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https://github.com/wpilibsuite/allwpilib
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[wpimath] Add two-vector Rotation3d constructor (#4398)
This is useful for turning a 3D vector into an orientation relative a coordinate system vector.
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@@ -16,15 +16,15 @@ class Rotation3dTest {
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private static final double kEpsilon = 1E-9;
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@Test
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void testInit() {
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void testInitAxisAngleAndRollPitchYaw() {
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@SuppressWarnings("LocalVariableName")
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var xAxis = VecBuilder.fill(1.0, 0.0, 0.0);
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final var xAxis = VecBuilder.fill(1.0, 0.0, 0.0);
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final var rot1 = new Rotation3d(xAxis, Math.PI / 3);
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final var rot2 = new Rotation3d(Math.PI / 3, 0.0, 0.0);
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assertEquals(rot1, rot2);
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@SuppressWarnings("LocalVariableName")
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var yAxis = VecBuilder.fill(0.0, 1.0, 0.0);
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final var yAxis = VecBuilder.fill(0.0, 1.0, 0.0);
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final var rot3 = new Rotation3d(yAxis, Math.PI / 3);
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final var rot4 = new Rotation3d(0.0, Math.PI / 3, 0.0);
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assertEquals(rot3, rot4);
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@@ -36,6 +36,66 @@ class Rotation3dTest {
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assertEquals(rot5, rot6);
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}
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@Test
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void testInitTwoVector() {
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@SuppressWarnings("LocalVariableName")
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final var xAxis = VecBuilder.fill(1.0, 0.0, 0.0);
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@SuppressWarnings("LocalVariableName")
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final var yAxis = VecBuilder.fill(0.0, 1.0, 0.0);
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@SuppressWarnings("LocalVariableName")
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final var zAxis = VecBuilder.fill(0.0, 0.0, 1.0);
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// 90 degree CW rotation around y-axis
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final var rot1 = new Rotation3d(xAxis, zAxis);
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final var expected1 = new Rotation3d(yAxis, -Math.PI / 2.0);
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assertEquals(expected1, rot1);
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// 45 degree CCW rotation around z-axis
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final var rot2 = new Rotation3d(xAxis, VecBuilder.fill(1.0, 1.0, 0.0));
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final var expected2 = new Rotation3d(zAxis, Math.PI / 4.0);
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assertEquals(expected2, rot2);
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// 0 degree rotation of x-axes
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final var rot3 = new Rotation3d(xAxis, xAxis);
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assertEquals(new Rotation3d(), rot3);
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// 0 degree rotation of y-axes
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final var rot4 = new Rotation3d(yAxis, yAxis);
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assertEquals(new Rotation3d(), rot4);
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// 0 degree rotation of z-axes
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final var rot5 = new Rotation3d(zAxis, zAxis);
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assertEquals(new Rotation3d(), rot5);
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// 180 degree rotation tests. For 180 degree rotations, any quaternion with
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// an orthogonal rotation axis is acceptable. The rotation axis and initial
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// vector are orthogonal if their dot product is zero.
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// 180 degree rotation of x-axes
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final var rot6 = new Rotation3d(xAxis, xAxis.times(-1.0));
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final var q6 = rot6.getQuaternion();
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assertEquals(0.0, q6.getW());
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assertEquals(
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0.0,
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q6.getX() * xAxis.get(0, 0) + q6.getY() * xAxis.get(1, 0) + q6.getZ() * xAxis.get(2, 0));
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// 180 degree rotation of y-axes
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final var rot7 = new Rotation3d(yAxis, yAxis.times(-1.0));
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final var q7 = rot7.getQuaternion();
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assertEquals(0.0, q7.getW());
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assertEquals(
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0.0,
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q7.getX() * yAxis.get(0, 0) + q7.getY() * yAxis.get(1, 0) + q7.getZ() * yAxis.get(2, 0));
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// 180 degree rotation of z-axes
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final var rot8 = new Rotation3d(zAxis, zAxis.times(-1.0));
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final var q8 = rot8.getQuaternion();
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assertEquals(0.0, q8.getW());
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assertEquals(
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0.0,
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q8.getX() * zAxis.get(0, 0) + q8.getY() * zAxis.get(1, 0) + q8.getZ() * zAxis.get(2, 0));
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}
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@Test
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void testRadiansToDegrees() {
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@SuppressWarnings("LocalVariableName")
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