513 lines
16 KiB
C++
513 lines
16 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#include <string.h>
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#include "gazebo/math/Helpers.hh"
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#include "gazebo/math/Matrix4.hh"
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#include "gazebo/math/Quaternion.hh"
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#include "gazebo/math/Pose.hh"
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using namespace gazebo;
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using namespace math;
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const Matrix4 Matrix4::IDENTITY(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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const Matrix4 Matrix4::ZERO(
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0);
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//////////////////////////////////////////////////
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Matrix4::Matrix4()
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{
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memset(this->m, 0, sizeof(this->m[0][0])*16);
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}
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//////////////////////////////////////////////////
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Matrix4::Matrix4(const Matrix4 &_m)
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{
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memcpy(this->m, _m.m, sizeof(this->m[0][0])*16);
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}
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//////////////////////////////////////////////////
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Matrix4::Matrix4(const ignition::math::Matrix4d &_m)
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{
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this->Set(_m(0, 0), _m(0, 1), _m(0, 2), _m(0, 3),
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_m(1, 0), _m(1, 1), _m(1, 2), _m(1, 3),
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_m(2, 0), _m(2, 1), _m(2, 2), _m(2, 3),
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_m(3, 0), _m(3, 1), _m(3, 2), _m(3, 3));
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}
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//////////////////////////////////////////////////
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Matrix4::Matrix4(double _v00, double _v01, double _v02, double _v03,
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double _v10, double _v11, double _v12, double _v13,
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double _v20, double _v21, double _v22, double _v23,
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double _v30, double _v31, double _v32, double _v33)
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{
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this->Set(_v00, _v01, _v02, _v03,
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_v10, _v11, _v12, _v13,
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_v20, _v21, _v22, _v23,
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_v30, _v31, _v32, _v33);
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}
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//////////////////////////////////////////////////
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Matrix4::~Matrix4()
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{
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}
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//////////////////////////////////////////////////
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void Matrix4::Set(double _v00, double _v01, double _v02, double _v03,
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double _v10, double _v11, double _v12, double _v13,
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double _v20, double _v21, double _v22, double _v23,
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double _v30, double _v31, double _v32, double _v33)
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{
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this->m[0][0] = _v00;
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this->m[0][1] = _v01;
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this->m[0][2] = _v02;
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this->m[0][3] = _v03;
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this->m[1][0] = _v10;
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this->m[1][1] = _v11;
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this->m[1][2] = _v12;
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this->m[1][3] = _v13;
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this->m[2][0] = _v20;
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this->m[2][1] = _v21;
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this->m[2][2] = _v22;
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this->m[2][3] = _v23;
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this->m[3][0] = _v30;
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this->m[3][1] = _v31;
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this->m[3][2] = _v32;
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this->m[3][3] = _v33;
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}
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//////////////////////////////////////////////////
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void Matrix4::SetTranslate(const Vector3 &_t)
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{
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this->m[0][3] = _t.x;
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this->m[1][3] = _t.y;
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this->m[2][3] = _t.z;
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}
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//////////////////////////////////////////////////
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Vector3 Matrix4::GetTranslation() const
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{
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return Vector3(this->m[0][3], this->m[1][3], this->m[2][3]);
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}
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//////////////////////////////////////////////////
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Quaternion Matrix4::GetRotation() const
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{
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Quaternion q;
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/// algorithm from Ogre::Quaternion source, which in turn is based on
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/// Ken Shoemake's article "Quaternion Calculus and Fast Animation".
