Files
allwpilib/wpimath/src/main/native/include/frc/geometry/Rotation3d.h
Thad House 3cc541f261 Remove generated google protobuf support (#7371)
It's not used anymore, and cleans up the build.
2024-11-08 18:29:30 -08:00

417 lines
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C++

// 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 <string>
#include <type_traits>
#include <Eigen/Core>
#include <Eigen/LU>
#include <fmt/format.h>
#include <gcem.hpp>
#include <wpi/SymbolExports.h>
#include <wpi/json_fwd.h>
#include "frc/ct_matrix.h"
#include "frc/fmt/Eigen.h"
#include "frc/geometry/Quaternion.h"
#include "frc/geometry/Rotation2d.h"
#include "units/angle.h"
#include "units/math.h"
#include "wpimath/MathShared.h"
namespace frc {
/**
* A rotation in a 3D coordinate frame represented by a quaternion.
*/
class WPILIB_DLLEXPORT Rotation3d {
public:
/**
* Constructs a Rotation3d representing no rotation.
*/
constexpr Rotation3d() = default;
/**
* Constructs a Rotation3d from a quaternion.
*
* @param q The quaternion.
*/
constexpr explicit Rotation3d(const Quaternion& q) { m_q = q.Normalize(); }
/**
* Constructs a Rotation3d from extrinsic roll, pitch, and yaw.
*
* Extrinsic rotations occur in that order around the axes in the fixed global
* frame rather than the body frame.
*
* Angles are measured counterclockwise with the rotation axis pointing "out
* of the page". If you point your right thumb along the positive axis
* direction, your fingers curl in the direction of positive rotation.
*
* @param roll The counterclockwise rotation angle around the X axis (roll).
* @param pitch The counterclockwise rotation angle around the Y axis (pitch).
* @param yaw The counterclockwise rotation angle around the Z axis (yaw).
*/
constexpr Rotation3d(units::radian_t roll, units::radian_t pitch,
units::radian_t yaw) {
// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Euler_angles_to_quaternion_conversion
double cr = units::math::cos(roll * 0.5);
double sr = units::math::sin(roll * 0.5);
double cp = units::math::cos(pitch * 0.5);
double sp = units::math::sin(pitch * 0.5);
double cy = units::math::cos(yaw * 0.5);
double sy = units::math::sin(yaw * 0.5);
m_q = Quaternion{cr * cp * cy + sr * sp * sy, sr * cp * cy - cr * sp * sy,
cr * sp * cy + sr * cp * sy, cr * cp * sy - sr * sp * cy};
}
/**
* Constructs a Rotation3d with the given axis-angle representation. The axis
* doesn't have to be normalized.
*
* @param axis The rotation axis.
* @param angle The rotation around the axis.
*/
constexpr Rotation3d(const Eigen::Vector3d& axis, units::radian_t angle) {
double norm = ct_matrix{axis}.norm();
if (norm == 0.0) {
return;
}
// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Definition
Eigen::Vector3d v{{axis.coeff(0) / norm * units::math::sin(angle / 2.0),
axis.coeff(1) / norm * units::math::sin(angle / 2.0),
axis.coeff(2) / norm * units::math::sin(angle / 2.0)}};
m_q = Quaternion{units::math::cos(angle / 2.0), v.coeff(0), v.coeff(1),
v.coeff(2)};
}
/**
* Constructs a Rotation3d with the given rotation vector representation. This
* representation is equivalent to axis-angle, where the normalized axis is
* multiplied by the rotation around the axis in radians.
*
* @param rvec The rotation vector.
*/
constexpr explicit Rotation3d(const Eigen::Vector3d& rvec)
: Rotation3d{rvec, units::radian_t{ct_matrix{rvec}.norm()}} {}
/**
* Constructs a Rotation3d from a rotation matrix.
*
* @param rotationMatrix The rotation matrix.
* @throws std::domain_error if the rotation matrix isn't special orthogonal.
