[wpimath] Add CoordinateSystem class (#4214)

This commit is contained in:
Tyler Veness
2022-05-07 10:25:19 -07:00
committed by GitHub
parent 99424ad562
commit b33715db15
8 changed files with 683 additions and 0 deletions

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
package edu.wpi.first.math.geometry;
import edu.wpi.first.math.VecBuilder;
import edu.wpi.first.math.Vector;
import edu.wpi.first.math.numbers.N3;
/** A class representing a coordinate system axis within the NWU coordinate system. */
public class CoordinateAxis {
final Vector<N3> m_axis;
/**
* Constructs a coordinate system axis within the NWU coordinate system and normalizes it.
*
* @param x The x component.
* @param y The y component.
* @param z The z component.
*/
public CoordinateAxis(double x, double y, double z) {
double norm = Math.sqrt(x * x + y * y + z * z);
m_axis = VecBuilder.fill(x / norm, y / norm, z / norm);
}
/**
* Returns a coordinate axis corresponding to +X in the NWU coordinate system.
*
* @return A coordinate axis corresponding to +X in the NWU coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateAxis N() {
return new CoordinateAxis(1.0, 0.0, 0.0);
}
/**
* Returns a coordinate axis corresponding to -X in the NWU coordinate system.
*
* @return A coordinate axis corresponding to -X in the NWU coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateAxis S() {
return new CoordinateAxis(-1.0, 0.0, 0.0);
}
/**
* Returns a coordinate axis corresponding to -Y in the NWU coordinate system.
*
* @return A coordinate axis corresponding to -Y in the NWU coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateAxis E() {
return new CoordinateAxis(0.0, -1.0, 0.0);
}
/**
* Returns a coordinate axis corresponding to +Y in the NWU coordinate system.
*
* @return A coordinate axis corresponding to +Y in the NWU coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateAxis W() {
return new CoordinateAxis(0.0, 1.0, 0.0);
}
/**
* Returns a coordinate axis corresponding to +Z in the NWU coordinate system.
*
* @return A coordinate axis corresponding to +Z in the NWU coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateAxis U() {
return new CoordinateAxis(0.0, 0.0, 1.0);
}
/**
* Returns a coordinate axis corresponding to -Z in the NWU coordinate system.
*
* @return A coordinate axis corresponding to -Z in the NWU coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateAxis D() {
return new CoordinateAxis(0.0, 0.0, -1.0);
}
}

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
package edu.wpi.first.math.geometry;
import edu.wpi.first.math.Matrix;
import edu.wpi.first.math.Nat;
/** A helper class that converts Pose3d objects between different standard coordinate frames. */
public class CoordinateSystem {
// Rotation from this coordinate system to NWU coordinate system
private final Rotation3d m_rotation;
/**
* Constructs a coordinate system with the given cardinal directions for each axis.
*
* @param positiveX The cardinal direction of the positive x-axis.
* @param positiveY The cardinal direction of the positive y-axis.
* @param positiveZ The cardinal direction of the positive z-axis.
* @throws IllegalArgumentException if the coordinate system isn't special orthogonal
*/
public CoordinateSystem(
CoordinateAxis positiveX, CoordinateAxis positiveY, CoordinateAxis positiveZ) {
// Construct a change of basis matrix from the source coordinate system to the
// NWU coordinate system. Each column vector in the change of basis matrix is
// one of the old basis vectors mapped to its representation in the new basis.
@SuppressWarnings("LocalVariableName")
var R = new Matrix<>(Nat.N3(), Nat.N3());
R.assignBlock(0, 0, positiveX.m_axis);
R.assignBlock(0, 1, positiveY.m_axis);
R.assignBlock(0, 2, positiveZ.m_axis);
// Require that the change of basis matrix is special orthogonal. This is true
// if the axes used are orthogonal and normalized. The Axis class already
// normalizes itself, so we just need to check for orthogonality.