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double trace = this->m[0][0] + this->m[1][1] + this->m[2][2];
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double root;
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if (trace > 0)
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{
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root = sqrt(trace + 1.0);
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q.w = root / 2.0;
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root = 1.0 / (2.0 * root);
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q.x = (this->m[2][1] - this->m[1][2]) * root;
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q.y = (this->m[0][2] - this->m[2][0]) * root;
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q.z = (this->m[1][0] - this->m[0][1]) * root;
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}
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else
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{
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static unsigned int s_iNext[3] = {1, 2, 0};
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unsigned int i = 0;
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if (this->m[1][1] > this->m[0][0])
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i = 1;
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if (this->m[2][2] > this->m[i][i])
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i = 2;
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unsigned int j = s_iNext[i];
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unsigned int k = s_iNext[j];
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root = sqrt(this->m[i][i] - this->m[j][j] - this->m[k][k] + 1.0);
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double* xyzQ[3] = { &q.x, &q.y, &q.z};
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*xyzQ[i] = root / 2.0;
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root = 1.0 / (2.0 * root);
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q.w = (this->m[k][j] - this->m[j][k]) * root;
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*xyzQ[j] = (this->m[j][i] + this->m[i][j]) * root;
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*xyzQ[k] = (this->m[k][i] + this->m[i][k]) * root;
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}
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return q;
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}
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//////////////////////////////////////////////////
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Vector3 Matrix4::GetEulerRotation(unsigned int solution_number) const
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{
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Vector3 euler;
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Vector3 euler2;
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double m31 = this->m[2][0];
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double m11 = this->m[0][0];
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double m12 = this->m[0][1];
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double m13 = this->m[0][2];
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double m32 = this->m[2][1];
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double m33 = this->m[2][2];
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double m21 = this->m[1][0];
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if (fabs(m31) >= 1.0)
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{
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euler.z = 0.0;
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euler2.z = 0.0;
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if (m31 < 0.0)
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{
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euler.y = M_PI / 2.0;
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euler2.y = M_PI / 2.0;
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euler.x = atan2(m12, m13);
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euler2.x = atan2(m12, m13);
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}
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else
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{
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euler.y = -M_PI / 2.0;
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euler2.y = -M_PI / 2.0;
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euler.x = atan2(-m12, -m13);
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euler2.x = atan2(-m12, -m13);
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}
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}
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else
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{
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euler.y = -asin(m31);
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euler2.y = M_PI - euler.y;
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euler.x = atan2(m32 / cos(euler.y), m33 / cos(euler.y));
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euler2.x = atan2(m32 / cos(euler2.y), m33 / cos(euler2.y));
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euler.z = atan2(m21 / cos(euler.y), m11 / cos(euler.y));
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euler2.z = atan2(m21 / cos(euler2.y), m11 / cos(euler2.y));
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}
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if (solution_number == 1)
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return euler;
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else
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return euler2;
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}
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//////////////////////////////////////////////////
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void Matrix4::SetScale(const Vector3 &_s)
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{
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this->m[0][0] = _s.x;
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this->m[1][1] = _s.y;
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this->m[2][2] = _s.z;
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this->m[3][3] = 1.0;
