mirror of
https://github.com/wpilibsuite/allwpilib
synced 2026-06-19 00:41:43 +00:00
417 lines
13 KiB
C++
417 lines
13 KiB
C++
// 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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#pragma once
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#include <string>
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#include <type_traits>
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#include <Eigen/Core>
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#include <Eigen/LU>
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#include <fmt/format.h>
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#include <gcem.hpp>
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#include <wpi/SymbolExports.h>
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#include <wpi/json_fwd.h>
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#include "frc/ct_matrix.h"
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#include "frc/fmt/Eigen.h"
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#include "frc/geometry/Quaternion.h"
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#include "frc/geometry/Rotation2d.h"
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#include "units/angle.h"
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#include "units/math.h"
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#include "wpimath/MathShared.h"
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namespace frc {
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/**
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* A rotation in a 3D coordinate frame represented by a quaternion.
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*/
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class WPILIB_DLLEXPORT Rotation3d {
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public:
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/**
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* Constructs a Rotation3d representing no rotation.
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*/
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constexpr Rotation3d() = default;
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/**
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* Constructs a Rotation3d from a quaternion.
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*
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* @param q The quaternion.
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*/
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constexpr explicit Rotation3d(const Quaternion& q) { m_q = q.Normalize(); }
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/**
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* Constructs a Rotation3d from extrinsic roll, pitch, and yaw.
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*
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* Extrinsic rotations occur in that order around the axes in the fixed global
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* frame rather than the body frame.
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*
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* Angles are measured counterclockwise with the rotation axis pointing "out
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* of the page". If you point your right thumb along the positive axis
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* direction, your fingers curl in the direction of positive rotation.
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*
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* @param roll The counterclockwise rotation angle around the X axis (roll).
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* @param pitch The counterclockwise rotation angle around the Y axis (pitch).
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* @param yaw The counterclockwise rotation angle around the Z axis (yaw).
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*/
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constexpr 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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/**
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* Constructs a Rotation3d with the given axis-angle representation. The axis
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* doesn't have to be normalized.
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*
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* @param axis The rotation axis.
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* @param angle The rotation around the axis.
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*/
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constexpr Rotation3d(const Eigen::Vector3d& axis, units::radian_t angle) {
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double norm = ct_matrix{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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Eigen::Vector3d v{{axis.coeff(0) / norm * units::math::sin(angle / 2.0),
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axis.coeff(1) / norm * units::math::sin(angle / 2.0),
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axis.coeff(2) / norm * units::math::sin(angle / 2.0)}};
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m_q = Quaternion{units::math::cos(angle / 2.0), v.coeff(0), v.coeff(1),
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v.coeff(2)};
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}
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/**
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* Constructs a Rotation3d with the given rotation vector representation. This
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* representation is equivalent to axis-angle, where the normalized axis is
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* multiplied by the rotation around the axis in radians.
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*
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* @param rvec The rotation vector.
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*/
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constexpr explicit Rotation3d(const Eigen::Vector3d& rvec)
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: Rotation3d{rvec, units::radian_t{ct_matrix{rvec}.norm()}} {}
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/**
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* Constructs a Rotation3d from a rotation matrix.
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*
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* @param rotationMatrix The rotation matrix.
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* @throws std::domain_error if the rotation matrix isn't special orthogonal.
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*/
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constexpr explicit Rotation3d(const Eigen::Matrix3d& rotationMatrix) {
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auto impl = []<typename Matrix3d>(const Matrix3d& R) -> Quaternion {
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// Require that the rotation matrix is special orthogonal. This is true if
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// the matrix is orthogonal (RRᵀ = I) and normalized (determinant is 1).
