/* * 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; /// /// Transform operations for Cartographer. /// public static class TransformOperations { /// /// Returns the non-negative rotation angle in radians of the 3D transformation. /// 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)); } /// /// 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. /// public static double GetYaw(Quaternion rotation) { var direction = Vector3.Transform(Vector3.UnitX, rotation); return Math.Atan2(direction.Y, direction.X); } /// /// Returns the yaw component in radians of the given 3D transformation. /// public static double GetYaw(Rigid3d transform) { return GetYaw(transform.Rotation); } /// /// 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. /// 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) ); } /// /// Returns a quaternion representing the same rotation as the given angle-axis vector. /// 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 )); } /// /// Projects 'transform' onto the XY plane. /// 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); } /// /// Embeds 'transform' into 3D space in the XY plane. /// 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); } /// /// Interpolates between two transforms at different times. /// 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); } /// /// Spherical linear interpolation of quaternions. /// 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) ); } }