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}
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//////////////////////////////////////////////////
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Matrix4 &Matrix4::operator =(const Matrix4 &_mat)
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{
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memcpy(this->m, _mat.m, sizeof(this->m[0][0])*16);
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return *this;
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}
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//////////////////////////////////////////////////
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Matrix4 &Matrix4::operator=(const ignition::math::Matrix4d &_m)
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{
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this->Set(_m(0, 0), _m(0, 1), _m(0, 2), _m(0, 3),
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_m(1, 0), _m(1, 1), _m(1, 2), _m(1, 3),
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_m(2, 0), _m(2, 1), _m(2, 2), _m(2, 3),
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_m(3, 0), _m(3, 1), _m(3, 2), _m(3, 3));
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return *this;
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}
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//////////////////////////////////////////////////
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const Matrix4 &Matrix4::operator =(const Matrix3 &mat)
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{
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this->m[0][0] = mat.m[0][0];
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this->m[0][1] = mat.m[0][1];
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this->m[0][2] = mat.m[0][2];
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this->m[1][0] = mat.m[1][0];
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this->m[1][1] = mat.m[1][1];
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this->m[1][2] = mat.m[1][2];
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this->m[2][0] = mat.m[2][0];
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this->m[2][1] = mat.m[2][1];
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this->m[2][2] = mat.m[2][2];
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return *this;
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}
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//////////////////////////////////////////////////
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Matrix4 Matrix4::operator*(const Matrix3 &m2) const
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{
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Matrix4 r;
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r = *this;
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r.m[0][0] = m[0][0]*m2.m[0][0] + m[0][1]*m2.m[1][0] + m[0][2] * m2.m[2][0];
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r.m[0][1] = m[0][0]*m2.m[0][1] + m[0][1]*m2.m[1][1] + m[0][2] * m2.m[2][1];
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r.m[0][2] = m[0][0]*m2.m[0][2] + m[0][1]*m2.m[1][2] + m[0][2] * m2.m[2][2];
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r.m[1][0] = m[1][0]*m2.m[0][0] + m[1][1]*m2.m[1][0] + m[1][2] * m2.m[2][0];
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r.m[1][1] = m[1][0]*m2.m[0][1] + m[1][1]*m2.m[1][1] + m[1][2] * m2.m[2][1];
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r.m[1][2] = m[1][0]*m2.m[0][2] + m[1][1]*m2.m[1][2] + m[1][2] * m2.m[2][2];
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r.m[2][0] = m[2][0]*m2.m[0][0] + m[2][1]*m2.m[1][0] + m[2][2] * m2.m[2][0];
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r.m[2][1] = m[2][0]*m2.m[0][1] + m[2][1]*m2.m[1][1] + m[2][2] * m2.m[2][1];
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r.m[2][2] = m[2][0]*m2.m[0][2] + m[2][1]*m2.m[1][2] + m[2][2] * m2.m[2][2];
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return r;
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}
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//////////////////////////////////////////////////
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Matrix4 Matrix4::operator*(const Matrix4 &m2) const
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{
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Matrix4 r;
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r.m[0][0] = this->m[0][0] * m2.m[0][0] +
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this->m[0][1] * m2.m[1][0] +
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this->m[0][2] * m2.m[2][0] +
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this->m[0][3] * m2.m[3][0];
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r.m[0][1] = this->m[0][0] * m2.m[0][1] +
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this->m[0][1] * m2.m[1][1] +
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this->m[0][2] * m2.m[2][1] +
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this->m[0][3] * m2.m[3][1];
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r.m[0][2] = this->m[0][0] * m2.m[0][2] +
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this->m[0][1] * m2.m[1][2] +
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this->m[0][2] * m2.m[2][2] +
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this->m[0][3] * m2.m[3][2];
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r.m[0][3] = this->m[0][0] * m2.m[0][3] +
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this->m[0][1] * m2.m[1][3] +
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this->m[0][2] * m2.m[2][3] +
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this->m[0][3] * m2.m[3][3];
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r.m[1][0] = this->m[1][0] * m2.m[0][0] +
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this->m[1][1] * m2.m[1][0] +
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this->m[1][2] * m2.m[2][0] +
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this->m[1][3] * m2.m[3][0];
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r.m[1][1] = this->m[1][0] * m2.m[0][1] +
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this->m[1][1] * m2.m[1][1] +
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this->m[1][2] * m2.m[2][1] +