if (!R.times(R.transpose()).equals(Matrix.eye(Nat.N3()))) {
throw new IllegalArgumentException("Coordinate system isn't special orthogonal");
}
// Turn change of basis matrix into a quaternion since it's a pure rotation
// https://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
double trace = R.get(0, 0) + R.get(1, 1) + R.get(2, 2);
double w;
double x;
double y;
double z;
if (trace > 0.0) {
double s = 0.5 / Math.sqrt(trace + 1.0);
w = 0.25 / s;
x = (R.get(2, 1) - R.get(1, 2)) * s;
y = (R.get(0, 2) - R.get(2, 0)) * s;
z = (R.get(1, 0) - R.get(0, 1)) * s;
} else {
if (R.get(0, 0) > R.get(1, 1) && R.get(0, 0) > R.get(2, 2)) {
double s = 2.0 * Math.sqrt(1.0 + R.get(0, 0) - R.get(1, 1) - R.get(2, 2));
w = (R.get(2, 1) - R.get(1, 2)) / s;
x = 0.25 * s;
y = (R.get(0, 1) + R.get(1, 0)) / s;
z = (R.get(0, 2) + R.get(2, 0)) / s;
} else if (R.get(1, 1) > R.get(2, 2)) {
double s = 2.0 * Math.sqrt(1.0 + R.get(1, 1) - R.get(0, 0) - R.get(2, 2));
w = (R.get(0, 2) - R.get(2, 0)) / s;
x = (R.get(0, 1) + R.get(1, 0)) / s;
y = 0.25 * s;
z = (R.get(1, 2) + R.get(2, 1)) / s;
} else {
double s = 2.0 * Math.sqrt(1.0 + R.get(2, 2) - R.get(0, 0) - R.get(1, 1));
w = (R.get(1, 0) - R.get(0, 1)) / s;
x = (R.get(0, 2) + R.get(2, 0)) / s;
y = (R.get(1, 2) + R.get(2, 1)) / s;
z = 0.25 * s;
}
}
m_rotation = new Rotation3d(new Quaternion(w, x, y, z));
}
/**
* Returns an instance of the NWU coordinate system.
*
* @return An instance of the NWU coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateSystem NWU() {
return new CoordinateSystem(CoordinateAxis.N(), CoordinateAxis.W(), CoordinateAxis.U());
}
/**
* Returns an instance of the EDN coordinate system.
*
* @return An instance of the EDN coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateSystem EDN() {
return new CoordinateSystem(CoordinateAxis.E(), CoordinateAxis.D(), CoordinateAxis.N());
}
/**
* Returns an instance of the NED coordinate system.
*
* @return An instance of the NED coordinate system.
*/
@SuppressWarnings("MethodName")
public static CoordinateSystem NED() {
return new CoordinateSystem(CoordinateAxis.N(), CoordinateAxis.E(), CoordinateAxis.D());
}
/**
* Converts the given pose from one coordinate system to another.
*
* @param pose The pose to convert.
* @param from The coordinate system the pose starts in.
* @param to The coordinate system to which to convert.
* @return The given pose in the desired coordinate system.
*/
public static Pose3d convert(Pose3d pose, CoordinateSystem from, CoordinateSystem to) {
return pose.relativeTo(new Pose3d(new Translation3d(), to.m_rotation.minus(from.m_rotation)));
}
}

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
#include "frc/geometry/CoordinateAxis.h"
using namespace frc;
CoordinateAxis::CoordinateAxis(double x, double y, double z) : m_axis{x, y, z} {
m_axis /= m_axis.norm();
}
CoordinateAxis CoordinateAxis::N() {
return CoordinateAxis{1.0, 0.0, 0.0};
}
CoordinateAxis CoordinateAxis::S() {
return CoordinateAxis{-1.0, 0.0, 0.0};
}
CoordinateAxis CoordinateAxis::E() {
return CoordinateAxis{0.0, -1.0, 0.0};
}
CoordinateAxis CoordinateAxis::W() {
return CoordinateAxis{0.0, 1.0, 0.0};
}
CoordinateAxis CoordinateAxis::U() {
return CoordinateAxis{0.0, 0.0, 1.0};
}
CoordinateAxis CoordinateAxis::D() {
return CoordinateAxis{0.0, 0.0, -1.0};
}

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
#include "frc/geometry/CoordinateSystem.h"
#include <cmath>
#include <stdexcept>
#include <utility>
#include "Eigen/QR"
using namespace frc;
CoordinateSystem::CoordinateSystem(const CoordinateAxis& positiveX,
const CoordinateAxis& positiveY,
const CoordinateAxis& positiveZ) {
// Construct a change of basis matrix from the source coordinate system to the
// NWU coordinate system. Each column vector in the change of basis matrix is
// one of the old basis vectors mapped to its representation in the new basis.