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if ((R * R.transpose() - Matrix3d::Identity()).norm() > 1e-9) {
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throw std::domain_error("Rotation matrix isn't orthogonal");
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}
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if (gcem::abs(R.determinant() - 1.0) > 1e-9) {
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throw std::domain_error(
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"Rotation matrix is orthogonal but not special orthogonal");
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}
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// Turn rotation matrix into a quaternion
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// https://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
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double trace = R(0, 0) + R(1, 1) + R(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 / gcem::sqrt(trace + 1.0);
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w = 0.25 / s;
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x = (R(2, 1) - R(1, 2)) * s;
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y = (R(0, 2) - R(2, 0)) * s;
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z = (R(1, 0) - R(0, 1)) * s;
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} else {
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if (R(0, 0) > R(1, 1) && R(0, 0) > R(2, 2)) {
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double s = 2.0 * gcem::sqrt(1.0 + R(0, 0) - R(1, 1) - R(2, 2));
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w = (R(2, 1) - R(1, 2)) / s;
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x = 0.25 * s;
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y = (R(0, 1) + R(1, 0)) / s;
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z = (R(0, 2) + R(2, 0)) / s;
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} else if (R(1, 1) > R(2, 2)) {
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double s = 2.0 * gcem::sqrt(1.0 + R(1, 1) - R(0, 0) - R(2, 2));
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w = (R(0, 2) - R(2, 0)) / s;
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x = (R(0, 1) + R(1, 0)) / s;
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y = 0.25 * s;
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z = (R(1, 2) + R(2, 1)) / s;
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} else {
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double s = 2.0 * gcem::sqrt(1.0 + R(2, 2) - R(0, 0) - R(1, 1));
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w = (R(1, 0) - R(0, 1)) / s;
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x = (R(0, 2) + R(2, 0)) / s;
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y = (R(1, 2) + R(2, 1)) / s;
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z = 0.25 * s;
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}
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}
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return Quaternion{w, x, y, z};
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};
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if (std::is_constant_evaluated()) {
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m_q = impl(ct_matrix3d{rotationMatrix});
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} else {
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m_q = impl(rotationMatrix);
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}
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}
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/**
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* Constructs a Rotation3d that rotates the initial vector onto the final
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* vector.
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*
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* This is useful for turning a 3D vector (final) into an orientation relative
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* to a coordinate system vector (initial).
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*
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* @param initial The initial vector.
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* @param final The final vector.
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*/
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constexpr Rotation3d(const Eigen::Vector3d& initial,
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const Eigen::Vector3d& final) {
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double dot = ct_matrix{initial}.dot(ct_matrix{final});
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double normProduct = ct_matrix{initial}.norm() * ct_matrix{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 are antiparallel, so a 180°
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// rotation is required. Any other vector can be used to generate an
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// orthogonal one.
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double x = gcem::abs(initial.coeff(0));
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double y = gcem::abs(initial.coeff(1));
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double z = gcem::abs(initial.coeff(2));
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// Find vector that is most orthogonal to initial vector
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Eigen::Vector3d other;
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if (x < y) {
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if (x < z) {
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// Use x-axis
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other = Eigen::Vector3d{{1, 0, 0}};
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} else {
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// Use z-axis
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other = Eigen::Vector3d{{0, 0, 1}};
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}
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} else {
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if (y < z) {
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// Use y-axis
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other = Eigen::Vector3d{{0, 1, 0}};
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} else {
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// Use z-axis
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other = Eigen::Vector3d{{0, 0, 1}};
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}
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}
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auto axis = ct_matrix{initial}.cross(ct_matrix{other});
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double axisNorm = axis.norm();
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m_q = Quaternion{0.0, axis(0) / axisNorm, axis(1) / axisNorm,
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axis(2) / axisNorm};
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} else {
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auto axis = ct_matrix{initial}.cross(final);
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// https://stackoverflow.com/a/11741520
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m_q =
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Quaternion{normProduct + dot, axis(0), axis(1), axis(2)}.Normalize();
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}
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}
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/**
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* Adds two rotations together.
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*
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* @param other The rotation to add.
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*
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* @return The sum of the two rotations.
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*/
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constexpr Rotation3d operator+(const Rotation3d& other) const {
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return RotateBy(other);
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}
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/**
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* Subtracts the new rotation from the current rotation and returns the new
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* rotation.
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*
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* @param other The rotation to subtract.
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*
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* @return The difference between the two rotations.
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*/
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constexpr Rotation3d operator-(const Rotation3d& other) const {
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return *this + -other;
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}
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/**
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* Takes the inverse of the current rotation.
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*
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* @return The inverse of the current rotation.
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*/
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constexpr Rotation3d operator-() const { return Rotation3d{m_q.Inverse()}; }
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/**
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* Multiplies the current rotation by a scalar.
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*
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* @param scalar The scalar.
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*
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* @return The new scaled Rotation3d.
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*/
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constexpr 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{Eigen::Vector3d{{m_q.X(), m_q.Y(), m_q.Z()}},
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2.0 * units::radian_t{scalar * gcem::acos(m_q.W())}};
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} else {
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return Rotation3d{Eigen::Vector3d{{-m_q.X(), -m_q.Y(), -m_q.Z()}},
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2.0 * units::radian_t{scalar * gcem::acos(-m_q.W())}};
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}
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}
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/**
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* Divides the current rotation by a scalar.