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this->m[1][3] * m2.m[3][1];
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r.m[1][2] = this->m[1][0] * m2.m[0][2] +
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this->m[1][1] * m2.m[1][2] +
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this->m[1][2] * m2.m[2][2] +
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this->m[1][3] * m2.m[3][2];
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r.m[1][3] = this->m[1][0] * m2.m[0][3] +
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this->m[1][1] * m2.m[1][3] +
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this->m[1][2] * m2.m[2][3] +
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this->m[1][3] * m2.m[3][3];
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r.m[2][0] = this->m[2][0] * m2.m[0][0] +
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this->m[2][1] * m2.m[1][0] +
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this->m[2][2] * m2.m[2][0] +
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this->m[2][3] * m2.m[3][0];
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r.m[2][1] = this->m[2][0] * m2.m[0][1] +
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this->m[2][1] * m2.m[1][1] +
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this->m[2][2] * m2.m[2][1] +
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this->m[2][3] * m2.m[3][1];
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r.m[2][2] = this->m[2][0] * m2.m[0][2] +
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this->m[2][1] * m2.m[1][2] +
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this->m[2][2] * m2.m[2][2] +
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this->m[2][3] * m2.m[3][2];
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r.m[2][3] = this->m[2][0] * m2.m[0][3] +
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this->m[2][1] * m2.m[1][3] +
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this->m[2][2] * m2.m[2][3] +
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this->m[2][3] * m2.m[3][3];
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r.m[3][0] = this->m[3][0] * m2.m[0][0] +
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this->m[3][1] * m2.m[1][0] +
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this->m[3][2] * m2.m[2][0] +
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this->m[3][3] * m2.m[3][0];
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r.m[3][1] = this->m[3][0] * m2.m[0][1] +
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this->m[3][1] * m2.m[1][1] +
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this->m[3][2] * m2.m[2][1] +
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this->m[3][3] * m2.m[3][1];
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r.m[3][2] = this->m[3][0] * m2.m[0][2] +
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this->m[3][1] * m2.m[1][2] +
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this->m[3][2] * m2.m[2][2] +
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this->m[3][3] * m2.m[3][2];
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r.m[3][3] = this->m[3][0] * m2.m[0][3] +
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this->m[3][1] * m2.m[1][3] +
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this->m[3][2] * m2.m[2][3] +
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this->m[3][3] * m2.m[3][3];
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return r;
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}
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//////////////////////////////////////////////////
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Vector3 Matrix4::operator*(const Vector3 &_vec) const
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{
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Vector3 result;
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result.x = this->m[0][0]*_vec.x + this->m[0][1]*_vec.y +
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this->m[0][2]*_vec.z + this->m[0][3];
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result.y = this->m[1][0]*_vec.x + this->m[1][1]*_vec.y +
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this->m[1][2]*_vec.z + this->m[1][3];
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result.z = this->m[2][0]*_vec.x + this->m[2][1]*_vec.y +
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this->m[2][2]*_vec.z + this->m[2][3];
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return result;
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}
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//////////////////////////////////////////////////
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bool Matrix4::IsAffine() const
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{
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return equal(this->m[3][0], 0.0) && equal(this->m[3][1], 0.0) &&
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equal(this->m[3][2], 0.0) && equal(this->m[3][3], 1.0);
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}
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//////////////////////////////////////////////////
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Vector3 Matrix4::TransformAffine(const Vector3 &_v) const
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{
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if (!this->IsAffine())
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{
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throw(std::string("Not and affine matrix"));
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}
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return Vector3(this->m[0][0]*_v.x + this->m[0][1]*_v.y +
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this->m[0][2]*_v.z + this->m[0][3],
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this->m[1][0]*_v.x + this->m[1][1]*_v.y +
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this->m[1][2]*_v.z + this->m[1][3],
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this->m[2][0]*_v.x + this->m[2][1]*_v.y +
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this->m[2][2]*_v.z + this->m[2][3]);
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}
