202 lines
7.1 KiB
C#
202 lines
7.1 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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/// Transform operations for Cartographer.
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/// </summary>
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public static class TransformOperations
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{
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/// <summary>
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/// Returns the non-negative rotation angle in radians of the 3D transformation.
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/// </summary>
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public static double GetAngle(Rigid3d transform)
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{
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var vec = new Vector3(transform.Rotation.X, transform.Rotation.Y, transform.Rotation.Z);
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var vecNorm = vec.Length();
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return 2.0 * Math.Atan2(vecNorm, Math.Abs(transform.Rotation.W));
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}
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/// <summary>
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/// Returns the yaw component in radians of the given 3D rotation.
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/// Assuming rotation is composed of three rotations around X, then Y, then Z,
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/// returns the angle of the Z rotation.
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/// </summary>
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public static double GetYaw(Quaternion rotation)
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{
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var direction = Vector3.Transform(Vector3.UnitX, rotation);
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return Math.Atan2(direction.Y, direction.X);
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}
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/// <summary>
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/// Returns the yaw component in radians of the given 3D transformation.
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/// </summary>
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public static double GetYaw(Rigid3d transform)
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{
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return GetYaw(transform.Rotation);
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}
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/// <summary>
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/// Returns an angle-axis vector (a vector with the length of the rotation angle
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/// pointing to the direction of the rotation axis) representing the same
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/// rotation as the given quaternion.
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/// </summary>
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public static Vector3 RotationQuaternionToAngleAxisVector(Quaternion quaternion)
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{
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var normalized = Quaternion.Normalize(quaternion);
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// We choose the quaternion with positive 'w', i.e., the one with a smaller
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// angle that represents this orientation.
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if (normalized.W < 0.0)
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{
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normalized = new Quaternion(-normalized.X, -normalized.Y, -normalized.Z, -normalized.W);
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}
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// We convert the normalized_quaternion into a vector along the rotation axis
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// with length of the rotation angle.
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var vec = new Vector3(normalized.X, normalized.Y, normalized.Z);
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var vecNorm = vec.Length();
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const double kCutoffAngle = 1e-7; // We linearize below this angle.
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var angle = 2.0 * Math.Atan2(vecNorm, normalized.W);
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var scale = angle < kCutoffAngle ? 2.0 : angle / Math.Sin(angle / 2.0);
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return new Vector3(
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(scale * normalized.X),
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(scale * normalized.Y),
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(scale * normalized.Z)
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);
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}
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/// <summary>
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/// Returns a quaternion representing the same rotation as the given angle-axis vector.
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/// </summary>
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public static Quaternion AngleAxisVectorToRotationQuaternion(Vector3 angleAxis)
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{
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const double kCutoffAngle = 1e-8; // We linearize below this angle.
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var norm = angleAxis.Length();
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double scale = 0.5;
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double w = 1.0;
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if (norm * norm > kCutoffAngle)
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{
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scale = Math.Sin(norm / 2.0) / norm;
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w = Math.Cos(norm / 2.0);
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}
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return Quaternion.Normalize(new Quaternion(
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(scale * angleAxis.X),
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(scale * angleAxis.Y),
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(scale * angleAxis.Z),
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w
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));
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}
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/// <summary>
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/// Projects 'transform' onto the XY plane.
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/// </summary>
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public static Rigid2d Project2D(Rigid3d transform)
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{
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var translation2D = new Vector2(transform.Translation.X, transform.Translation.Y);
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var yaw = GetYaw(transform);
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return new Rigid2d(translation2D, yaw);
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}
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/// <summary>
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/// Embeds 'transform' into 3D space in the XY plane.
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/// </summary>
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public static Rigid3d Embed3D(Rigid2d transform)
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{
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var translation3D = new Vector3(transform.Translation.X, transform.Translation.Y, 0.0);
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var rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, transform.Rotation);
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return new Rigid3d(translation3D, rotation);
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}
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/// <summary>
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/// Interpolates between two transforms at different times.
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/// </summary>
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public static Rigid3d Interpolate(
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Rigid3d startTransform,
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long startTime,
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Rigid3d endTransform,
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long endTime,
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long targetTime)
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{
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if (startTime == endTime)
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{
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return startTransform;
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}
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var factor = (double)(targetTime - startTime) / (endTime - startTime);
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factor = Math.Max(0.0, Math.Min(1.0, factor)); // Clamp to [0, 1]
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// Interpolate translation linearly
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var interpolatedTranslation = new Vector3(
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(startTransform.Translation.X + factor * (endTransform.Translation.X - startTransform.Translation.X)),
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(startTransform.Translation.Y + factor * (endTransform.Translation.Y - startTransform.Translation.Y)),
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(startTransform.Translation.Z + factor * (endTransform.Translation.Z - startTransform.Translation.Z))
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);
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// Interpolate rotation using SLERP
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var interpolatedRotation = SlerpQuaternions(
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startTransform.Rotation,
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endTransform.Rotation,
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factor
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);
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return new Rigid3d(interpolatedTranslation, interpolatedRotation);
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}
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/// <summary>
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/// Spherical linear interpolation of quaternions.
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/// </summary>
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private static Quaternion SlerpQuaternions(Quaternion start, Quaternion end, double factor)
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{
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start = Quaternion.Normalize(start);
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end = Quaternion.Normalize(end);
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var cosTheta = start.W * end.W + start.X * end.X + start.Y * end.Y + start.Z * end.Z;
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var absCosTheta = Math.Abs(cosTheta);
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double prevScale = 1.0 - factor;
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double nextScale = factor;
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if (absCosTheta < 1.0 - 1e-5)
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{
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var theta = Math.Acos(absCosTheta);
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var sinTheta = Math.Sin(theta);
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prevScale = Math.Sin((1.0 - factor) * theta) / sinTheta;
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nextScale = Math.Sin(factor * theta) / sinTheta;
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}
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if (cosTheta < 0.0)
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{
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nextScale = -nextScale;
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}
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return new Quaternion(
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(prevScale * start.X + nextScale * end.X),
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(prevScale * start.Y + nextScale * end.Y),
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(prevScale * start.Z + nextScale * end.Z),
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(prevScale * start.W + nextScale * end.W)
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);
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}
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}
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