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1   /*
2    * Licensed to the Apache Software Foundation (ASF) under one or more
3    * contributor license agreements.  See the NOTICE file distributed with
4    * this work for additional information regarding copyright ownership.
5    * The ASF licenses this file to You under the Apache License, Version 2.0
6    * (the "License"); you may not use this file except in compliance with
7    * the License.  You may obtain a copy of the License at
8    *
9    *      http://www.apache.org/licenses/LICENSE-2.0
10   *
11   * Unless required by applicable law or agreed to in writing, software
12   * distributed under the License is distributed on an "AS IS" BASIS,
13   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14   * See the License for the specific language governing permissions and
15   * limitations under the License.
16   */
17  
18  package org.apache.commons.math.geometry.euclidean.threed;
19  
20  import java.io.Serializable;
21  
22  import org.apache.commons.math.exception.MathIllegalArgumentException;
23  import org.apache.commons.math.exception.util.LocalizedFormats;
24  import org.apache.commons.math.util.FastMath;
25  
26  /**
27   * This class implements rotations in a three-dimensional space.
28   *
29   * <p>Rotations can be represented by several different mathematical
30   * entities (matrices, axe and angle, Cardan or Euler angles,
31   * quaternions). This class presents an higher level abstraction, more
32   * user-oriented and hiding this implementation details. Well, for the
33   * curious, we use quaternions for the internal representation. The
34   * user can build a rotation from any of these representations, and
35   * any of these representations can be retrieved from a
36   * <code>Rotation</code> instance (see the various constructors and
37   * getters). In addition, a rotation can also be built implicitly
38   * from a set of vectors and their image.</p>
39   * <p>This implies that this class can be used to convert from one
40   * representation to another one. For example, converting a rotation
41   * matrix into a set of Cardan angles from can be done using the
42   * following single line of code:</p>
43   * <pre>
44   * double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ);
45   * </pre>
46   * <p>Focus is oriented on what a rotation <em>do</em> rather than on its
47   * underlying representation. Once it has been built, and regardless of its
48   * internal representation, a rotation is an <em>operator</em> which basically
49   * transforms three dimensional {@link Vector3D vectors} into other three
50   * dimensional {@link Vector3D vectors}. Depending on the application, the
51   * meaning of these vectors may vary and the semantics of the rotation also.</p>
52   * <p>For example in an spacecraft attitude simulation tool, users will often
53   * consider the vectors are fixed (say the Earth direction for example) and the
54   * frames change. The rotation transforms the coordinates of the vector in inertial
55   * frame into the coordinates of the same vector in satellite frame. In this
56   * case, the rotation implicitly defines the relation between the two frames.</p>
57   * <p>Another example could be a telescope control application, where the rotation
58   * would transform the sighting direction at rest into the desired observing
59   * direction when the telescope is pointed towards an object of interest. In this
60   * case the rotation transforms the direction at rest in a topocentric frame
61   * into the sighting direction in the same topocentric frame. This implies in this
62   * case the frame is fixed and the vector moves.</p>
63   * <p>In many case, both approaches will be combined. In our telescope example,
64   * we will probably also need to transform the observing direction in the topocentric
65   * frame into the observing direction in inertial frame taking into account the observatory
66   * location and the Earth rotation, which would essentially be an application of the
67   * first approach.</p>
68   *
69   * <p>These examples show that a rotation is what the user wants it to be. This
70   * class does not push the user towards one specific definition and hence does not
71   * provide methods like <code>projectVectorIntoDestinationFrame</code> or
72   * <code>computeTransformedDirection</code>. It provides simpler and more generic
73   * methods: {@link #applyTo(Vector3D) applyTo(Vector3D)} and {@link
74   * #applyInverseTo(Vector3D) applyInverseTo(Vector3D)}.</p>
75   *
76   * <p>Since a rotation is basically a vectorial operator, several rotations can be
77   * composed together and the composite operation <code>r = r<sub>1</sub> o
78   * r<sub>2</sub></code> (which means that for each vector <code>u</code>,
79   * <code>r(u) = r<sub>1</sub>(r<sub>2</sub>(u))</code>) is also a rotation. Hence
80   * we can consider that in addition to vectors, a rotation can be applied to other
81   * rotations as well (or to itself). With our previous notations, we would say we
82   * can apply <code>r<sub>1</sub></code> to <code>r<sub>2</sub></code> and the result
83   * we get is <code>r = r<sub>1</sub> o r<sub>2</sub></code>. For this purpose, the
84   * class provides the methods: {@link #applyTo(Rotation) applyTo(Rotation)} and
85   * {@link #applyInverseTo(Rotation) applyInverseTo(Rotation)}.</p>
86   *
87   * <p>Rotations are guaranteed to be immutable objects.</p>
88   *
89   * @version $Id: Rotation.java 1178082 2011-10-01 20:01:22Z luc $
90   * @see Vector3D
91   * @see RotationOrder
92   * @since 1.2
93   */
94  
95  public class Rotation implements Serializable {
96  
97    /** Identity rotation. */
98    public static final Rotation IDENTITY = new Rotation(1.0, 0.0, 0.0, 0.0, false);
99  
100   /** Serializable version identifier */
101   private static final long serialVersionUID = -2153622329907944313L;
102 
103   /** Scalar coordinate of the quaternion. */
104   private final double q0;
105 
106   /** First coordinate of the vectorial part of the quaternion. */
107   private final double q1;
108 
109   /** Second coordinate of the vectorial part of the quaternion. */
110   private final double q2;
111 
112   /** Third coordinate of the vectorial part of the quaternion. */
113   private final double q3;
114 
115   /** Build a rotation from the quaternion coordinates.