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*
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* @param scalar The scalar.
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*
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* @return The new scaled Rotation3d.
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*/
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constexpr Rotation3d operator/(double scalar) const {
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return *this * (1.0 / scalar);
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}
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/**
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* Checks equality between this Rotation3d and another object.
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*/
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constexpr bool operator==(const Rotation3d& other) const {
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return gcem::abs(gcem::abs(m_q.Dot(other.m_q)) -
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m_q.Norm() * other.m_q.Norm()) < 1e-9;
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}
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/**
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* Adds the new rotation to the current rotation. The other rotation is
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* applied extrinsically, which means that it rotates around the global axes.
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* For example, Rotation3d{90_deg, 0, 0}.RotateBy(Rotation3d{0, 45_deg, 0})
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* rotates by 90 degrees around the +X axis and then by 45 degrees around the
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* global +Y axis. (This is equivalent to Rotation3d{90_deg, 45_deg, 0})
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*
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* @param other The extrinsic rotation to rotate by.
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*
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* @return The new rotated Rotation3d.
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*/
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constexpr 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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/**
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* Returns the quaternion representation of the Rotation3d.
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*/
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constexpr const Quaternion& GetQuaternion() const { return m_q; }
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/**
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* Returns the counterclockwise rotation angle around the X axis (roll).
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*/
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constexpr units::radian_t 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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// wpimath/algorithms.md
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double cxcy = 1.0 - 2.0 * (x * x + y * y);
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double sxcy = 2.0 * (w * x + y * z);
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double cy_sq = cxcy * cxcy + sxcy * sxcy;
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if (cy_sq > 1e-20) {
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return units::radian_t{gcem::atan2(sxcy, cxcy)};
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} else {
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return 0_rad;
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}
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}
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/**
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* Returns the counterclockwise rotation angle around the Y axis (pitch).
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*/
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constexpr units::radian_t 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_(in_3-2-1_sequence)_conversion
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double ratio = 2.0 * (w * y - z * x);
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if (gcem::abs(ratio) >= 1.0) {
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return units::radian_t{gcem::copysign(std::numbers::pi / 2.0, ratio)};
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} else {
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return units::radian_t{gcem::asin(ratio)};
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}
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}
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/**
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* Returns the counterclockwise rotation angle around the Z axis (yaw).
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*/
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constexpr units::radian_t 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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// wpimath/algorithms.md
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double cycz = 1.0 - 2.0 * (y * y + z * z);
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double cysz = 2.0 * (w * z + x * y);
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double cy_sq = cycz * cycz + cysz * cysz;
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if (cy_sq > 1e-20) {
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return units::radian_t{gcem::atan2(cysz, cycz)};
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} else {
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return units::radian_t{gcem::atan2(2.0 * w * z, w * w - z * z)};
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}
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}
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/**
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* Returns the axis in the axis-angle representation of this rotation.
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*/
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constexpr Eigen::Vector3d Axis() const {
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double norm = gcem::hypot(m_q.X(), m_q.Y(), m_q.Z());
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if (norm == 0.0) {
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return Eigen::Vector3d{{0.0, 0.0, 0.0}};
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} else {
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return Eigen::Vector3d{{m_q.X() / norm, m_q.Y() / norm, m_q.Z() / norm}};
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}
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}
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/**
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* Returns the angle in the axis-angle representation of this rotation.
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*/
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constexpr units::radian_t Angle() const {
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double norm = gcem::hypot(m_q.X(), m_q.Y(), m_q.Z());
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return units::radian_t{2.0 * gcem::atan2(norm, m_q.W())};
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}
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/**
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* Returns a Rotation2d representing this Rotation3d projected into the X-Y
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* plane.
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*/
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constexpr Rotation2d ToRotation2d() const { return Rotation2d{Z()}; }
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private:
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Quaternion m_q;
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};
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WPILIB_DLLEXPORT
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void to_json(wpi::json& json, const Rotation3d& rotation);
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WPILIB_DLLEXPORT
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void from_json(const wpi::json& json, Rotation3d& rotation);
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} // namespace frc
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#include "frc/geometry/proto/Rotation3dProto.h"
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#include "frc/geometry/struct/Rotation3dStruct.h"
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