Matrixd<3, 3> R;
R.block<3, 1>(0, 0) = positiveX.m_axis;
R.block<3, 1>(0, 1) = positiveY.m_axis;
R.block<3, 1>(0, 2) = positiveZ.m_axis;
// Require that the change of basis matrix is special orthogonal. This is true
// if the axes used are orthogonal and normalized. The Axis class already
// normalizes itself, so we just need to check for orthogonality.
if (R * R.transpose() != Matrixd<3, 3>::Identity()) {
throw std::domain_error("Coordinate system isn't special orthogonal");
}
// Turn change of basis matrix into a quaternion since it's a pure rotation
// https://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
double trace = R(0, 0) + R(1, 1) + R(2, 2);
double w;
double x;
double y;
double z;
if (trace > 0.0) {
double s = 0.5 / std::sqrt(trace + 1.0);
w = 0.25 / s;
x = (R(2, 1) - R(1, 2)) * s;
y = (R(0, 2) - R(2, 0)) * s;
z = (R(1, 0) - R(0, 1)) * s;
} else {
if (R(0, 0) > R(1, 1) && R(0, 0) > R(2, 2)) {
double s = 2.0 * std::sqrt(1.0 + R(0, 0) - R(1, 1) - R(2, 2));
w = (R(2, 1) - R(1, 2)) / s;
x = 0.25 * s;
y = (R(0, 1) + R(1, 0)) / s;
z = (R(0, 2) + R(2, 0)) / s;
} else if (R(1, 1) > R(2, 2)) {
double s = 2.0 * std::sqrt(1.0 + R(1, 1) - R(0, 0) - R(2, 2));
w = (R(0, 2) - R(2, 0)) / s;
x = (R(0, 1) + R(1, 0)) / s;
y = 0.25 * s;
z = (R(1, 2) + R(2, 1)) / s;
} else {
double s = 2.0 * std::sqrt(1.0 + R(2, 2) - R(0, 0) - R(1, 1));
w = (R(1, 0) - R(0, 1)) / s;
x = (R(0, 2) + R(2, 0)) / s;
y = (R(1, 2) + R(2, 1)) / s;
z = 0.25 * s;
}
}
m_rotation = Rotation3d{Quaternion{w, x, y, z}};
}
CoordinateSystem CoordinateSystem::NWU() {
return CoordinateSystem{CoordinateAxis::N(), CoordinateAxis::W(),
CoordinateAxis::U()};
}
CoordinateSystem CoordinateSystem::EDN() {
return CoordinateSystem{CoordinateAxis::E(), CoordinateAxis::D(),
CoordinateAxis::N()};
}
CoordinateSystem CoordinateSystem::NED() {
return CoordinateSystem{CoordinateAxis::N(), CoordinateAxis::E(),
CoordinateAxis::D()};
}
Pose3d CoordinateSystem::Convert(const Pose3d& pose,
const CoordinateSystem& from,
const CoordinateSystem& to) {
return pose.RelativeTo(
Pose3d{Translation3d{}, to.m_rotation - from.m_rotation});
}

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
#pragma once
#include <wpi/SymbolExports.h>
#include "frc/EigenCore.h"
#include "frc/geometry/Pose3d.h"
#include "frc/geometry/Rotation3d.h"
namespace frc {
/**
* A class representing a coordinate system axis within the NWU coordinate
* system.
*/
class WPILIB_DLLEXPORT CoordinateAxis {
public:
/**
* Constructs a coordinate system axis within the NWU coordinate system and
* normalizes it.
*
* @param x The x component.
* @param y The y component.
* @param z The z component.
*/
CoordinateAxis(double x, double y, double z);
CoordinateAxis(const CoordinateAxis&) = default;
CoordinateAxis& operator=(const CoordinateAxis&) = default;
CoordinateAxis(CoordinateAxis&&) = default;
CoordinateAxis& operator=(CoordinateAxis&&) = default;
/**
* Returns a coordinate axis corresponding to +X in the NWU coordinate system.