116    * <p>A rotation can be built from a <em>normalized</em> quaternion,
117    * i.e. a quaternion for which q<sub>0</sub><sup>2</sup> +
118    * q<sub>1</sub><sup>2</sup> + q<sub>2</sub><sup>2</sup> +
119    * q<sub>3</sub><sup>2</sup> = 1. If the quaternion is not normalized,
120    * the constructor can normalize it in a preprocessing step.</p>
121    * <p>Note that some conventions put the scalar part of the quaternion
122    * as the 4<sup>th</sup> component and the vector part as the first three
123    * components. This is <em>not</em> our convention. We put the scalar part
124    * as the first component.</p>
125    * @param q0 scalar part of the quaternion
126    * @param q1 first coordinate of the vectorial part of the quaternion
127    * @param q2 second coordinate of the vectorial part of the quaternion
128    * @param q3 third coordinate of the vectorial part of the quaternion
129    * @param needsNormalization if true, the coordinates are considered
130    * not to be normalized, a normalization preprocessing step is performed
131    * before using them
132    */
133   public Rotation(double q0, double q1, double q2, double q3,
134                   boolean needsNormalization) {
135 
136     if (needsNormalization) {
137       // normalization preprocessing
138       double inv = 1.0 / FastMath.sqrt(q0 * q0 + q1 * q1 + q2 * q2 + q3 * q3);
139       q0 *= inv;
140       q1 *= inv;
141       q2 *= inv;
142       q3 *= inv;
143     }
144 
145     this.q0 = q0;
146     this.q1 = q1;
147     this.q2 = q2;
148     this.q3 = q3;
149 
150   }
151 
152   /** Build a rotation from an axis and an angle.
153    * <p>We use the convention that angles are oriented according to
154    * the effect of the rotation on vectors around the axis. That means
155    * that if (i, j, k) is a direct frame and if we first provide +k as
156    * the axis and &pi;/2 as the angle to this constructor, and then
157    * {@link #applyTo(Vector3D) apply} the instance to +i, we will get
158    * +j.</p>
159    * <p>Another way to represent our convention is to say that a rotation
160    * of angle &theta; about the unit vector (x, y, z) is the same as the
161    * rotation build from quaternion components { cos(-&theta;/2),
162    * x * sin(-&theta;/2), y * sin(-&theta;/2), z * sin(-&theta;/2) }.
163    * Note the minus sign on the angle!</p>
164    * <p>On the one hand this convention is consistent with a vectorial
165    * perspective (moving vectors in fixed frames), on the other hand it
166    * is different from conventions with a frame perspective (fixed vectors
167    * viewed from different frames) like the ones used for example in spacecraft
168    * attitude community or in the graphics community.</p>
169    * @param axis axis around which to rotate
170    * @param angle rotation angle.
171    * @exception MathIllegalArgumentException if the axis norm is zero
172    */
173   public Rotation(Vector3D axis, double angle) {
174 
175     double norm = axis.getNorm();
176     if (norm == 0) {
177       throw new MathIllegalArgumentException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_AXIS);
178     }
179 
180     double halfAngle = -0.5 * angle;
181     double coeff = FastMath.sin(halfAngle) / norm;
182 
183     q0 = FastMath.cos (halfAngle);
184     q1 = coeff * axis.getX();
185     q2 = coeff * axis.getY();
186     q3 = coeff * axis.getZ();
187 
188   }
189 
190   /** Build a rotation from a 3X3 matrix.
191 
192    * <p>Rotation matrices are orthogonal matrices, i.e. unit matrices
193    * (which are matrices for which m.m<sup>T</sup> = I) with real
194    * coefficients. The module of the determinant of unit matrices is
195    * 1, among the orthogonal 3X3 matrices, only the ones having a
196    * positive determinant (+1) are rotation matrices.</p>
197 
198    * <p>When a rotation is defined by a matrix with truncated values
199    * (typically when it is extracted from a technical sheet where only
200    * four to five significant digits are available), the matrix is not
201    * orthogonal anymore. This constructor handles this case
202    * transparently by using a copy of the given matrix and applying a
203    * correction to the copy in order to perfect its orthogonality. If
204    * the Frobenius norm of the correction needed is above the given
205    * threshold, then the matrix is considered to be too far from a
206    * true rotation matrix and an exception is thrown.<p>
207 
208    * @param m rotation matrix
209    * @param threshold convergence threshold for the iterative
210    * orthogonality correction (convergence is reached when the
211    * difference between two steps of the Frobenius norm of the
212    * correction is below this threshold)
213 
214    * @exception NotARotationMatrixException if the matrix is not a 3X3
215    * matrix, or if it cannot be transformed into an orthogonal matrix
216    * with the given threshold, or if the determinant of the resulting
217    * orthogonal matrix is negative
218 
219    */
220   public Rotation(double[][] m, double threshold)
221     throws NotARotationMatrixException {
222 
223     // dimension check
224     if ((m.length != 3) || (m[0].length != 3) ||
225         (m[1].length != 3) || (m[2].length != 3)) {
226       throw new NotARotationMatrixException(
227               LocalizedFormats.ROTATION_MATRIX_DIMENSIONS,
228               m.length, m[0].length);
229     }
230 
231     // compute a "close" orthogonal matrix
232     double[][] ort = orthogonalizeMatrix(m, threshold);
233 
234     // check the sign of the determinant
235     double det = ort[0][0] * (ort[1][1] * ort[2][2] - ort[2][1] * ort[1][2]) -
236                  ort[1][0] * (ort[0][1] * ort[2][2] - ort[2][1] * ort[0][2]) +
237                  ort[2][0] * (ort[0][1] * ort[1][2] - ort[1][1] * ort[0][2]);
238     if (det < 0.0) {
239       throw new NotARotationMatrixException(
240               LocalizedFormats.CLOSEST_ORTHOGONAL_MATRIX_HAS_NEGATIVE_DETERMINANT,
241               det);
242     }
243 
244     // There are different ways to compute the quaternions elements
