Eigen,用四元数旋转一个vector3d?

Eigen, rotate a vector3d with a quaternion?

我有一个 3D 点数组,作​​为 std::vector<Eigen::Vector3d>

我需要用位置和四元数来转换这些点。

我的问题是:

如何用四元数旋转这些点?还有比以下更快的方法吗:

    Eigen::Vector3d Trans; // position to move by
    Eigen::Quaterniond quats;  // quat to rotate by

for (int p = 0; p < objectPoints.size(); p++)
        {
            Eigen::Vector3d pnt;
            //add pose
            pnt.x = objectPointsTri[p].x + -Trans.x();
            pnt.y = objectPointsTri[p].y + -Trans.y();
            pnt.z = objectPointsTri[p].z + -Trans.z();

            Eigen::Vector3d pntRot = // rotate pnt by the quaternion



        }

Operator * 将完成这项工作,您当然可以简化代码:

pnt = objectPointsTri[p] - Trans;
pntRot = quat * pnt;

甚至:

pnt = quat * (objectPointsTri[p] - Trans);

或者,如果您将积分存储在 Matrix3Xd:

Matrix3Xd in_pts;
Matrix3Xd out_pts;
Affine3d T = quats * Translation3d(-Trans);
out_pts = T * in_pts;

@ggael 的回答完全正确,我想提供一些背景知识。

this Wikipedia article they explain quaternion-vector multiplication v’ = qvq-1. The Eigen shorthand with operator* we're using is also apparently in Unity libraries.

在 Eigen 的当前版本中,您将选择 operator*this overload,这会调用 _transformVector

template<typename RotationDerived,typename OtherVectorType>
struct rotation_base_generic_product_selector<RotationDerived,OtherVectorType,true>
{
  ...
  EIGEN_DEVICE_FUNC static EIGEN_STRONG_INLINE ReturnType run(const RotationDerived& r, const OtherVectorType& v)
  {
    return r._transformVector(v);
  }
};

请参阅 _transformVector 上的 备注 here:

If the quaternion is used to rotate several points (>1) then it is much more efficient to first convert it to a 3x3 Matrix. Comparison of the operation cost for n transformations:

  • Quaternion2: 30n
  • Via a Matrix3: 24 + 15n

ggael 出于这些效率原因要求您更改解决问题的方式。