244 lines
7.9 KiB
C#
244 lines
7.9 KiB
C#
/*
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* Copyright 2016 The Cartographer Authors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using RobotNet10.Shared.Numbers;
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namespace CartographerSharp.Transform;
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/// <summary>
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/// Represents a rigid 3D transformation (translation + rotation).
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/// </summary>
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/// <remarks>
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/// Creates a new rigid 3D transformation.
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/// </remarks>
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public struct Rigid3d(Vector3 translation, Quaternion rotation)
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{
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private Vector3 _translation = translation;
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private Quaternion _rotation = Quaternion.Normalize(rotation);
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/// <summary>
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/// Creates an identity transformation.
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/// </summary>
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public static Rigid3d Identity => new(Vector3.Zero, Quaternion.Identity);
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/// <summary>
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/// Creates a rotation-only transformation.
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/// </summary>
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public static Rigid3d FromRotation(Quaternion rotation)
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{
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return new Rigid3d(Vector3.Zero, rotation);
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}
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/// <summary>
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/// Creates a translation-only transformation.
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/// </summary>
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public static Rigid3d FromTranslation(Vector3 translation)
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{
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return new Rigid3d(translation, Quaternion.Identity);
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}
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/// <summary>
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/// Gets the translation component.
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/// </summary>
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public readonly Vector3 Translation => _translation;
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/// <summary>
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/// Gets the rotation quaternion.
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/// </summary>
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public readonly Quaternion Rotation => _rotation;
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/// <summary>
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/// Computes the inverse transformation.
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/// </summary>
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public readonly Rigid3d Inverse()
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{
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var invRotation = Quaternion.Conjugate(_rotation);
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var invTranslation = Vector3.Transform(-_translation, invRotation);
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return new Rigid3d(invTranslation, invRotation);
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}
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/// <summary>
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/// Transforms a point by this transformation.
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/// </summary>
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public readonly Vector3 TransformPoint(Vector3 point)
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{
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return Vector3.Transform(point, _rotation) + _translation;
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}
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/// <summary>
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/// Composes two transformations: this * other.
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/// </summary>
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public static Rigid3d operator *(Rigid3d lhs, Rigid3d rhs)
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{
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var composedTranslation = Vector3.Transform(rhs._translation, lhs._rotation) + lhs._translation;
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var composedRotation = Quaternion.Normalize(lhs._rotation * rhs._rotation);
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return new Rigid3d(composedTranslation, composedRotation);
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}
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/// <summary>
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/// Transforms a point by a transformation.
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/// </summary>
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public static Vector3 operator *(Rigid3d rigid, Vector3 point)
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{
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return rigid.TransformPoint(point);
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}
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/// <summary>
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/// Checks if the transformation is valid (no NaN values, quaternion is normalized).
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/// </summary>
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public readonly bool IsValid()
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{
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const double tolerance = 1e-3;
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var norm = _rotation.Length();
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var normDiff = Math.Abs(1.0 - norm);
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return !double.IsNaN(_translation.X) && !double.IsNaN(_translation.Y) && !double.IsNaN(_translation.Z) && normDiff < tolerance;
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}
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public override readonly string ToString()
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{
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return $"{{ t: [{_translation.X}, {_translation.Y}, {_translation.Z}], q: [{_rotation.W}, {_rotation.X}, {_rotation.Y}, {_rotation.Z}] }}";
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}
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}
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/// <summary>
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/// Float version of Rigid3.
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/// </summary>
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/// <remarks>
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/// Creates a new rigid 3D transformation.
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/// </remarks>
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public struct Rigid3f(Vector3 translation, Quaternion rotation)
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{
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private Vector3 _translation = translation;
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private Quaternion _rotation = Quaternion.Normalize(rotation);
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/// <summary>
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/// Creates an identity transformation.
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/// </summary>
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public static Rigid3f Identity => new(Vector3.Zero, Quaternion.Identity);
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/// <summary>
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/// Creates a rotation-only transformation.