245     // from the matrix. They all involve computing one element from
246     // the diagonal of the matrix, and computing the three other ones
247     // using a formula involving a division by the first element,
248     // which unfortunately can be zero. Since the norm of the
249     // quaternion is 1, we know at least one element has an absolute
250     // value greater or equal to 0.5, so it is always possible to
251     // select the right formula and avoid division by zero and even
252     // numerical inaccuracy. Checking the elements in turn and using
253     // the first one greater than 0.45 is safe (this leads to a simple
254     // test since qi = 0.45 implies 4 qi^2 - 1 = -0.19)
255     double s = ort[0][0] + ort[1][1] + ort[2][2];
256     if (s > -0.19) {
257       // compute q0 and deduce q1, q2 and q3
258       q0 = 0.5 * FastMath.sqrt(s + 1.0);
259       double inv = 0.25 / q0;
260       q1 = inv * (ort[1][2] - ort[2][1]);
261       q2 = inv * (ort[2][0] - ort[0][2]);
262       q3 = inv * (ort[0][1] - ort[1][0]);
263     } else {
264       s = ort[0][0] - ort[1][1] - ort[2][2];
265       if (s > -0.19) {
266         // compute q1 and deduce q0, q2 and q3
267         q1 = 0.5 * FastMath.sqrt(s + 1.0);
268         double inv = 0.25 / q1;
269         q0 = inv * (ort[1][2] - ort[2][1]);
270         q2 = inv * (ort[0][1] + ort[1][0]);
271         q3 = inv * (ort[0][2] + ort[2][0]);
272       } else {
273         s = ort[1][1] - ort[0][0] - ort[2][2];
274         if (s > -0.19) {
275           // compute q2 and deduce q0, q1 and q3
276           q2 = 0.5 * FastMath.sqrt(s + 1.0);
277           double inv = 0.25 / q2;
278           q0 = inv * (ort[2][0] - ort[0][2]);
279           q1 = inv * (ort[0][1] + ort[1][0]);
280           q3 = inv * (ort[2][1] + ort[1][2]);
281         } else {
282           // compute q3 and deduce q0, q1 and q2
283           s = ort[2][2] - ort[0][0] - ort[1][1];
284           q3 = 0.5 * FastMath.sqrt(s + 1.0);
285           double inv = 0.25 / q3;
286           q0 = inv * (ort[0][1] - ort[1][0]);
287           q1 = inv * (ort[0][2] + ort[2][0]);
288           q2 = inv * (ort[2][1] + ort[1][2]);
289         }
290       }
291     }
292 
293   }
294 
295   /** Build the rotation that transforms a pair of vector into another pair.
296 
297    * <p>Except for possible scale factors, if the instance were applied to
298    * the pair (u<sub>1</sub>, u<sub>2</sub>) it will produce the pair
299    * (v<sub>1</sub>, v<sub>2</sub>).</p>
300 
301    * <p>If the angular separation between u<sub>1</sub> and u<sub>2</sub> is
302    * not the same as the angular separation between v<sub>1</sub> and
303    * v<sub>2</sub>, then a corrected v'<sub>2</sub> will be used rather than
304    * v<sub>2</sub>, the corrected vector will be in the (v<sub>1</sub>,
305    * v<sub>2</sub>) plane.</p>
306 
307    * @param u1 first vector of the origin pair
308    * @param u2 second vector of the origin pair
309    * @param v1 desired image of u1 by the rotation
310    * @param v2 desired image of u2 by the rotation
311    * @exception MathIllegalArgumentException if the norm of one of the vectors is zero
312    */
313   public Rotation(Vector3D u1, Vector3D u2, Vector3D v1, Vector3D v2) {
314 
315   // norms computation
316   double u1u1 = u1.getNormSq();
317   double u2u2 = u2.getNormSq();
318   double v1v1 = v1.getNormSq();
319   double v2v2 = v2.getNormSq();
320   if ((u1u1 == 0) || (u2u2 == 0) || (v1v1 == 0) || (v2v2 == 0)) {
321     throw new MathIllegalArgumentException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR);
322   }
323 
324   // normalize v1 in order to have (v1'|v1') = (u1|u1)
325   v1 = new Vector3D(FastMath.sqrt(u1u1 / v1v1), v1);
326 
327   // adjust v2 in order to have (u1|u2) = (v1'|v2') and (v2'|v2') = (u2|u2)
328   double u1u2   = u1.dotProduct(u2);
329   double v1v2   = v1.dotProduct(v2);
330   double coeffU = u1u2 / u1u1;
331   double coeffV = v1v2 / u1u1;
332   double beta   = FastMath.sqrt((u2u2 - u1u2 * coeffU) / (v2v2 - v1v2 * coeffV));
333   double alpha  = coeffU - beta * coeffV;
334   v2 = new Vector3D(alpha, v1, beta, v2);
335 
336   // preliminary computation
337   Vector3D uRef  = u1;
338   Vector3D vRef  = v1;
339   Vector3D v1Su1 = v1.subtract(u1);
340   Vector3D v2Su2 = v2.subtract(u2);
341   Vector3D k     = v1Su1.crossProduct(v2Su2);
342   Vector3D u3    = u1.crossProduct(u2);
343   double c       = k.dotProduct(u3);
344   final double inPlaneThreshold = 0.001;
345   if (c <= inPlaneThreshold * k.getNorm() * u3.getNorm()) {
346     // the (q1, q2, q3) vector is close to the (u1, u2) plane
347     // we try other vectors
348     Vector3D v3 = Vector3D.crossProduct(v1, v2);
349     Vector3D v3Su3 = v3.subtract(u3);
350     k = v1Su1.crossProduct(v3Su3);
351     Vector3D u2Prime = u1.crossProduct(u3);
352     c = k.dotProduct(u2Prime);
353 
354     if (c <= inPlaneThreshold * k.getNorm() * u2Prime.getNorm()) {
355       // the (q1, q2, q3) vector is also close to the (u1, u3) plane,
356       // it is almost aligned with u1: we try (u2, u3) and (v2, v3)
357       k = v2Su2.crossProduct(v3Su3);;
358       c = k.dotProduct(u2.crossProduct(u3));;
359 
360       if (c <= 0) {
361         // the (q1, q2, q3) vector is aligned with everything
362         // this is really the identity rotation
363         q0 = 1.0;
364         q1 = 0.0;
365         q2 = 0.0;
366         q3 = 0.0;
367         return;
368       }
369 
370       // we will have to use u2 and v2 to compute the scalar part
371       uRef = u2;
372       vRef = v2;
373 
374     }
375 
376   }
377 
378   // compute the vectorial part
379   c = FastMath.sqrt(c);
380   double inv = 1.0 / (c + c);
381   q1 = inv * k.getX();
382   q2 = inv * k.getY();
383   q3 = inv * k.getZ();
384 
385   // compute the scalar part
386    k = new Vector3D(uRef.getY() * q3 - uRef.getZ() * q2,
387                     uRef.getZ() * q1 - uRef.getX() * q3,
388                     uRef.getX() * q2 - uRef.getY() * q1);
389   q0 = vRef.dotProduct(k) / (2 * k.getNormSq());
390 
391   }
392 
393   /** Build one of the rotations that transform one vector into another one.
