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[wpimath] Add CoordinateSystem class (#4214)
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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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package edu.wpi.first.math.geometry;
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import edu.wpi.first.math.VecBuilder;
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import edu.wpi.first.math.Vector;
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import edu.wpi.first.math.numbers.N3;
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/** A class representing a coordinate system axis within the NWU coordinate system. */
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public class CoordinateAxis {
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final Vector<N3> m_axis;
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/**
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* Constructs a coordinate system axis within the NWU coordinate system and normalizes it.
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*
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* @param x The x component.
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* @param y The y component.
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* @param z The z component.
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*/
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public CoordinateAxis(double x, double y, double z) {
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double norm = Math.sqrt(x * x + y * y + z * z);
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m_axis = VecBuilder.fill(x / norm, y / norm, z / norm);
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}
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/**
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* Returns a coordinate axis corresponding to +X in the NWU coordinate system.
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*
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* @return A coordinate axis corresponding to +X in the NWU coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateAxis N() {
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return new CoordinateAxis(1.0, 0.0, 0.0);
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}
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/**
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* Returns a coordinate axis corresponding to -X in the NWU coordinate system.
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*
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* @return A coordinate axis corresponding to -X in the NWU coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateAxis S() {
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return new CoordinateAxis(-1.0, 0.0, 0.0);
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}
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/**
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* Returns a coordinate axis corresponding to -Y in the NWU coordinate system.
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*
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* @return A coordinate axis corresponding to -Y in the NWU coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateAxis E() {
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return new CoordinateAxis(0.0, -1.0, 0.0);
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}
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/**
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* Returns a coordinate axis corresponding to +Y in the NWU coordinate system.
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*
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* @return A coordinate axis corresponding to +Y in the NWU coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateAxis W() {
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return new CoordinateAxis(0.0, 1.0, 0.0);
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}
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/**
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* Returns a coordinate axis corresponding to +Z in the NWU coordinate system.
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*
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* @return A coordinate axis corresponding to +Z in the NWU coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateAxis U() {
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return new CoordinateAxis(0.0, 0.0, 1.0);
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}
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/**
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* Returns a coordinate axis corresponding to -Z in the NWU coordinate system.
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*
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* @return A coordinate axis corresponding to -Z in the NWU coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateAxis D() {
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return new CoordinateAxis(0.0, 0.0, -1.0);
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}
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}
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@@ -0,0 +1,121 @@
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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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package edu.wpi.first.math.geometry;
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import edu.wpi.first.math.Matrix;
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import edu.wpi.first.math.Nat;
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/** A helper class that converts Pose3d objects between different standard coordinate frames. */
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public class CoordinateSystem {
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// Rotation from this coordinate system to NWU coordinate system
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private final Rotation3d m_rotation;
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/**
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* Constructs a coordinate system with the given cardinal directions for each axis.
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*
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* @param positiveX The cardinal direction of the positive x-axis.
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* @param positiveY The cardinal direction of the positive y-axis.
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* @param positiveZ The cardinal direction of the positive z-axis.
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* @throws IllegalArgumentException if the coordinate system isn't special orthogonal
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*/
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public CoordinateSystem(
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CoordinateAxis positiveX, CoordinateAxis positiveY, CoordinateAxis positiveZ) {
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// Construct a change of basis matrix from the source coordinate system to the
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// NWU coordinate system. Each column vector in the change of basis matrix is
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// one of the old basis vectors mapped to its representation in the new basis.
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@SuppressWarnings("LocalVariableName")
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var R = new Matrix<>(Nat.N3(), Nat.N3());
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R.assignBlock(0, 0, positiveX.m_axis);
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R.assignBlock(0, 1, positiveY.m_axis);
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R.assignBlock(0, 2, positiveZ.m_axis);
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// Require that the change of basis matrix is special orthogonal. This is true
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// if the axes used are orthogonal and normalized. The Axis class already
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// normalizes itself, so we just need to check for orthogonality.
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if (!R.times(R.transpose()).equals(Matrix.eye(Nat.N3()))) {
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throw new IllegalArgumentException("Coordinate system isn't special orthogonal");
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}
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// Turn change of basis matrix into a quaternion since it's a pure rotation
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// https://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
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double trace = R.get(0, 0) + R.get(1, 1) + R.get(2, 2);
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double w;
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double x;
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double y;
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double z;
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if (trace > 0.0) {
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double s = 0.5 / Math.sqrt(trace + 1.0);
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w = 0.25 / s;
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x = (R.get(2, 1) - R.get(1, 2)) * s;
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y = (R.get(0, 2) - R.get(2, 0)) * s;
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z = (R.get(1, 0) - R.get(0, 1)) * s;
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} else {
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if (R.get(0, 0) > R.get(1, 1) && R.get(0, 0) > R.get(2, 2)) {
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double s = 2.0 * Math.sqrt(1.0 + R.get(0, 0) - R.get(1, 1) - R.get(2, 2));
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w = (R.get(2, 1) - R.get(1, 2)) / s;
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x = 0.25 * s;
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y = (R.get(0, 1) + R.get(1, 0)) / s;
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z = (R.get(0, 2) + R.get(2, 0)) / s;
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} else if (R.get(1, 1) > R.get(2, 2)) {
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double s = 2.0 * Math.sqrt(1.0 + R.get(1, 1) - R.get(0, 0) - R.get(2, 2));
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w = (R.get(0, 2) - R.get(2, 0)) / s;
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x = (R.get(0, 1) + R.get(1, 0)) / s;
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y = 0.25 * s;
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z = (R.get(1, 2) + R.get(2, 1)) / s;
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} else {
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double s = 2.0 * Math.sqrt(1.0 + R.get(2, 2) - R.get(0, 0) - R.get(1, 1));
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w = (R.get(1, 0) - R.get(0, 1)) / s;
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x = (R.get(0, 2) + R.get(2, 0)) / s;
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y = (R.get(1, 2) + R.get(2, 1)) / s;
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z = 0.25 * s;
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}
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}
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m_rotation = new Rotation3d(new Quaternion(w, x, y, z));
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}
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/**
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* Returns an instance of the NWU coordinate system.
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*
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* @return An instance of the NWU coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateSystem NWU() {
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return new CoordinateSystem(CoordinateAxis.N(), CoordinateAxis.W(), CoordinateAxis.U());
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}
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/**
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* Returns an instance of the EDN coordinate system.
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*
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* @return An instance of the EDN coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateSystem EDN() {
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return new CoordinateSystem(CoordinateAxis.E(), CoordinateAxis.D(), CoordinateAxis.N());
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}
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/**
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* Returns an instance of the NED coordinate system.
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*
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* @return An instance of the NED coordinate system.
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*/
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@SuppressWarnings("MethodName")
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public static CoordinateSystem NED() {
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return new CoordinateSystem(CoordinateAxis.N(), CoordinateAxis.E(), CoordinateAxis.D());
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}
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/**
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* Converts the given pose from one coordinate system to another.
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*
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* @param pose The pose to convert.
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* @param from The coordinate system the pose starts in.
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* @param to The coordinate system to which to convert.
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* @return The given pose in the desired coordinate system.
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*/
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public static Pose3d convert(Pose3d pose, CoordinateSystem from, CoordinateSystem to) {
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return pose.relativeTo(new Pose3d(new Translation3d(), to.m_rotation.minus(from.m_rotation)));
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}
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}
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