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/// </summary>
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public static Rigid3f FromRotation(Quaternion rotation)
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{
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return new Rigid3f(Vector3.Zero, rotation);
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}
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/// <summary>
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/// Creates a translation-only transformation.
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/// </summary>
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public static Rigid3f FromTranslation(Vector3 translation)
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{
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return new Rigid3f(translation, Quaternion.Identity);
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}
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/// <summary>
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/// Gets the translation component.
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/// </summary>
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public readonly Vector3 Translation => _translation;
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/// <summary>
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/// Gets the rotation quaternion.
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/// </summary>
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public readonly Quaternion Rotation => _rotation;
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/// <summary>
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/// Computes the inverse transformation.
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/// </summary>
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public readonly Rigid3f Inverse()
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{
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var invRotation = Quaternion.Conjugate(_rotation);
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var invTranslation = Vector3.Transform(-_translation, invRotation);
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return new Rigid3f(invTranslation, invRotation);
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}
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/// <summary>
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/// Transforms a point by this transformation.
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/// </summary>
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public readonly Vector3 TransformPoint(Vector3 point)
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{
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return Vector3.Transform(point, _rotation) + _translation;
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}
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/// <summary>
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/// Composes two transformations: this * other.
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/// </summary>
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public static Rigid3f operator *(Rigid3f lhs, Rigid3f rhs)
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{
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var composedTranslation = Vector3.Transform(rhs._translation, lhs._rotation) + lhs._translation;
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var composedRotation = Quaternion.Normalize(lhs._rotation * rhs._rotation);
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return new Rigid3f(composedTranslation, composedRotation);
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}
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/// <summary>
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/// Transforms a point by a transformation.
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/// </summary>
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public static Vector3 operator *(Rigid3f rigid, Vector3 point)
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{
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return rigid.TransformPoint(point);
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}
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/// <summary>
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/// Checks if the transformation is valid (no NaN values, quaternion is normalized).
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/// </summary>
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public readonly bool IsValid()
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{
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const double tolerance = 1e-3;
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var norm = _rotation.Length();
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var normDiff = Math.Abs(1.0 - norm);
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return !double.IsNaN(_translation.X) && !double.IsNaN(_translation.Y) && !double.IsNaN(_translation.Z) &&
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normDiff < tolerance;
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}
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public override readonly string ToString()
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{
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return $"{{ t: [{_translation.X}, {_translation.Y}, {_translation.Z}], q: [{_rotation.W}, {_rotation.X}, {_rotation.Y}, {_rotation.Z}] }}";
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}
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}
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/// <summary>
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/// Converts (roll, pitch, yaw) to a unit length quaternion.
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/// Based on the URDF specification http://wiki.ros.org/urdf/XML/joint.
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/// </summary>
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public static class QuaternionUtils
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{
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/// <summary>
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/// Creates a quaternion from roll, pitch, yaw angles (in radians).
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/// Rotation order: roll (X), pitch (Y), yaw (Z).
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/// </summary>
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public static Quaternion RollPitchYaw(double roll, double pitch, double yaw)
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{
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var halfRoll = roll / 2.0;
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var halfPitch = pitch / 2.0;
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var halfYaw = yaw / 2.0;
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var cr = Math.Cos(halfRoll);
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var sr = Math.Sin(halfRoll);
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var cp = Math.Cos(halfPitch);
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var sp = Math.Sin(halfPitch);
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var cy = Math.Cos(halfYaw);
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var sy = Math.Sin(halfYaw);
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// Quaternion multiplication: yaw * pitch * roll
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var w = cr * cp * cy + sr * sp * sy;
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var x = sr * cp * cy - cr * sp * sy;
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var y = cr * sp * cy + sr * cp * sy;
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var z = cr * cp * sy - sr * sp * cy;
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return Quaternion.Normalize(new Quaternion(x, y, z, w));
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}
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}
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