394 
395    * <p>Except for a possible scale factor, if the instance were
396    * applied to the vector u it will produce the vector v. There is an
397    * infinite number of such rotations, this constructor choose the
398    * one with the smallest associated angle (i.e. the one whose axis
399    * is orthogonal to the (u, v) plane). If u and v are colinear, an
400    * arbitrary rotation axis is chosen.</p>
401 
402    * @param u origin vector
403    * @param v desired image of u by the rotation
404    * @exception MathIllegalArgumentException if the norm of one of the vectors is zero
405    */
406   public Rotation(Vector3D u, Vector3D v) {
407 
408     double normProduct = u.getNorm() * v.getNorm();
409     if (normProduct == 0) {
410         throw new MathIllegalArgumentException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR);
411     }
412 
413     double dot = u.dotProduct(v);
414 
415     if (dot < ((2.0e-15 - 1.0) * normProduct)) {
416       // special case u = -v: we select a PI angle rotation around
417       // an arbitrary vector orthogonal to u
418       Vector3D w = u.orthogonal();
419       q0 = 0.0;
420       q1 = -w.getX();
421       q2 = -w.getY();
422       q3 = -w.getZ();
423     } else {
424       // general case: (u, v) defines a plane, we select
425       // the shortest possible rotation: axis orthogonal to this plane
426       q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct));
427       double coeff = 1.0 / (2.0 * q0 * normProduct);
428       Vector3D q = v.crossProduct(u);
429       q1 = coeff * q.getX();
430       q2 = coeff * q.getY();
431       q3 = coeff * q.getZ();
432     }
433 
434   }
435 
436   /** Build a rotation from three Cardan or Euler elementary rotations.
437 
438    * <p>Cardan rotations are three successive rotations around the
439    * canonical axes X, Y and Z, each axis being used once. There are
440    * 6 such sets of rotations (XYZ, XZY, YXZ, YZX, ZXY and ZYX). Euler
441    * rotations are three successive rotations around the canonical
442    * axes X, Y and Z, the first and last rotations being around the
443    * same axis. There are 6 such sets of rotations (XYX, XZX, YXY,
444    * YZY, ZXZ and ZYZ), the most popular one being ZXZ.</p>
445    * <p>Beware that many people routinely use the term Euler angles even
446    * for what really are Cardan angles (this confusion is especially
447    * widespread in the aerospace business where Roll, Pitch and Yaw angles
448    * are often wrongly tagged as Euler angles).</p>
449 
450    * @param order order of rotations to use
451    * @param alpha1 angle of the first elementary rotation
452    * @param alpha2 angle of the second elementary rotation
453    * @param alpha3 angle of the third elementary rotation
454    */
455   public Rotation(RotationOrder order,
456                   double alpha1, double alpha2, double alpha3) {
457     Rotation r1 = new Rotation(order.getA1(), alpha1);
458     Rotation r2 = new Rotation(order.getA2(), alpha2);
459     Rotation r3 = new Rotation(order.getA3(), alpha3);
460     Rotation composed = r1.applyTo(r2.applyTo(r3));
461     q0 = composed.q0;
462     q1 = composed.q1;
463     q2 = composed.q2;
464     q3 = composed.q3;
465   }
466 
467   /** Revert a rotation.
468    * Build a rotation which reverse the effect of another
469    * rotation. This means that if r(u) = v, then r.revert(v) = u. The
470    * instance is not changed.
471    * @return a new rotation whose effect is the reverse of the effect
472    * of the instance
473    */
474   public Rotation revert() {
475     return new Rotation(-q0, q1, q2, q3, false);
476   }
477 
478   /** Get the scalar coordinate of the quaternion.
479    * @return scalar coordinate of the quaternion
480    */
481   public double getQ0() {
482     return q0;
483   }
484 
485   /** Get the first coordinate of the vectorial part of the quaternion.
486    * @return first coordinate of the vectorial part of the quaternion
487    */
488   public double getQ1() {
489     return q1;
490   }
491 
492   /** Get the second coordinate of the vectorial part of the quaternion.
493    * @return second coordinate of the vectorial part of the quaternion
494    */
495   public double getQ2() {
496     return q2;
497   }
498 
499   /** Get the third coordinate of the vectorial part of the quaternion.
500    * @return third coordinate of the vectorial part of the quaternion
501    */
502   public double getQ3() {
503     return q3;
504   }
505 
506   /** Get the normalized axis of the rotation.
507    * @return normalized axis of the rotation
508    * @see #Rotation(Vector3D, double)
509    */
510   public Vector3D getAxis() {
511     double squaredSine = q1 * q1 + q2 * q2 + q3 * q3;
512     if (squaredSine == 0) {
513       return new Vector3D(1, 0, 0);
514     } else if (q0 < 0) {
515       double inverse = 1 / FastMath.sqrt(squaredSine);
516       return new Vector3D(q1 * inverse, q2 * inverse, q3 * inverse);
517     }
518     double inverse = -1 / FastMath.sqrt(squaredSine);
519     return new Vector3D(q1 * inverse, q2 * inverse, q3 * inverse);
520   }
521 
522   /** Get the angle of the rotation.
523    * @return angle of the rotation (between 0 and &pi;)
524    * @see #Rotation(Vector3D, double)
525    */
526   public double getAngle() {
527     if ((q0 < -0.1) || (q0 > 0.1)) {
528       return 2 * FastMath.asin(FastMath.sqrt(q1 * q1 + q2 * q2 + q3 * q3));
529     } else if (q0 < 0) {
530       return 2 * FastMath.acos(-q0);
531     }
532     return 2 * FastMath.acos(q0);
533   }
534 
535   /** Get the Cardan or Euler angles corresponding to the instance.
