Add mju_mat2Rot.
This function extracts the 3D rotation from an arbitrary 3x3 matrix by refining the input quaternion. It is based on the paper "A robust method to extract the rotational part of deformations" by Müller, Matthias, Jan Bender, Nuttapong Chentanez, and Miles Macklin. PiperOrigin-RevId: 700006006 Change-Id: I77550993233dea9cdf68601762a3ae7ded749bdf
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@@ -286,6 +286,47 @@ void mju_quatZ2Vec(mjtNum quat[4], const mjtNum vec[3]) {
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// extract 3D rotation from an arbitrary 3x3 matrix
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static const mjtNum rotEPS = 1e-9;
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int mju_mat2Rot(mjtNum quat[4], const mjtNum mat[9]) {
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// Müller, Matthias, Jan Bender, Nuttapong Chentanez, and Miles Macklin. "A
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// robust method to extract the rotational part of deformations." In
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// Proceedings of the 9th International Conference on Motion in Games, pp.
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// 55-60. 2016.
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int iter;
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mjtNum col1_mat[3] = {mat[0], mat[3], mat[6]};
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mjtNum col2_mat[3] = {mat[1], mat[4], mat[7]};
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mjtNum col3_mat[3] = {mat[2], mat[5], mat[8]};
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for (iter = 0; iter < 500; iter++) {
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mjtNum rot[9];
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mju_quat2Mat(rot, quat);
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mjtNum col1_rot[3] = {rot[0], rot[3], rot[6]};
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mjtNum col2_rot[3] = {rot[1], rot[4], rot[7]};
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mjtNum col3_rot[3] = {rot[2], rot[5], rot[8]};
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mjtNum omega[3], vec1[3], vec2[3], vec3[3];
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mju_cross(vec1, col1_rot, col1_mat);
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mju_cross(vec2, col2_rot, col2_mat);
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mju_cross(vec3, col3_rot, col3_mat);
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mju_add3(omega, vec1, vec2);
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mju_addTo3(omega, vec3);
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mju_scl3(omega, omega, 1.0 / (mju_abs(mju_dot3(col1_rot, col1_mat) +
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mju_dot3(col2_rot, col2_mat) +
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mju_dot3(col3_rot, col3_mat)) + mjMINVAL));
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mjtNum w = mju_normalize3(omega);
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if (w < rotEPS) {
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break;
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}
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mjtNum qrot[4];
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mju_axisAngle2Quat(qrot, omega, w);
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mju_mulQuat(quat, qrot, quat);
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mju_normalize4(quat);
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}
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return iter;
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}
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//------------------------------ pose operations (quat, pos) ---------------------------------------
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// multiply two poses
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