*/
static CoordinateAxis N();
/**
* Returns a coordinate axis corresponding to -X in the NWU coordinate system.
*/
static CoordinateAxis S();
/**
* Returns a coordinate axis corresponding to -Y in the NWU coordinate system.
*/
static CoordinateAxis E();
/**
* Returns a coordinate axis corresponding to +Y in the NWU coordinate system.
*/
static CoordinateAxis W();
/**
* Returns a coordinate axis corresponding to +Z in the NWU coordinate system.
*/
static CoordinateAxis U();
/**
* Returns a coordinate axis corresponding to -Z in the NWU coordinate system.
*/
static CoordinateAxis D();
private:
friend class CoordinateSystem;
Vectord<3> m_axis;
};
} // namespace frc

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
#pragma once
#include <wpi/SymbolExports.h>
#include "frc/EigenCore.h"
#include "frc/geometry/CoordinateAxis.h"
#include "frc/geometry/Pose3d.h"
#include "frc/geometry/Rotation3d.h"
namespace frc {
/**
* A helper class that converts Pose3d objects between different standard
* coordinate frames.
*/
class WPILIB_DLLEXPORT CoordinateSystem {
public:
/**
* Constructs a coordinate system with the given cardinal directions for each
* axis.
*
* @param positiveX The cardinal direction of the positive x-axis.
* @param positiveY The cardinal direction of the positive y-axis.
* @param positiveZ The cardinal direction of the positive z-axis.
* @throws std::domain_error if the coordinate system isn't special orthogonal
*/
CoordinateSystem(const CoordinateAxis& positiveX,
const CoordinateAxis& positiveY,
const CoordinateAxis& positiveZ);
CoordinateSystem(const CoordinateSystem&) = default;
CoordinateSystem& operator=(const CoordinateSystem&) = default;
CoordinateSystem(CoordinateSystem&&) = default;
CoordinateSystem& operator=(CoordinateSystem&&) = default;
/**
* Returns an instance of the NWU coordinate system.
*/
static CoordinateSystem NWU();
/**
* Returns an instance of the EDN coordinate system.
*/
static CoordinateSystem EDN();
/**
* Returns an instance of the NED coordinate system.
*/
static CoordinateSystem NED();
/**
* Converts the given pose from one coordinate system to another.
*
* @param pose The pose to convert.
* @param from The coordinate system the pose starts in.
* @param to The coordinate system to which to convert.
* @return The given pose in the desired coordinate system.
*/
static Pose3d Convert(const Pose3d& pose, const CoordinateSystem& from,
const CoordinateSystem& to);
private:
// Rotation from this coordinate system to NWU coordinate system
Rotation3d m_rotation;
};
} // namespace frc

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
package edu.wpi.first.math.geometry;
import static org.junit.jupiter.api.Assertions.assertEquals;
import edu.wpi.first.math.util.Units;
import org.junit.jupiter.api.Test;
class CoordinateSystemTest {
@Test
void testEDNtoNWU() {
var edn1 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d());
var nwu1 =
new Pose3d(
3.0,
-1.0,
-2.0,
new Rotation3d(-Units.degreesToRadians(90.0), 0.0, -Units.degreesToRadians(90.0)));
assertEquals(
nwu1, CoordinateSystem.convert(edn1, CoordinateSystem.EDN(), CoordinateSystem.NWU()));
assertEquals(
edn1, CoordinateSystem.convert(nwu1, CoordinateSystem.NWU(), CoordinateSystem.EDN()));
