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BQP/srcs/RobotNet10/RobotApp/Communication/CartographerSharp/Transform/TransformOperations.cs
2026-07-13 09:25:40 +07:00

202 lines
7.1 KiB
C#

/*
* Copyright 2016 The Cartographer Authors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using RobotNet10.Shared.Numbers;
namespace CartographerSharp.Transform;
/// <summary>
/// Transform operations for Cartographer.
/// </summary>
public static class TransformOperations
{
/// <summary>
/// Returns the non-negative rotation angle in radians of the 3D transformation.
/// </summary>
public static double GetAngle(Rigid3d transform)
{
var vec = new Vector3(transform.Rotation.X, transform.Rotation.Y, transform.Rotation.Z);
var vecNorm = vec.Length();
return 2.0 * Math.Atan2(vecNorm, Math.Abs(transform.Rotation.W));
}
/// <summary>
/// Returns the yaw component in radians of the given 3D rotation.
/// Assuming rotation is composed of three rotations around X, then Y, then Z,
/// returns the angle of the Z rotation.
/// </summary>
public static double GetYaw(Quaternion rotation)
{
var direction = Vector3.Transform(Vector3.UnitX, rotation);
return Math.Atan2(direction.Y, direction.X);
}
/// <summary>
/// Returns the yaw component in radians of the given 3D transformation.
/// </summary>
public static double GetYaw(Rigid3d transform)
{
return GetYaw(transform.Rotation);
}
/// <summary>
/// Returns an angle-axis vector (a vector with the length of the rotation angle
/// pointing to the direction of the rotation axis) representing the same
/// rotation as the given quaternion.
/// </summary>
public static Vector3 RotationQuaternionToAngleAxisVector(Quaternion quaternion)
{
var normalized = Quaternion.Normalize(quaternion);
// We choose the quaternion with positive 'w', i.e., the one with a smaller
// angle that represents this orientation.
if (normalized.W < 0.0)
{
normalized = new Quaternion(-normalized.X, -normalized.Y, -normalized.Z, -normalized.W);
}
// We convert the normalized_quaternion into a vector along the rotation axis
// with length of the rotation angle.
var vec = new Vector3(normalized.X, normalized.Y, normalized.Z);
var vecNorm = vec.Length();
const double kCutoffAngle = 1e-7; // We linearize below this angle.
var angle = 2.0 * Math.Atan2(vecNorm, normalized.W);
var scale = angle < kCutoffAngle ? 2.0 : angle / Math.Sin(angle / 2.0);
return new Vector3(
(scale * normalized.X),
(scale * normalized.Y),
(scale * normalized.Z)
);
}
/// <summary>
/// Returns a quaternion representing the same rotation as the given angle-axis vector.
/// </summary>
public static Quaternion AngleAxisVectorToRotationQuaternion(Vector3 angleAxis)
{
const double kCutoffAngle = 1e-8; // We linearize below this angle.
var norm = angleAxis.Length();
double scale = 0.5;
double w = 1.0;
if (norm * norm > kCutoffAngle)
{
scale = Math.Sin(norm / 2.0) / norm;
w = Math.Cos(norm / 2.0);
}
return Quaternion.Normalize(new Quaternion(
(scale * angleAxis.X),
(scale * angleAxis.Y),
(scale * angleAxis.Z),
w
));
}
/// <summary>
/// Projects 'transform' onto the XY plane.
/// </summary>
public static Rigid2d Project2D(Rigid3d transform)
{
var translation2D = new Vector2(transform.Translation.X, transform.Translation.Y);
var yaw = GetYaw(transform);
return new Rigid2d(translation2D, yaw);
}
/// <summary>
/// Embeds 'transform' into 3D space in the XY plane.
/// </summary>
public static Rigid3d Embed3D(Rigid2d transform)
{
var translation3D = new Vector3(transform.Translation.X, transform.Translation.Y, 0.0);
var rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, transform.Rotation);
return new Rigid3d(translation3D, rotation);
}
/// <summary>
/// Interpolates between two transforms at different times.
/// </summary>
public static Rigid3d Interpolate(
Rigid3d startTransform,
long startTime,
Rigid3d endTransform,
long endTime,
long targetTime)
{
if (startTime == endTime)
{
return startTransform;
}
var factor = (double)(targetTime - startTime) / (endTime - startTime);
factor = Math.Max(0.0, Math.Min(1.0, factor)); // Clamp to [0, 1]
// Interpolate translation linearly
var interpolatedTranslation = new Vector3(
(startTransform.Translation.X + factor * (endTransform.Translation.X - startTransform.Translation.X)),
(startTransform.Translation.Y + factor * (endTransform.Translation.Y - startTransform.Translation.Y)),
(startTransform.Translation.Z + factor * (endTransform.Translation.Z - startTransform.Translation.Z))
);
// Interpolate rotation using SLERP
var interpolatedRotation = SlerpQuaternions(
startTransform.Rotation,
endTransform.Rotation,
factor
);
return new Rigid3d(interpolatedTranslation, interpolatedRotation);
}
/// <summary>
/// Spherical linear interpolation of quaternions.
/// </summary>
private static Quaternion SlerpQuaternions(Quaternion start, Quaternion end, double factor)
{
start = Quaternion.Normalize(start);
end = Quaternion.Normalize(end);
var cosTheta = start.W * end.W + start.X * end.X + start.Y * end.Y + start.Z * end.Z;
var absCosTheta = Math.Abs(cosTheta);
double prevScale = 1.0 - factor;
double nextScale = factor;
if (absCosTheta < 1.0 - 1e-5)
{
var theta = Math.Acos(absCosTheta);
var sinTheta = Math.Sin(theta);
prevScale = Math.Sin((1.0 - factor) * theta) / sinTheta;
nextScale = Math.Sin(factor * theta) / sinTheta;
}
if (cosTheta < 0.0)
{
nextScale = -nextScale;
}
return new Quaternion(
(prevScale * start.X + nextScale * end.X),
(prevScale * start.Y + nextScale * end.Y),
(prevScale * start.Z + nextScale * end.Z),
(prevScale * start.W + nextScale * end.W)
);
}
}