Registered Member
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Hi~
I need a three-dimensional matrix representation of rotation. Is there any implementation of the so-called Rotation3D having internal representation of Matrix3d (or Matrix 3f) available? Please help. ~jh |
Moderator
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for 3D rotations look at Quaternion and AngleAxis. They both can be converted from/to each other, and from/to 3x3 rotation matrices.
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Registered Member
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Can I expect no performance penalty?
Rather I'd like to deal with rotation per se, rather than with quaternion or angle-axis vector, because the rotation matrix itself is referenced regularly more often. Computing the rotation matrix in terms of quaternion of angle-axis vector seems to incur performance penalty. One doable solution might be add a matrix representation to quaternion of angle-axis. Rather than this, I'd like to have Eigen::Rotation3D having matrix representation, which may be constructed by quaternion of angle-axis vector. |
Moderator
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Just use a 3x3 matrix, I don't see any good advantage of warping it inside a Rotation3D class, and you want a Rotation3D type, then do a typedef.
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Registered Member
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