536 
537    * <p>The equations show that each rotation can be defined by two
538    * different values of the Cardan or Euler angles set. For example
539    * if Cardan angles are used, the rotation defined by the angles
540    * a<sub>1</sub>, a<sub>2</sub> and a<sub>3</sub> is the same as
541    * the rotation defined by the angles &pi; + a<sub>1</sub>, &pi;
542    * - a<sub>2</sub> and &pi; + a<sub>3</sub>. This method implements
543    * the following arbitrary choices:</p>
544    * <ul>
545    *   <li>for Cardan angles, the chosen set is the one for which the
546    *   second angle is between -&pi;/2 and &pi;/2 (i.e its cosine is
547    *   positive),</li>
548    *   <li>for Euler angles, the chosen set is the one for which the
549    *   second angle is between 0 and &pi; (i.e its sine is positive).</li>
550    * </ul>
551 
552    * <p>Cardan and Euler angle have a very disappointing drawback: all
553    * of them have singularities. This means that if the instance is
554    * too close to the singularities corresponding to the given
555    * rotation order, it will be impossible to retrieve the angles. For
556    * Cardan angles, this is often called gimbal lock. There is
557    * <em>nothing</em> to do to prevent this, it is an intrinsic problem
558    * with Cardan and Euler representation (but not a problem with the
559    * rotation itself, which is perfectly well defined). For Cardan
560    * angles, singularities occur when the second angle is close to
561    * -&pi;/2 or +&pi;/2, for Euler angle singularities occur when the
562    * second angle is close to 0 or &pi;, this implies that the identity
563    * rotation is always singular for Euler angles!</p>
564 
565    * @param order rotation order to use
566    * @return an array of three angles, in the order specified by the set
567    * @exception CardanEulerSingularityException if the rotation is
568    * singular with respect to the angles set specified
569    */
570   public double[] getAngles(RotationOrder order)
571     throws CardanEulerSingularityException {
572 
573     if (order == RotationOrder.XYZ) {
574 
575       // r (Vector3D.plusK) coordinates are :
576       //  sin (theta), -cos (theta) sin (phi), cos (theta) cos (phi)
577       // (-r) (Vector3D.plusI) coordinates are :
578       // cos (psi) cos (theta), -sin (psi) cos (theta), sin (theta)
579       // and we can choose to have theta in the interval [-PI/2 ; +PI/2]
580       Vector3D v1 = applyTo(Vector3D.PLUS_K);
581       Vector3D v2 = applyInverseTo(Vector3D.PLUS_I);
582       if  ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) {
583         throw new CardanEulerSingularityException(true);
584       }
585       return new double[] {
586         FastMath.atan2(-(v1.getY()), v1.getZ()),
587         FastMath.asin(v2.getZ()),
588         FastMath.atan2(-(v2.getY()), v2.getX())
589       };
590 
591     } else if (order == RotationOrder.XZY) {
592 
593       // r (Vector3D.plusJ) coordinates are :
594       // -sin (psi), cos (psi) cos (phi), cos (psi) sin (phi)
595       // (-r) (Vector3D.plusI) coordinates are :
596       // cos (theta) cos (psi), -sin (psi), sin (theta) cos (psi)
597       // and we can choose to have psi in the interval [-PI/2 ; +PI/2]
598       Vector3D v1 = applyTo(Vector3D.PLUS_J);
599       Vector3D v2 = applyInverseTo(Vector3D.PLUS_I);
600       if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) {
601         throw new CardanEulerSingularityException(true);
602       }
603       return new double[] {
604         FastMath.atan2(v1.getZ(), v1.getY()),
605        -FastMath.asin(v2.getY()),
606         FastMath.atan2(v2.getZ(), v2.getX())
607       };
608 
609     } else if (order == RotationOrder.YXZ) {
610 
611       // r (Vector3D.plusK) coordinates are :
612       //  cos (phi) sin (theta), -sin (phi), cos (phi) cos (theta)
613       // (-r) (Vector3D.plusJ) coordinates are :
614       // sin (psi) cos (phi), cos (psi) cos (phi), -sin (phi)
615       // and we can choose to have phi in the interval [-PI/2 ; +PI/2]
616       Vector3D v1 = applyTo(Vector3D.PLUS_K);
617       Vector3D v2 = applyInverseTo(Vector3D.PLUS_J);
618       if ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) {
619         throw new CardanEulerSingularityException(true);
620       }
621       return new double[] {
622         FastMath.atan2(v1.getX(), v1.getZ()),
623        -FastMath.asin(v2.getZ()),
624         FastMath.atan2(v2.getX(), v2.getY())
625       };
626 
627     } else if (order == RotationOrder.YZX) {
628 
629       // r (Vector3D.plusI) coordinates are :
630       // cos (psi) cos (theta), sin (psi), -cos (psi) sin (theta)
631       // (-r) (Vector3D.plusJ) coordinates are :
632       // sin (psi), cos (phi) cos (psi), -sin (phi) cos (psi)
633       // and we can choose to have psi in the interval [-PI/2 ; +PI/2]
634       Vector3D v1 = applyTo(Vector3D.PLUS_I);
635       Vector3D v2 = applyInverseTo(Vector3D.PLUS_J);
636       if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) {
637         throw new CardanEulerSingularityException(true);
638       }
639       return new double[] {
640         FastMath.atan2(-(v1.getZ()), v1.getX()),
641         FastMath.asin(v2.getX()),
642         FastMath.atan2(-(v2.getZ()), v2.getY())
643       };
644 
645     } else if (order == RotationOrder.ZXY) {
646 
647       // r (Vector3D.plusJ) coordinates are :