var edn2 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d(Units.degreesToRadians(45.0), 0.0, 0.0));
var nwu2 =
new Pose3d(
3.0,
-1.0,
-2.0,
new Rotation3d(-Units.degreesToRadians(45.0), 0.0, -Units.degreesToRadians(90.0)));
assertEquals(
nwu2, CoordinateSystem.convert(edn2, CoordinateSystem.EDN(), CoordinateSystem.NWU()));
assertEquals(
edn2, CoordinateSystem.convert(nwu2, CoordinateSystem.NWU(), CoordinateSystem.EDN()));
var edn3 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d(0.0, Units.degreesToRadians(45.0), 0.0));
var nwu3 =
new Pose3d(
3.0,
-1.0,
-2.0,
new Rotation3d(-Units.degreesToRadians(90.0), 0.0, -Units.degreesToRadians(135.0)));
assertEquals(
nwu3, CoordinateSystem.convert(edn3, CoordinateSystem.EDN(), CoordinateSystem.NWU()));
assertEquals(
edn3, CoordinateSystem.convert(nwu3, CoordinateSystem.NWU(), CoordinateSystem.EDN()));
var edn4 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d(0.0, 0.0, Units.degreesToRadians(45.0)));
var nwu4 =
new Pose3d(
3.0,
-1.0,
-2.0,
new Rotation3d(
-Units.degreesToRadians(90.0),
Units.degreesToRadians(45.0),
-Units.degreesToRadians(90.0)));
assertEquals(
nwu4, CoordinateSystem.convert(edn4, CoordinateSystem.EDN(), CoordinateSystem.NWU()));
assertEquals(
edn4, CoordinateSystem.convert(nwu4, CoordinateSystem.NWU(), CoordinateSystem.EDN()));
}
@Test
void testEDNtoNED() {
var edn1 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d());
var ned1 =
new Pose3d(
3.0,
1.0,
2.0,
new Rotation3d(Units.degreesToRadians(90.0), 0.0, Units.degreesToRadians(90.0)));
assertEquals(
ned1, CoordinateSystem.convert(edn1, CoordinateSystem.EDN(), CoordinateSystem.NED()));
assertEquals(
edn1, CoordinateSystem.convert(ned1, CoordinateSystem.NED(), CoordinateSystem.EDN()));
var edn2 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d(Units.degreesToRadians(45.0), 0.0, 0.0));
var ned2 =
new Pose3d(
3.0,
1.0,
2.0,
new Rotation3d(Units.degreesToRadians(135.0), 0.0, Units.degreesToRadians(90.0)));
assertEquals(
ned2, CoordinateSystem.convert(edn2, CoordinateSystem.EDN(), CoordinateSystem.NED()));
assertEquals(
edn2, CoordinateSystem.convert(ned2, CoordinateSystem.NED(), CoordinateSystem.EDN()));
var edn3 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d(0.0, Units.degreesToRadians(45.0), 0.0));
var ned3 =
new Pose3d(
3.0,
1.0,
2.0,
new Rotation3d(Units.degreesToRadians(90.0), 0.0, Units.degreesToRadians(135.0)));
assertEquals(
ned3, CoordinateSystem.convert(edn3, CoordinateSystem.EDN(), CoordinateSystem.NED()));
assertEquals(
edn3, CoordinateSystem.convert(ned3, CoordinateSystem.NED(), CoordinateSystem.EDN()));
var edn4 = new Pose3d(1.0, 2.0, 3.0, new Rotation3d(0.0, 0.0, Units.degreesToRadians(45.0)));
var ned4 =
new Pose3d(
3.0,
1.0,
2.0,
new Rotation3d(
Units.degreesToRadians(90.0),
-Units.degreesToRadians(45.0),
Units.degreesToRadians(90.0)));
assertEquals(
ned4, CoordinateSystem.convert(edn4, CoordinateSystem.EDN(), CoordinateSystem.NED()));
assertEquals(
edn4, CoordinateSystem.convert(ned4, CoordinateSystem.NED(), CoordinateSystem.EDN()));
}
}

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// Copyright (c) FIRST and other WPILib contributors.
// Open Source Software; you can modify and/or share it under the terms of
// the WPILib BSD license file in the root directory of this project.
