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allwpilib/wpimath/src/main/native/cpp/geometry/Rotation3d.cpp

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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/Rotation3d.h"
#include <cmath>
#include <numbers>
#include <wpi/json.h>
#include "Eigen/Core"
#include "Eigen/LU"
#include "Eigen/QR"
#include "frc/fmt/Eigen.h"
#include "units/math.h"
#include "wpimath/MathShared.h"
using namespace frc;
Rotation3d::Rotation3d(const Quaternion& q) {
m_q = q.Normalize();
}
Rotation3d::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};
}
Rotation3d::Rotation3d(const Vectord<3>& axis, units::radian_t angle) {
double norm = axis.norm();
if (norm == 0.0) {
return;
}
// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Definition
Vectord<3> v = axis / norm * units::math::sin(angle / 2.0);
m_q = Quaternion{units::math::cos(angle / 2.0), v(0), v(1), v(2)};
}
Rotation3d::Rotation3d(const Matrixd<3, 3>& rotationMatrix) {
const auto& R = rotationMatrix;
// 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() - Matrixd<3, 3>::Identity()).norm() > 1e-9) {
std::string msg =
fmt::format("Rotation matrix isn't orthogonal\n\nR =\n{}\n", R);
wpi::math::MathSharedStore::ReportError(msg);
throw std::domain_error(msg);
}
if (std::abs(R.determinant() - 1.0) > 1e-9) {
std::string msg = fmt::format(
"Rotation matrix is orthogonal but not special orthogonal\n\nR =\n{}\n",
R);
wpi::math::MathSharedStore::ReportError(msg);
throw std::domain_error(msg);
}
// 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 / 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_q = Quaternion{w, x, y, z};
}
Rotation3d::Rotation3d(const Vectord<3>& initial, const Vectord<3>& final) {
double dot = initial.dot(final);
double normProduct = initial.norm() * 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 point in opposite directions so
// a 180 degree rotation is required. Any orthogonal vector can be used for
// it. Q in the QR decomposition is an orthonormal basis, so it contains
// orthogonal unit vectors.
Eigen::Matrix<double, 3, 1> X = initial;
Eigen::HouseholderQR<decltype(X)> qr{X};
Eigen::Matrix<double, 3, 3> Q = qr.householderQ();
// w = std::cos(θ/2) = std::cos(90°) = 0
//
// For x, y, and z, we use the second column of Q because the first is
// parallel instead of orthogonal. The third column would also work.
m_q = Quaternion{0.0, Q(0, 1), Q(1, 1), Q(2, 1)};
} else {
// initial x final
Eigen::Vector3d axis{initial(1) * final(2) - final(1) * initial(2),
final(0) * initial(2) - initial(0) * final(2),
initial(0) * final(1) - final(0) * initial(1)};
// https://stackoverflow.com/a/11741520
m_q = Quaternion{normProduct + dot, axis(0), axis(1), axis(2)}.Normalize();
}
}
Rotation3d Rotation3d::operator+(const Rotation3d& other) const {
return RotateBy(other);
}
Rotation3d Rotation3d::operator-(const Rotation3d& other) const {
return *this + -other;
}
Rotation3d Rotation3d::operator-() const {
return Rotation3d{m_q.Inverse()};
}
Rotation3d Rotation3d::operator*(double scalar) const {
// https://en.wikipedia.org/wiki/Slerp#Quaternion_Slerp
if (m_q.W() >= 0.0) {
return Rotation3d{{m_q.X(), m_q.Y(), m_q.Z()},
2.0 * units::radian_t{scalar * std::acos(m_q.W())}};
} else {
return Rotation3d{{-m_q.X(), -m_q.Y(), -m_q.Z()},
2.0 * units::radian_t{scalar * std::acos(-m_q.W())}};
}
}
Rotation3d Rotation3d::operator/(double scalar) const {
return *this * (1.0 / scalar);
}
Rotation3d Rotation3d::RotateBy(const Rotation3d& other) const {
return Rotation3d{other.m_q * m_q};
}
const Quaternion& Rotation3d::GetQuaternion() const {
return m_q;
}
units::radian_t Rotation3d::X() 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_conversion
return units::radian_t{
std::atan2(2.0 * (w * x + y * z), 1.0 - 2.0 * (x * x + y * y))};
}
units::radian_t Rotation3d::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_conversion
double ratio = 2.0 * (w * y - z * x);
if (std::abs(ratio) >= 1.0) {
return units::radian_t{std::copysign(std::numbers::pi / 2.0, ratio)};
} else {
return units::radian_t{std::asin(ratio)};
}
}
units::radian_t Rotation3d::Z() 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_conversion
return units::radian_t{
std::atan2(2.0 * (w * z + x * y), 1.0 - 2.0 * (y * y + z * z))};
}
Vectord<3> Rotation3d::Axis() const {
double norm = std::hypot(m_q.X(), m_q.Y(), m_q.Z());
if (norm == 0.0) {
return {0.0, 0.0, 0.0};
} else {
return {m_q.X() / norm, m_q.Y() / norm, m_q.Z() / norm};
}
}
units::radian_t Rotation3d::Angle() const {
double norm = std::hypot(m_q.X(), m_q.Y(), m_q.Z());
return units::radian_t{2.0 * std::atan2(norm, m_q.W())};
}
Rotation2d Rotation3d::ToRotation2d() const {
return Rotation2d{Z()};
}
void frc::to_json(wpi::json& json, const Rotation3d& rotation) {
json = wpi::json{{"quaternion", rotation.GetQuaternion()}};
}
void frc::from_json(const wpi::json& json, Rotation3d& rotation) {
rotation = Rotation3d{json.at("quaternion").get<Quaternion>()};
}