648       // -cos (phi) sin (psi), cos (phi) cos (psi), sin (phi)
649       // (-r) (Vector3D.plusK) coordinates are :
650       // -sin (theta) cos (phi), sin (phi), cos (theta) cos (phi)
651       // and we can choose to have phi in the interval [-PI/2 ; +PI/2]
652       Vector3D v1 = applyTo(Vector3D.PLUS_J);
653       Vector3D v2 = applyInverseTo(Vector3D.PLUS_K);
654       if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) {
655         throw new CardanEulerSingularityException(true);
656       }
657       return new double[] {
658         FastMath.atan2(-(v1.getX()), v1.getY()),
659         FastMath.asin(v2.getY()),
660         FastMath.atan2(-(v2.getX()), v2.getZ())
661       };
662 
663     } else if (order == RotationOrder.ZYX) {
664 
665       // r (Vector3D.plusI) coordinates are :
666       //  cos (theta) cos (psi), cos (theta) sin (psi), -sin (theta)
667       // (-r) (Vector3D.plusK) coordinates are :
668       // -sin (theta), sin (phi) cos (theta), cos (phi) cos (theta)
669       // and we can choose to have theta in the interval [-PI/2 ; +PI/2]
670       Vector3D v1 = applyTo(Vector3D.PLUS_I);
671       Vector3D v2 = applyInverseTo(Vector3D.PLUS_K);
672       if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) {
673         throw new CardanEulerSingularityException(true);
674       }
675       return new double[] {
676         FastMath.atan2(v1.getY(), v1.getX()),
677        -FastMath.asin(v2.getX()),
678         FastMath.atan2(v2.getY(), v2.getZ())
679       };
680 
681     } else if (order == RotationOrder.XYX) {
682 
683       // r (Vector3D.plusI) coordinates are :
684       //  cos (theta), sin (phi1) sin (theta), -cos (phi1) sin (theta)
685       // (-r) (Vector3D.plusI) coordinates are :
686       // cos (theta), sin (theta) sin (phi2), sin (theta) cos (phi2)
687       // and we can choose to have theta in the interval [0 ; PI]
688       Vector3D v1 = applyTo(Vector3D.PLUS_I);
689       Vector3D v2 = applyInverseTo(Vector3D.PLUS_I);
690       if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) {
691         throw new CardanEulerSingularityException(false);
692       }
693       return new double[] {
694         FastMath.atan2(v1.getY(), -v1.getZ()),
695         FastMath.acos(v2.getX()),
696         FastMath.atan2(v2.getY(), v2.getZ())
697       };
698 
699     } else if (order == RotationOrder.XZX) {
700 
701       // r (Vector3D.plusI) coordinates are :
702       //  cos (psi), cos (phi1) sin (psi), sin (phi1) sin (psi)
703       // (-r) (Vector3D.plusI) coordinates are :
704       // cos (psi), -sin (psi) cos (phi2), sin (psi) sin (phi2)
705       // and we can choose to have psi in the interval [0 ; PI]
706       Vector3D v1 = applyTo(Vector3D.PLUS_I);
707       Vector3D v2 = applyInverseTo(Vector3D.PLUS_I);
708       if ((v2.getX() < -0.9999999999) || (v2.getX() > 0.9999999999)) {
709         throw new CardanEulerSingularityException(false);
710       }
711       return new double[] {
712         FastMath.atan2(v1.getZ(), v1.getY()),
713         FastMath.acos(v2.getX()),
714         FastMath.atan2(v2.getZ(), -v2.getY())
715       };
716 
717     } else if (order == RotationOrder.YXY) {
718 
719       // r (Vector3D.plusJ) coordinates are :
720       //  sin (theta1) sin (phi), cos (phi), cos (theta1) sin (phi)
721       // (-r) (Vector3D.plusJ) coordinates are :
722       // sin (phi) sin (theta2), cos (phi), -sin (phi) cos (theta2)
723       // and we can choose to have phi in the interval [0 ; PI]
724       Vector3D v1 = applyTo(Vector3D.PLUS_J);
725       Vector3D v2 = applyInverseTo(Vector3D.PLUS_J);
726       if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) {
727         throw new CardanEulerSingularityException(false);
728       }
729       return new double[] {
730         FastMath.atan2(v1.getX(), v1.getZ()),
731         FastMath.acos(v2.getY()),
732         FastMath.atan2(v2.getX(), -v2.getZ())
733       };
734 
735     } else if (order == RotationOrder.YZY) {
736 
737       // r (Vector3D.plusJ) coordinates are :
738       //  -cos (theta1) sin (psi), cos (psi), sin (theta1) sin (psi)
739       // (-r) (Vector3D.plusJ) coordinates are :
740       // sin (psi) cos (theta2), cos (psi), sin (psi) sin (theta2)
741       // and we can choose to have psi in the interval [0 ; PI]
742       Vector3D v1 = applyTo(Vector3D.PLUS_J);
743       Vector3D v2 = applyInverseTo(Vector3D.PLUS_J);
744       if ((v2.getY() < -0.9999999999) || (v2.getY() > 0.9999999999)) {
745         throw new CardanEulerSingularityException(false);
746       }
747       return new double[] {
748         FastMath.atan2(v1.getZ(), -v1.getX()),
749         FastMath.acos(v2.getY()),
750         FastMath.atan2(v2.getZ(), v2.getX())
751       };
752 
753     } else if (order == RotationOrder.ZXZ) {
754 
755       // r (Vector3D.plusK) coordinates are :
756       //  sin (psi1) sin (phi), -cos (psi1) sin (phi), cos (phi)
757       // (-r) (Vector3D.plusK) coordinates are :
758       // sin (phi) sin (psi2), sin (phi) cos (psi2), cos (phi)
759       // and we can choose to have phi in the interval [0 ; PI]
760       Vector3D v1 = applyTo(Vector3D.PLUS_K);
761       Vector3D v2 = applyInverseTo(Vector3D.PLUS_K);
762       if ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) {
763         throw new CardanEulerSingularityException(false);
764       }
765       return new double[] {