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//////////////////////////////////////////////////
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bool Matrix4::operator==(const Matrix4 &_m) const
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{
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return math::equal(this->m[0][0], _m[0][0]) &&
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math::equal(this->m[0][1], _m[0][1]) &&
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math::equal(this->m[0][2], _m[0][2]) &&
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math::equal(this->m[0][3], _m[0][3]) &&
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math::equal(this->m[1][0], _m[1][0]) &&
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math::equal(this->m[1][1], _m[1][1]) &&
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math::equal(this->m[1][2], _m[1][2]) &&
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math::equal(this->m[1][3], _m[1][3]) &&
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math::equal(this->m[2][0], _m[2][0]) &&
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math::equal(this->m[2][1], _m[2][1]) &&
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math::equal(this->m[2][2], _m[2][2]) &&
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math::equal(this->m[2][3], _m[2][3]) &&
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math::equal(this->m[3][0], _m[3][0]) &&
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math::equal(this->m[3][1], _m[3][1]) &&
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math::equal(this->m[3][2], _m[3][2]) &&
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math::equal(this->m[3][3], _m[3][3]);
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}
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|
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//////////////////////////////////////////////////
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Matrix4 Matrix4::Inverse() const
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|
{
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double v0 = this->m[2][0] * this->m[3][1] - this->m[2][1] * this->m[3][0];
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double v1 = this->m[2][0] * this->m[3][2] - this->m[2][2] * this->m[3][0];
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double v2 = this->m[2][0] * this->m[3][3] - this->m[2][3] * this->m[3][0];
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double v3 = this->m[2][1] * this->m[3][2] - this->m[2][2] * this->m[3][1];
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double v4 = this->m[2][1] * this->m[3][3] - this->m[2][3] * this->m[3][1];
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|
double v5 = this->m[2][2] * this->m[3][3] - this->m[2][3] * this->m[3][2];
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|
|
|
double t00 = + (v5 * this->m[1][1] - v4 * this->m[1][2] + v3 * this->m[1][3]);
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|
double t10 = - (v5 * this->m[1][0] - v2 * this->m[1][2] + v1 * this->m[1][3]);
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|
double t20 = + (v4 * this->m[1][0] - v2 * this->m[1][1] + v0 * this->m[1][3]);
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|
double t30 = - (v3 * this->m[1][0] - v1 * this->m[1][1] + v0 * this->m[1][2]);
|
|
|
|
double invDet = 1 / (t00 * this->m[0][0] + t10 * this->m[0][1] +
|
|
t20 * this->m[0][2] + t30 * this->m[0][3]);
|
|
|
|
double d00 = t00 * invDet;
|
|
double d10 = t10 * invDet;
|
|
double d20 = t20 * invDet;
|
|
double d30 = t30 * invDet;
|
|
|
|
double d01 = - (v5 * this->m[0][1] - v4 * this->m[0][2] + v3 * this->m[0][3])
|
|
* invDet;
|
|
double d11 = + (v5 * this->m[0][0] - v2 * this->m[0][2] + v1 * this->m[0][3])
|
|
* invDet;
|
|
double d21 = - (v4 * this->m[0][0] - v2 * this->m[0][1] + v0 * this->m[0][3])
|
|
* invDet;
|
|
double d31 = + (v3 * this->m[0][0] - v1 * this->m[0][1] + v0 * this->m[0][2])
|
|
* invDet;
|
|
|
|
v0 = this->m[1][0] * this->m[3][1] - this->m[1][1] * this->m[3][0];
|
|
v1 = this->m[1][0] * this->m[3][2] - this->m[1][2] * this->m[3][0];
|
|
v2 = this->m[1][0] * this->m[3][3] - this->m[1][3] * this->m[3][0];
|
|
v3 = this->m[1][1] * this->m[3][2] - this->m[1][2] * this->m[3][1];
|
|
v4 = this->m[1][1] * this->m[3][3] - this->m[1][3] * this->m[3][1];
|
|
v5 = this->m[1][2] * this->m[3][3] - this->m[1][3] * this->m[3][2];
|
|
|
|
double d02 = + (v5 * this->m[0][1] - v4 * this->m[0][2] + v3 * this->m[0][3])
|
|
* invDet;
|
|
double d12 = - (v5 * this->m[0][0] - v2 * this->m[0][2] + v1 * this->m[0][3])
|
|
* invDet;
|
|
double d22 = + (v4 * this->m[0][0] - v2 * this->m[0][1] + v0 * this->m[0][3])
|
|
* invDet;
|
|
double d32 = - (v3 * this->m[0][0] - v1 * this->m[0][1] + v0 * this->m[0][2])
|
|
* invDet;
|
|
|
|
v0 = this->m[2][1] * this->m[1][0] - this->m[2][0] * this->m[1][1];
|
|
v1 = this->m[2][2] * this->m[1][0] - this->m[2][0] * this->m[1][2];
|
|
v2 = this->m[2][3] * this->m[1][0] - this->m[2][0] * this->m[1][3];
|
|
v3 = this->m[2][2] * this->m[1][1] - this->m[2][1] * this->m[1][2];
|
|
v4 = this->m[2][3] * this->m[1][1] - this->m[2][1] * this->m[1][3];
|
|
v5 = this->m[2][3] * this->m[1][2] - this->m[2][2] * this->m[1][3];
|
|
|
|
double d03 = - (v5 * this->m[0][1] - v4 * this->m[0][2] + v3 * this->m[0][3])
|
|
* invDet;
|
|
double d13 = + (v5 * this->m[0][0] - v2 * this->m[0][2] + v1 * this->m[0][3])
|
|
* invDet;
|
|
double d23 = - (v4 * this->m[0][0] - v2 * this->m[0][1] + v0 * this->m[0][3])
|
|
* invDet;
|
|
double d33 = + (v3 * this->m[0][0] - v1 * this->m[0][1] + v0 * this->m[0][2])
|
|
* invDet;
|
|
|
|
return Matrix4(d00, d01, d02, d03,
|
|
d10, d11, d12, d13,
|
|
d20, d21, d22, d23,
|
|
d30, d31, d32, d33);
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
math::Pose Matrix4::GetAsPose() const
|
|
{
|
|
return math::Pose(this->GetTranslation(), this->GetRotation());
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
ignition::math::Matrix4d Matrix4::Ign() const
|
|
{
|
|
return ignition::math::Matrix4d(
|
|
this->m[0][0], this->m[0][1], this->m[0][2], this->m[0][3],
|
|
this->m[1][0], this->m[1][1], this->m[1][2], this->m[1][3],
|
|
this->m[2][0], this->m[2][1], this->m[2][2], this->m[2][3],
|
|
this->m[3][0], this->m[3][1], this->m[3][2], this->m[3][3]);
|
|
}
|