#include "frc/geometry/CoordinateSystem.h"
#include "frc/geometry/Pose3d.h"
#include "gtest/gtest.h"
using namespace frc;
TEST(CoordinateSystemTest, EDNtoNWU) {
Pose3d edn1{1_m, 2_m, 3_m, Rotation3d{}};
Pose3d nwu1{3_m, -1_m, -2_m, Rotation3d{-90_deg, 0_deg, -90_deg}};
EXPECT_EQ(nwu1, CoordinateSystem::Convert(edn1, CoordinateSystem::EDN(),
CoordinateSystem::NWU()));
EXPECT_EQ(edn1, CoordinateSystem::Convert(nwu1, CoordinateSystem::NWU(),
CoordinateSystem::EDN()));
Pose3d edn2{1_m, 2_m, 3_m, Rotation3d{45_deg, 0_deg, 0_deg}};
Pose3d nwu2{3_m, -1_m, -2_m, Rotation3d{-45_deg, 0_deg, -90_deg}};
EXPECT_EQ(nwu2, CoordinateSystem::Convert(edn2, CoordinateSystem::EDN(),
CoordinateSystem::NWU()));
EXPECT_EQ(edn2, CoordinateSystem::Convert(nwu2, CoordinateSystem::NWU(),
CoordinateSystem::EDN()));
Pose3d edn3{1_m, 2_m, 3_m, Rotation3d{0_deg, 45_deg, 0_deg}};
Pose3d nwu3{3_m, -1_m, -2_m, Rotation3d{-90_deg, 0_deg, -135_deg}};
EXPECT_EQ(nwu3, CoordinateSystem::Convert(edn3, CoordinateSystem::EDN(),
CoordinateSystem::NWU()));
EXPECT_EQ(edn3, CoordinateSystem::Convert(nwu3, CoordinateSystem::NWU(),
CoordinateSystem::EDN()));
Pose3d edn4{1_m, 2_m, 3_m, Rotation3d{0_deg, 0_deg, 45_deg}};
Pose3d nwu4{3_m, -1_m, -2_m, Rotation3d{-90_deg, 45_deg, -90_deg}};
EXPECT_EQ(nwu4, CoordinateSystem::Convert(edn4, CoordinateSystem::EDN(),
CoordinateSystem::NWU()));
EXPECT_EQ(edn4, CoordinateSystem::Convert(nwu4, CoordinateSystem::NWU(),
CoordinateSystem::EDN()));
}
TEST(CoordinateSystemTest, EDNtoNED) {
Pose3d edn1{1_m, 2_m, 3_m, Rotation3d{}};
Pose3d ned1{3_m, 1_m, 2_m, Rotation3d{90_deg, 0_deg, 90_deg}};
EXPECT_EQ(ned1, CoordinateSystem::Convert(edn1, CoordinateSystem::EDN(),
CoordinateSystem::NED()));
EXPECT_EQ(edn1, CoordinateSystem::Convert(ned1, CoordinateSystem::NED(),
CoordinateSystem::EDN()));
Pose3d edn2{1_m, 2_m, 3_m, Rotation3d{45_deg, 0_deg, 0_deg}};
Pose3d ned2{3_m, 1_m, 2_m, Rotation3d{135_deg, 0_deg, 90_deg}};
EXPECT_EQ(ned2, CoordinateSystem::Convert(edn2, CoordinateSystem::EDN(),
CoordinateSystem::NED()));
EXPECT_EQ(edn2, CoordinateSystem::Convert(ned2, CoordinateSystem::NED(),
CoordinateSystem::EDN()));
Pose3d edn3{1_m, 2_m, 3_m, Rotation3d{0_deg, 45_deg, 0_deg}};
Pose3d ned3{3_m, 1_m, 2_m, Rotation3d{90_deg, 0_deg, 135_deg}};
EXPECT_EQ(ned3, CoordinateSystem::Convert(edn3, CoordinateSystem::EDN(),
CoordinateSystem::NED()));
EXPECT_EQ(edn3, CoordinateSystem::Convert(ned3, CoordinateSystem::NED(),
CoordinateSystem::EDN()));
Pose3d edn4{1_m, 2_m, 3_m, Rotation3d{0_deg, 0_deg, 45_deg}};
Pose3d ned4{3_m, 1_m, 2_m, Rotation3d{90_deg, -45_deg, 90_deg}};
EXPECT_EQ(ned4, CoordinateSystem::Convert(edn4, CoordinateSystem::EDN(),
CoordinateSystem::NED()));
EXPECT_EQ(edn4, CoordinateSystem::Convert(ned4, CoordinateSystem::NED(),
CoordinateSystem::EDN()));
}