2022-05-06 08:41:23 -07:00
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// Copyright (c) FIRST and other WPILib contributors.
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// Open Source Software; you can modify and/or share it under the terms of
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// the WPILib BSD license file in the root directory of this project.
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#include "frc/geometry/Rotation3d.h"
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#include <cmath>
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#include <wpi/numbers>
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2022-09-04 13:16:29 -07:00
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#include "Eigen/Core"
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#include "Eigen/QR"
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2022-05-06 08:41:23 -07:00
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#include "units/math.h"
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using namespace frc;
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Rotation3d::Rotation3d(const Quaternion& q) {
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m_q = q.Normalize();
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}
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Rotation3d::Rotation3d(units::radian_t roll, units::radian_t pitch,
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units::radian_t yaw) {
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// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Euler_angles_to_quaternion_conversion
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double cr = units::math::cos(roll * 0.5);
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double sr = units::math::sin(roll * 0.5);
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double cp = units::math::cos(pitch * 0.5);
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double sp = units::math::sin(pitch * 0.5);
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double cy = units::math::cos(yaw * 0.5);
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double sy = units::math::sin(yaw * 0.5);
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m_q = Quaternion{cr * cp * cy + sr * sp * sy, sr * cp * cy - cr * sp * sy,
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cr * sp * cy + sr * cp * sy, cr * cp * sy - sr * sp * cy};
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}
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Rotation3d::Rotation3d(const Vectord<3>& axis, units::radian_t angle) {
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double norm = axis.norm();
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if (norm == 0.0) {
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return;
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}
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// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Definition
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Vectord<3> v = axis / norm * units::math::sin(angle / 2.0);
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m_q = Quaternion{units::math::cos(angle / 2.0), v(0), v(1), v(2)};
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}
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2022-09-04 13:16:29 -07:00
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Rotation3d::Rotation3d(const Vectord<3>& initial, const Vectord<3>& final) {
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double dot = initial.dot(final);
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double normProduct = initial.norm() * final.norm();
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double dotNorm = dot / normProduct;
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if (dotNorm > 1.0 - 1E-9) {
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// If the dot product is 1, the two vectors point in the same direction so
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// there's no rotation. The default initialization of m_q will work.
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return;
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} else if (dotNorm < -1.0 + 1E-9) {
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// If the dot product is -1, the two vectors point in opposite directions so
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// a 180 degree rotation is required. Any orthogonal vector can be used for
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// it. Q in the QR decomposition is an orthonormal basis, so it contains
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// orthogonal unit vectors.
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Eigen::Matrix<double, 3, 1> X = initial;
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Eigen::HouseholderQR<decltype(X)> qr{X};
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Eigen::Matrix<double, 3, 3> Q = qr.householderQ();
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// w = std::cos(θ/2) = std::cos(90°) = 0
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//
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// For x, y, and z, we use the second column of Q because the first is
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// parallel instead of orthogonal. The third column would also work.
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m_q = Quaternion{0.0, Q(0, 1), Q(1, 1), Q(2, 1)};
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} else {
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// initial x final
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Eigen::Vector3d axis{initial(1) * final(2) - final(1) * initial(2),
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final(0) * initial(2) - initial(0) * final(2),
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initial(0) * final(1) - final(0) * initial(1)};
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// https://stackoverflow.com/a/11741520
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m_q = Quaternion{normProduct + dot, axis(0), axis(1), axis(2)}.Normalize();
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}
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}
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2022-05-06 08:41:23 -07:00
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Rotation3d Rotation3d::operator+(const Rotation3d& other) const {
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return RotateBy(other);
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}
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Rotation3d Rotation3d::operator-(const Rotation3d& other) const {
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return *this + -other;
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}
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Rotation3d Rotation3d::operator-() const {
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return Rotation3d{m_q.Inverse()};
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}
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Rotation3d Rotation3d::operator*(double scalar) const {
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// https://en.wikipedia.org/wiki/Slerp#Quaternion_Slerp
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if (m_q.W() >= 0.0) {
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return Rotation3d{{m_q.X(), m_q.Y(), m_q.Z()},
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2.0 * units::radian_t{scalar * std::acos(m_q.W())}};
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} else {
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return Rotation3d{{-m_q.X(), -m_q.Y(), -m_q.Z()},
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2.0 * units::radian_t{scalar * std::acos(-m_q.W())}};
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}
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}
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bool Rotation3d::operator==(const Rotation3d& other) const {
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return m_q == other.m_q;
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}
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bool Rotation3d::operator!=(const Rotation3d& other) const {
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return !operator==(other);
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}
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Rotation3d Rotation3d::RotateBy(const Rotation3d& other) const {
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return Rotation3d{other.m_q * m_q};
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}
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const Quaternion& Rotation3d::GetQuaternion() const {
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return m_q;
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}
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units::radian_t Rotation3d::X() const {
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double w = m_q.W();
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double x = m_q.X();
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double y = m_q.Y();
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double z = m_q.Z();
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// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Quaternion_to_Euler_angles_conversion
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return units::radian_t{
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std::atan2(2.0 * (w * x + y * z), 1.0 - 2.0 * (x * x + y * y))};
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}
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units::radian_t Rotation3d::Y() const {
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double w = m_q.W();
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double x = m_q.X();
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double y = m_q.Y();
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double z = m_q.Z();
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// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Quaternion_to_Euler_angles_conversion
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double ratio = 2.0 * (w * y - z * x);
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if (std::abs(ratio) >= 1.0) {
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return units::radian_t{std::copysign(wpi::numbers::pi / 2.0, ratio)};
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} else {
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return units::radian_t{std::asin(ratio)};
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}
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}
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units::radian_t Rotation3d::Z() const {
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double w = m_q.W();
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double x = m_q.X();
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double y = m_q.Y();
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double z = m_q.Z();
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// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Quaternion_to_Euler_angles_conversion
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return units::radian_t{
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std::atan2(2.0 * (w * z + x * y), 1.0 - 2.0 * (y * y + z * z))};
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}
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Vectord<3> Rotation3d::Axis() const {
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double norm = std::hypot(m_q.X(), m_q.Y(), m_q.Z());
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if (norm == 0.0) {
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return {0.0, 0.0, 0.0};
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} else {
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return {m_q.X() / norm, m_q.Y() / norm, m_q.Z() / norm};
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}
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}
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units::radian_t Rotation3d::Angle() const {
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double norm = std::hypot(m_q.X(), m_q.Y(), m_q.Z());
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return units::radian_t{2.0 * std::atan2(norm, m_q.W())};
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}
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Rotation2d Rotation3d::ToRotation2d() const {
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return Rotation2d{Z()};
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}
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