*/
constexpr explicit Rotation3d(const Eigen::Matrix3d& rotationMatrix) {
auto impl = []<typename Matrix3d>(const Matrix3d& R) -> Quaternion {
// Require that the rotation matrix is special orthogonal. This is true if
// the matrix is orthogonal (RRᵀ = I) and normalized (determinant is 1).
if ((R * R.transpose() - Matrix3d::Identity()).norm() > 1e-9) {
throw std::domain_error("Rotation matrix isn't orthogonal");
}
if (gcem::abs(R.determinant() - 1.0) > 1e-9) {
throw std::domain_error(
"Rotation matrix is orthogonal but not special orthogonal");
}
// Turn rotation matrix into a quaternion
// 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 / gcem::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 * gcem::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 * gcem::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 * gcem::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;
}
}
return Quaternion{w, x, y, z};
};
if (std::is_constant_evaluated()) {
m_q = impl(ct_matrix3d{rotationMatrix});
} else {
m_q = impl(rotationMatrix);
}
}
/**
* Constructs a Rotation3d that rotates the initial vector onto the final
* vector.
*
* This is useful for turning a 3D vector (final) into an orientation relative
* to a coordinate system vector (initial).
*
* @param initial The initial vector.
* @param final The final vector.
*/
constexpr Rotation3d(const Eigen::Vector3d& initial,
const Eigen::Vector3d& final) {
double dot = ct_matrix{initial}.dot(ct_matrix{final});
double normProduct = ct_matrix{initial}.norm() * ct_matrix{final}.norm();
double dotNorm = dot / normProduct;
if (dotNorm > 1.0 - 1E-9) {
// If the dot product is 1, the two vectors point in the same direction so
// there's no rotation. The default initialization of m_q will work.
return;
} else if (dotNorm < -1.0 + 1E-9) {
// If the dot product is -1, the two vectors are antiparallel, so a 180°
// rotation is required. Any other vector can be used to generate an
// orthogonal one.
double x = gcem::abs(initial.coeff(0));
double y = gcem::abs(initial.coeff(1));
double z = gcem::abs(initial.coeff(2));
// Find vector that is most orthogonal to initial vector
Eigen::Vector3d other;
if (x < y) {
if (x < z) {
// Use x-axis
other = Eigen::Vector3d{{1, 0, 0}};
} else {
// Use z-axis
other = Eigen::Vector3d{{0, 0, 1}};
}
} else {
if (y < z) {
// Use y-axis
other = Eigen::Vector3d{{0, 1, 0}};
} else {
// Use z-axis
other = Eigen::Vector3d{{0, 0, 1}};
}
}
auto axis = ct_matrix{initial}.cross(ct_matrix{other});
double axisNorm = axis.norm();
m_q = Quaternion{0.0, axis(0) / axisNorm, axis(1) / axisNorm,
axis(2) / axisNorm};
} else {
auto axis = ct_matrix{initial}.cross(final);
// https://stackoverflow.com/a/11741520
m_q =
Quaternion{normProduct + dot, axis(0), axis(1), axis(2)}.Normalize();
}
}
/**
* Adds two rotations together.
*
* @param other The rotation to add.
*
* @return The sum of the two rotations.
*/
constexpr Rotation3d operator+(const Rotation3d& other) const {
return RotateBy(other);
}
/**
* Subtracts the new rotation from the current rotation and returns the new
* rotation.
*
* @param other The rotation to subtract.
*
* @return The difference between the two rotations.
*/
constexpr Rotation3d operator-(const Rotation3d& other) const {
return *this + -other;
}
/**
* Takes the inverse of the current rotation.
*
* @return The inverse of the current rotation.
*/
constexpr Rotation3d operator-() const { return Rotation3d{m_q.Inverse()}; }
/**
* Multiplies the current rotation by a scalar.
*
* @param scalar The scalar.
*
* @return The new scaled Rotation3d.
*/
constexpr Rotation3d operator*(double scalar) const {
// https://en.wikipedia.org/wiki/Slerp#Quaternion_Slerp
if (m_q.W() >= 0.0) {
return Rotation3d{Eigen::Vector3d{{m_q.X(), m_q.Y(), m_q.Z()}},
2.0 * units::radian_t{scalar * gcem::acos(m_q.W())}};
} else {
return Rotation3d{Eigen::Vector3d{{-m_q.X(), -m_q.Y(), -m_q.Z()}},
2.0 * units::radian_t{scalar * gcem::acos(-m_q.W())}};
}
}
/**
* Divides the current rotation by a scalar.
*
* @param scalar The scalar.
*
* @return The new scaled Rotation3d.
