) |
| | transform a 3d vector into a skew symmetric 3x3 matrix
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| Matrix3 | skewSymmetric (const Vector3 &v) |
| | transform a 3d vector into a skew symmetric 3x3 matrix
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| Matrix3 | skewSymmetric2 (const Vector3 &v, Matrix3 &R) |
| | transform a 3d vector into a squared skew symmetric 3x3 matrix
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| Matrix3 | skewSymmetric2 (const Vector3 &v) |
| | transform a 3d vector into a squared skew symmetric 3x3 matrix
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| Vector6 | homogeneousMatrixToVector6 (const Matrix4 &M) |
| | transforms a homogeneous matrix into 6d vector (position theta mu)
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| Matrix4 | vector6ToHomogeneousMatrix (const Vector6 &v) |
| | transforms a 6d vector (position theta mu) into a homogeneous matrix
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| Matrix3 | twoVectorsToRotationMatrix (const Vector3 &v1, const Vector3 Rv1) |
| | Builds the smallest angle matrix allowing to get from a NORMALIZED vector v1 to its imahe Rv1 This is based on Rodrigues formula.
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| bool | isPureYaw (const Matrix3 &R) |
| | checks if this matrix is a pure yaw matrix or not
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| Vector3 | getInvariantHorizontalVector (const Matrix3 &R) |
| | Gets a vector that remains horizontal with this rotation. This vector is NOT normalized.
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| Vector3 | getInvariantOrthogonalVector (const Matrix3 &Rhat, const Vector3 &Rtez) |
| | Gets a vector \(v\) that is orthogonal to \(e_z\) and such that \(\hat{R}^T e_z\) is orthogonal to the tilt \(R^T e_z\). This vector is NOT normalized.
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| Matrix3 | mergeTiltWithYaw (const Vector3 &Rtez, const Matrix3 &R2, const Vector3 &v=Vector3::UnitX()) noexcept(false) |
| | Merge the roll and pitch from the tilt (R^T e_z) with the yaw from a rotation matrix (minimizes the deviation of the v vector)
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| Matrix3 | mergeRoll1Pitch1WithYaw2 (const Matrix3 &R1, const Matrix3 &R2, const Vector3 &v=Vector3::UnitX()) |
| | Merge the roll and pitch with the yaw from a rotation matrix (minimizes the deviation of the v vector)
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| Matrix3 | mergeTiltWithYawAxisAgnostic (const Vector3 &Rtez, const Matrix3 &R2) |
| | Merge the roll and pitch from the tilt (R^T e_z) with the yaw from a rotation matrix (minimizes the deviation of the v vector)
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| Matrix3 | mergeRoll1Pitch1WithYaw2AxisAgnostic (const Matrix3 &R1, const Matrix3 &R2) |
| | Merge the roll and pitch with the yaw from a rotation matrix with optimal reference vector.
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| double | rotationMatrixToAngle (const Matrix3 &rotation, const Vector3 &axis, const Vector3 &v) |
| | take 3x3 matrix represeting a rotation and gives the angle that vector v turns around the axis with this rotation
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| double | rotationMatrixToYaw (const Matrix3 &rotation, const Vector2 &v) |
| | take 3x3 matrix represeting a rotation and gives the angle that vector v turns around the upward vertical axis with this rotation
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| double | rotationMatrixToYaw (const Matrix3 &rotation) |
| | take 3x3 matrix represeting a rotation and gives the yaw angle from roll pitch yaw representation
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| double | rotationMatrixToYawAxisAgnostic (const Matrix3 &rotation) |
| | take 3x3 matrix represeting a rotation and gives a corresponding angle around upward vertical axis
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| Quaternion | zeroRotationQuaternion () |
| | Get the Identity Quaternion.
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| Quaternion | randomRotationQuaternion () |
| | Get a uniformly random Quaternion.
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| double | randomAngle () |
| | get a randomAngle between -pi and pu
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| bool | isRotationMatrix (const Matrix3 &, double precision=2 *cst::epsilon1) |
| | Checks if it is a rotation matrix (right-hand orthonormal) or not.
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| void | fixedPointRotationToTranslation (const Matrix3 &R, const Vector3 &rotationVelocity, const Vector3 &rotationAcceleration, const Vector3 &fixedPoint, Vector3 &outputTranslation, Vector3 &outputLinearVelocity, Vector3 &outputLinearAcceleration) |
| | transforms a rotation into translation given a constraint of a fixed point
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| Vector3 | derivateRotationFD (const Quaternion &q1, const Quaternion &q2, double dt) |
| | derivates a quaternion using finite difference to get a angular velocity vector
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| Vector3 | derivateRotationFD (const Vector3 &o1, const Vector3 &o2, double dt) |
| | derivates a rotation vector using finite difference to get a angular velocity vector
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| Vector6 | derivateHomogeneousMatrixFD (const Matrix4 &m1, const Matrix4 &m2, double dt) |
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| Vector6 | derivatePoseThetaUFD (const Vector6 &v1, const Vector6 &v2, double dt) |
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| void | derivateRotationMultiplicative (const Vector3 &deltaR, Matrix3 &dRdR, Matrix3 &dRddeltaR) |
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| Matrix3 | derivateRtvMultiplicative (const Matrix3 &R, const Vector3 &v) |
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| IndexedVectorArray | reconstructStateTrajectory (const IndexedVectorArray &positionOrientation, double dt) |
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| Vector | invertState (const Vector &state) |
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| Matrix4 | invertHomoMatrix (const Matrix4 &m) |
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