2012-07-26 69 views
0

我有一个4x4矩阵(行 - 主)类和一个四元类,我试图提供转换两种表示之间转换的转换方法。将矩阵结果转换为四元数,并将值反转?

这是用于从四元数转换成矩阵,其中_2是System.Math.Pow我的转换功能:

/// <summary> 
/// Converts the quaternion to it's matrix representation. 
/// </summary> 
/// <returns>A matrix representing the quaternion.</returns> 
public Matrix ToMatrix() 
{ 
    return new Matrix(new double[,] { 
     { 
      _2(W) + _2(X) - _2(Y) - _2(Z), 
      (2 * X * Y) - (2 * W * Z), 
      (2 * X * Z) + (2 * W * Y), 
      0 
     }, 
     { 
      (2 * X * Y) + (2 * W * Z), 
      _2(W) - _2(X) + _2(Y) - _2(Z), 
      (2 * Y * Z) + (2 * W * X), 
      0 
     }, 
     { 
      (2 * X * Z) - (2 * W * Y), 
      (2 * Y * Z) - (2 * W * X), 
      _2(W) - _2(X) - _2(Y) + _2(Z), 
      0 
     }, 
     { 
      0, 
      0, 
      0, 
      1 
     } 
    }); 
} 

这些是从矩阵转换成四元数我的两个转换函数。请注意,在考虑X旋转时,它们都不起作用。

/// <summary> 
/// Converts the matrix to a quaternion assuming the matrix purely 
/// represents rotation (any translation or scaling information will 
/// result in an invalid quaternion). 
/// </summary> 
/// <returns>A quaternion representing the rotation.</returns> 
public Quaternion ToQuaternion() 
{ 
    /* http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm 
     */ 
    double tr = this.m_Data[0, 0] + this.m_Data[1, 1] + this.m_Data[2, 2]; 
    if (tr > 0) 
    { 
     double s = _N2(tr + 1) * 2; 
     return new Quaternion(
      (this.m_Data[2, 1] - this.m_Data[1, 2])/s, 
      (this.m_Data[0, 2] - this.m_Data[2, 0])/s, 
      (this.m_Data[1, 0] - this.m_Data[0, 1])/s, 
      0.25 * s 
     ); 
    } 
    else if ((this.m_Data[0, 0] > this.m_Data[1, 1]) && (this.m_Data[0, 0] > this.m_Data[2, 2])) 
    { 
     double s = _N2(1 + this.m_Data[0, 0] - this.m_Data[1, 1] - this.m_Data[2, 2]) * 2; 
     return new Quaternion(
      0.25 * s, 
      (this.m_Data[0, 1] + this.m_Data[1, 0])/s, 
      (this.m_Data[0, 2] + this.m_Data[2, 0])/s, 
      (this.m_Data[2, 1] - this.m_Data[1, 2])/s 
     ); 
    } 
    else if (this.m_Data[1, 1] > this.m_Data[2, 2]) 
    { 
     double s = _N2(1 + this.m_Data[1, 1] - this.m_Data[0, 0] - this.m_Data[2, 2]) * 2; 
     return new Quaternion(
      (this.m_Data[0, 1] + this.m_Data[1, 0])/s, 
      0.25 * s, 
      (this.m_Data[1, 2] + this.m_Data[2, 1])/s, 
      (this.m_Data[0, 2] - this.m_Data[2, 0])/s 
     ); 
    } 
    else 
    { 
     double s = _N2(1 + this.m_Data[2, 2] - this.m_Data[0, 0] - this.m_Data[1, 1]) * 2; 
     return new Quaternion(
      (this.m_Data[0, 2] + this.m_Data[2, 0])/s, 
      (this.m_Data[1, 2] + this.m_Data[2, 1])/s, 
      0.25 * s, 
      (this.m_Data[1, 0] - this.m_Data[0, 1])/s 
     ); 
    } 
} 

/// <summary> 
/// This is a simpler form than above, but doesn't work for all values. It exhibits the 
/// *same results* as ToQuaternion for X rotation however (i.e. both are invalid). 
/// </summary> 
public Quaternion ToQuaternionAlt() 
{ 
    double w = System.Math.Sqrt(1 + this.m_Data[0, 0] + this.m_Data[1, 1] + this.m_Data[2, 2])/2; 
    return new Quaternion(
     (this.m_Data[2, 1] - this.m_Data[1, 2])/(4 * w), 
     (this.m_Data[0, 2] - this.m_Data[2, 0])/(4 * w), 
     (this.m_Data[1, 0] - this.m_Data[0, 1])/(4 * w), 
     w 
    ); 
} 

现在我的测试套件有一个简单的测试,像这样:

[TestMethod] 
public void TestMatrixXA() 
{ 
    Matrix m = Matrix.CreateRotationX(45/(180/System.Math.PI)); 
    Assert.AreEqual<Matrix>(m, m.ToQuaternion().ToMatrix(), "Quaternion conversion was not completed successfully."); 
} 

这是结果我从测试套件获得:

Expected: 
{ 1, 0, 0, 0 } 
{ 0, 0.707106781186548, -0.707106781186547, 0 } 
{ 0, 0.707106781186547, 0.707106781186548, 0 } 
{ 0, 0, 0, 1 } 

Actual: 
{ 1, 0, 0, 0 } 
{ 0, 0.707106781186547, 0.707106781186547, 0 } 
{ 0, -0.707106781186547, 0.707106781186547, 0 } 
{ 0, 0, 0, 1 } 

你会注意到,矩阵中的两个值被倒置。我已经测试了它,并且在每次来回转换(如.ToQuaternion()。ToMatrix())时,这些字段都是反转的。即如果我做四元数/矩阵转换两次,我得到正确的矩阵。由于正确值和结果之间的差异非常简单,我假设它是一个简单的东西,就像一个负号出现在错误的地方,但由于我不是矩阵和四元数学的专家,我无法找到问题所在。

有人知道数学有什么问题吗?

回答

0

一为四元数转换成矩阵其他解决方案似乎工作:

/// <summary> 
/// Converts the quaternion to it's matrix representation. 
/// </summary> 
/// <returns>A matrix representing the quaternion.</returns> 
public Matrix ToMatrix() 
{ 
    if (!this.Normalized) 
     return this.Normalize().ToMatrix(); 

    double xx = X * X; 
    double xy = X * Y; 
    double xz = X * Z; 
    double xw = X * W; 

    double yy = Y * Y; 
    double yz = Y * Z; 
    double yw = Y * W; 

    double zz = Z * Z; 
    double zw = Z * W; 

    return new Matrix(new double[,] 
    { 
     { 1 - 2 * (yy + zz), 2 * (xy - zw), 2 * (xz + yw), 0 }, 
     { 2 * (xy + zw), 1 - 2 * (xx + zz), 2 * (yz - xw), 0 }, 
     { 2 * (xz - yw), 2 * (yz + xw), 1 - 2 * (xx + yy), 0 }, 
     { 0, 0, 0, 1 } 
    }); 
} 

我敢肯定那里面有一个微妙的数学差大概可以发现,如果你重新排列每个值来把它变成第一种形式,但对我来说这是有效的,我对此感到满意。