*/
constexpr Rotation3d operator/(double scalar) const {
return *this * (1.0 / scalar);
}
/**
* Checks equality between this Rotation3d and another object.
*/
constexpr bool operator==(const Rotation3d& other) const {
return gcem::abs(gcem::abs(m_q.Dot(other.m_q)) -
m_q.Norm() * other.m_q.Norm()) < 1e-9;
}
/**
* Adds the new rotation to the current rotation. The other rotation is
* applied extrinsically, which means that it rotates around the global axes.
* For example, Rotation3d{90_deg, 0, 0}.RotateBy(Rotation3d{0, 45_deg, 0})
* rotates by 90 degrees around the +X axis and then by 45 degrees around the
* global +Y axis. (This is equivalent to Rotation3d{90_deg, 45_deg, 0})
*
* @param other The extrinsic rotation to rotate by.
*
* @return The new rotated Rotation3d.
*/
constexpr Rotation3d RotateBy(const Rotation3d& other) const {
return Rotation3d{other.m_q * m_q};
}
/**
* Returns the quaternion representation of the Rotation3d.
*/
constexpr const Quaternion& GetQuaternion() const { return m_q; }
/**
* Returns the counterclockwise rotation angle around the X axis (roll).
*/
constexpr units::radian_t X() const {
double w = m_q.W();
double x = m_q.X();
double y = m_q.Y();
double z = m_q.Z();
// wpimath/algorithms.md
double cxcy = 1.0 - 2.0 * (x * x + y * y);
double sxcy = 2.0 * (w * x + y * z);
double cy_sq = cxcy * cxcy + sxcy * sxcy;
if (cy_sq > 1e-20) {
return units::radian_t{gcem::atan2(sxcy, cxcy)};
} else {
return 0_rad;
}
}
/**
* Returns the counterclockwise rotation angle around the Y axis (pitch).
*/
constexpr units::radian_t Y() const {
double w = m_q.W();
double x = m_q.X();
double y = m_q.Y();
double z = m_q.Z();
// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Quaternion_to_Euler_angles_(in_3-2-1_sequence)_conversion
double ratio = 2.0 * (w * y - z * x);
if (gcem::abs(ratio) >= 1.0) {
return units::radian_t{gcem::copysign(std::numbers::pi / 2.0, ratio)};
} else {
return units::radian_t{gcem::asin(ratio)};
}
}
/**
* Returns the counterclockwise rotation angle around the Z axis (yaw).
*/
constexpr units::radian_t Z() const {
double w = m_q.W();
double x = m_q.X();
double y = m_q.Y();
double z = m_q.Z();
// wpimath/algorithms.md
double cycz = 1.0 - 2.0 * (y * y + z * z);
double cysz = 2.0 * (w * z + x * y);
double cy_sq = cycz * cycz + cysz * cysz;
if (cy_sq > 1e-20) {
return units::radian_t{gcem::atan2(cysz, cycz)};
} else {
return units::radian_t{gcem::atan2(2.0 * w * z, w * w - z * z)};
}
}
/**
* Returns the axis in the axis-angle representation of this rotation.
*/
constexpr Eigen::Vector3d Axis() const {
double norm = gcem::hypot(m_q.X(), m_q.Y(), m_q.Z());
if (norm == 0.0) {
return Eigen::Vector3d{{0.0, 0.0, 0.0}};
} else {
return Eigen::Vector3d{{m_q.X() / norm, m_q.Y() / norm, m_q.Z() / norm}};
}
}
/**
* Returns the angle in the axis-angle representation of this rotation.
*/
constexpr units::radian_t Angle() const {
double norm = gcem::hypot(m_q.X(), m_q.Y(), m_q.Z());
return units::radian_t{2.0 * gcem::atan2(norm, m_q.W())};
}
/**
* Returns a Rotation2d representing this Rotation3d projected into the X-Y
* plane.
*/
constexpr Rotation2d ToRotation2d() const { return Rotation2d{Z()}; }
private:
Quaternion m_q;
};
WPILIB_DLLEXPORT
void to_json(wpi::json& json, const Rotation3d& rotation);
WPILIB_DLLEXPORT
void from_json(const wpi::json& json, Rotation3d& rotation);
} // namespace frc
#include "frc/geometry/proto/Rotation3dProto.h"
#include "frc/geometry/struct/Rotation3dStruct.h"