766         FastMath.atan2(v1.getX(), -v1.getY()),
767         FastMath.acos(v2.getZ()),
768         FastMath.atan2(v2.getX(), v2.getY())
769       };
770 
771     } else { // last possibility is ZYZ
772 
773       // r (Vector3D.plusK) coordinates are :
774       //  cos (psi1) sin (theta), sin (psi1) sin (theta), cos (theta)
775       // (-r) (Vector3D.plusK) coordinates are :
776       // -sin (theta) cos (psi2), sin (theta) sin (psi2), cos (theta)
777       // and we can choose to have theta in the interval [0 ; PI]
778       Vector3D v1 = applyTo(Vector3D.PLUS_K);
779       Vector3D v2 = applyInverseTo(Vector3D.PLUS_K);
780       if ((v2.getZ() < -0.9999999999) || (v2.getZ() > 0.9999999999)) {
781         throw new CardanEulerSingularityException(false);
782       }
783       return new double[] {
784         FastMath.atan2(v1.getY(), v1.getX()),
785         FastMath.acos(v2.getZ()),
786         FastMath.atan2(v2.getY(), -v2.getX())
787       };
788 
789     }
790 
791   }
792 
793   /** Get the 3X3 matrix corresponding to the instance
794    * @return the matrix corresponding to the instance
795    */
796   public double[][] getMatrix() {
797 
798     // products
799     double q0q0  = q0 * q0;
800     double q0q1  = q0 * q1;
801     double q0q2  = q0 * q2;
802     double q0q3  = q0 * q3;
803     double q1q1  = q1 * q1;
804     double q1q2  = q1 * q2;
805     double q1q3  = q1 * q3;
806     double q2q2  = q2 * q2;
807     double q2q3  = q2 * q3;
808     double q3q3  = q3 * q3;
809 
810     // create the matrix
811     double[][] m = new double[3][];
812     m[0] = new double[3];
813     m[1] = new double[3];
814     m[2] = new double[3];
815 
816     m [0][0] = 2.0 * (q0q0 + q1q1) - 1.0;
817     m [1][0] = 2.0 * (q1q2 - q0q3);
818     m [2][0] = 2.0 * (q1q3 + q0q2);
819 
820     m [0][1] = 2.0 * (q1q2 + q0q3);
821     m [1][1] = 2.0 * (q0q0 + q2q2) - 1.0;
822     m [2][1] = 2.0 * (q2q3 - q0q1);
823 
824     m [0][2] = 2.0 * (q1q3 - q0q2);
825     m [1][2] = 2.0 * (q2q3 + q0q1);
826     m [2][2] = 2.0 * (q0q0 + q3q3) - 1.0;
827 
828     return m;
829 
830   }
831 
832   /** Apply the rotation to a vector.
833    * @param u vector to apply the rotation to
834    * @return a new vector which is the image of u by the rotation
835    */
836   public Vector3D applyTo(Vector3D u) {
837 
838     double x = u.getX();
839     double y = u.getY();
840     double z = u.getZ();
841 
842     double s = q1 * x + q2 * y + q3 * z;
843 
844     return new Vector3D(2 * (q0 * (x * q0 - (q2 * z - q3 * y)) + s * q1) - x,
845                         2 * (q0 * (y * q0 - (q3 * x - q1 * z)) + s * q2) - y,
846                         2 * (q0 * (z * q0 - (q1 * y - q2 * x)) + s * q3) - z);
847 
848   }
849 
850   /** Apply the inverse of the rotation to a vector.
851    * @param u vector to apply the inverse of the rotation to
852    * @return a new vector which such that u is its image by the rotation
853    */
854   public Vector3D applyInverseTo(Vector3D u) {
855 
856     double x = u.getX();
857     double y = u.getY();
858     double z = u.getZ();
859 
860     double s = q1 * x + q2 * y + q3 * z;
861     double m0 = -q0;
862 
863     return new Vector3D(2 * (m0 * (x * m0 - (q2 * z - q3 * y)) + s * q1) - x,
864                         2 * (m0 * (y * m0 - (q3 * x - q1 * z)) + s * q2) - y,
865                         2 * (m0 * (z * m0 - (q1 * y - q2 * x)) + s * q3) - z);
866 
867   }
868 
869   /** Apply the instance to another rotation.
870    * Applying the instance to a rotation is computing the composition
871    * in an order compliant with the following rule : let u be any
872    * vector and v its image by r (i.e. r.applyTo(u) = v), let w be the image
873    * of v by the instance (i.e. applyTo(v) = w), then w = comp.applyTo(u),
874    * where comp = applyTo(r).
875    * @param r rotation to apply the rotation to
876    * @return a new rotation which is the composition of r by the instance
877    */
878   public Rotation applyTo(Rotation r) {
879     return new Rotation(r.q0 * q0 - (r.q1 * q1 + r.q2 * q2 + r.q3 * q3),
880                         r.q1 * q0 + r.q0 * q1 + (r.q2 * q3 - r.q3 * q2),
881                         r.q2 * q0 + r.q0 * q2 + (r.q3 * q1 - r.q1 * q3),
882                         r.q3 * q0 + r.q0 * q3 + (r.q1 * q2 - r.q2 * q1),
883                         false);
884   }
885 
886   /** Apply the inverse of the instance to another rotation.
887    * Applying the inverse of the instance to a rotation is computing
888    * the composition in an order compliant with the following rule :
889    * let u be any vector and v its image by r (i.e. r.applyTo(u) = v),
890    * let w be the inverse image of v by the instance
891    * (i.e. applyInverseTo(v) = w), then w = comp.applyTo(u), where
892    * comp = applyInverseTo(r).
893    * @param r rotation to apply the rotation to
894    * @return a new rotation which is the composition of r by the inverse
895    * of the instance
896    */
897   public Rotation applyInverseTo(Rotation r) {
898     return new Rotation(-r.q0 * q0 - (r.q1 * q1 + r.q2 * q2 + r.q3 * q3),
899                         -r.q1 * q0 + r.q0 * q1 + (r.q2 * q3 - r.q3 * q2),
900                         -r.q2 * q0 + r.q0 * q2 + (r.q3 * q1 - r.q1 * q3),
901                         -r.q3 * q0 + r.q0 * q3 + (r.q1 * q2 - r.q2 * q1),
902                         false);
903   }
904 
905   /** Perfect orthogonality on a 3X3 matrix.
906    * @param m initial matrix (not exactly orthogonal)
907    * @param threshold convergence threshold for the iterative
908    * orthogonality correction (convergence is reached when the
909    * difference between two steps of the Frobenius norm of the
910    * correction is below this threshold)
911    * @return an orthogonal matrix close to m
912    * @exception NotARotationMatrixException if the matrix cannot be
913    * orthogonalized with the given threshold after 10 iterations
914    */
915   private double[][] orthogonalizeMatrix(double[][] m, double threshold)
916     throws NotARotationMatrixException {
917     double[] m0 = m[0];
918     double[] m1 = m[1];
919     double[] m2 = m[2];
920     double x00 = m0[0];
921     double x01 = m0[1];
922     double x02 = m0[2];
923     double x10 = m1[0];
924     double x11 = m1[1];
925     double x12 = m1[2];
926     double x20 = m2[0];
927     double x21 = m2[1];
928     double x22 = m2[2];
929     double fn = 0;
930     double fn1;
931 
932     double[][] o = new double[3][3];
933     double[] o0 = o[0];
934     double[] o1 = o[1];
935     double[] o2 = o[2];
936 
937     // iterative correction: Xn+1 = Xn - 0.5 * (Xn.Mt.Xn - M)
938     int i = 0;
939     while (++i < 11) {
940 
941       // Mt.Xn
942       double mx00 = m0[0] * x00 + m1[0] * x10 + m2[0] * x20;
943       double mx10 = m0[1] * x00 + m1[1] * x10 + m2[1] * x20;
944       double mx20 = m0[2] * x00 + m1[2] * x10 + m2[2] * x20;
945       double mx01 = m0[0] * x01 + m1[0] * x11 + m2[0] * x21;
946       double mx11 = m0[1] * x01 + m1[1] * x11 + m2[1] * x21;
947       double mx21 = m0[2] * x01 + m1[2] * x11 + m2[2] * x21;
948       double mx02 = m0[0] * x02 + m1[0] * x12 + m2[0] * x22;
949       double mx12 = m0[1] * x02 + m1[1] * x12 + m2[1] * x22;
950       double mx22 = m0[2] * x02 + m1[2] * x12 + m2[2] * x22;
951 
952       // Xn+1
953       o0[0] = x00 - 0.5 * (x00 * mx00 + x01 * mx10 + x02 * mx20 - m0[0]);
954       o0[1] = x01 - 0.5 * (x00 * mx01 + x01 * mx11 + x02 * mx21 - m0[1]);
955       o0[2] = x02 - 0.5 * (x00 * mx02 + x01 * mx12 + x02 * mx22 - m0[2]);
956       o1[0] = x10 - 0.5 * (x10 * mx00 + x11 * mx10 + x12 * mx20 - m1[0]);
957       o1[1] = x11 - 0.5 * (x10 * mx01 + x11 * mx11 + x12 * mx21 - m1[1]);
958       o1[2] = x12 - 0.5 * (x10 * mx02 + x11 * mx12 + x12 * mx22 - m1[2]);
959       o2[0] = x20 - 0.5 * (x20 * mx00 + x21 * mx10 + x22 * mx20 - m2[0]);
960       o2[1] = x21 - 0.5 * (x20 * mx01 + x21 * mx11 + x22 * mx21 - m2[1]);
961       o2[2] = x22 - 0.5 * (x20 * mx02 + x21 * mx12 + x22 * mx22 - m2[2]);
962 
963       // correction on each elements
964       double corr00 = o0[0] - m0[0];
965       double corr01 = o0[1] - m0[1];
966       double corr02 = o0[2] - m0[2];
967       double corr10 = o1[0] - m1[0];
968       double corr11 = o1[1] - m1[1];
969       double corr12 = o1[2] - m1[2];
970       double corr20 = o2[0] - m2[0];
971       double corr21 = o2[1] - m2[1];
972       double corr22 = o2[2] - m2[2];
973 
974       // Frobenius norm of the correction
975       fn1 = corr00 * corr00 + corr01 * corr01 + corr02 * corr02 +
976             corr10 * corr10 + corr11 * corr11 + corr12 * corr12 +
977             corr20 * corr20 + corr21 * corr21 + corr22 * corr22;
978 
979       // convergence test
980       if (FastMath.abs(fn1 - fn) <= threshold) {
981           return o;
982       }
983 
984       // prepare next iteration
985       x00 = o0[0];
986       x01 = o0[1];
987       x02 = o0[2];
988       x10 = o1[0];
989       x11 = o1[1];
990       x12 = o1[2];
991       x20 = o2[0];
992       x21 = o2[1];
993       x22 = o2[2];
994       fn  = fn1;
995 
996     }
997 
998     // the algorithm did not converge after 10 iterations
999     throw new NotARotationMatrixException(
1000             LocalizedFormats.UNABLE_TO_ORTHOGONOLIZE_MATRIX,
1001             i - 1);
1002   }
1003 
1004   /** Compute the <i>distance</i> between two rotations.
1005    * <p>The <i>distance</i> is intended here as a way to check if two
1006    * rotations are almost similar (i.e. they transform vectors the same way)
1007    * or very different. It is mathematically defined as the angle of
1008    * the rotation r that prepended to one of the rotations gives the other
1009    * one:</p>
1010    * <pre>
1011    *        r<sub>1</sub>(r) = r<sub>2</sub>
1012    * </pre>
1013    * <p>This distance is an angle between 0 and &pi;. Its value is the smallest
1014    * possible upper bound of the angle in radians between r<sub>1</sub>(v)
1015    * and r<sub>2</sub>(v) for all possible vectors v. This upper bound is
1016    * reached for some v. The distance is equal to 0 if and only if the two
1017    * rotations are identical.</p>
1018    * <p>Comparing two rotations should always be done using this value rather
1019    * than for example comparing the components of the quaternions. It is much
1020    * more stable, and has a geometric meaning. Also comparing quaternions
1021    * components is error prone since for example quaternions (0.36, 0.48, -0.48, -0.64)
1022    * and (-0.36, -0.48, 0.48, 0.64) represent exactly the same rotation despite
1023    * their components are different (they are exact opposites).</p>
1024    * @param r1 first rotation
1025    * @param r2 second rotation
1026    * @return <i>distance</i> between r1 and r2
1027    */
1028   public static double distance(Rotation r1, Rotation r2) {
1029       return r1.applyInverseTo(r2).getAngle();
1030   }
1031 
1032 }