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roll_pitch_yaw.cc
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roll_pitch_yaw.cc
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#include "drake/math/roll_pitch_yaw.h"
#include <string>
#include <fmt/format.h>
#include <fmt/ostream.h>
#include "drake/math/rotation_matrix.h"
namespace drake {
namespace math {
template <typename T>
RotationMatrix<T> RollPitchYaw<T>::ToRotationMatrix() const {
return RotationMatrix<T>(*this);
}
template <typename T>
void RollPitchYaw<T>::SetFromRotationMatrix(const RotationMatrix<T>& R) {
SetFromQuaternionAndRotationMatrix(R.ToQuaternion(), R);
}
template <typename T>
void RollPitchYaw<T>::SetFromQuaternion(
const Eigen::Quaternion<T>& quaternion) {
SetFromQuaternionAndRotationMatrix(quaternion, RotationMatrix<T>(quaternion));
}
template <typename T>
void RollPitchYaw<T>::SetFromQuaternionAndRotationMatrix(
const Eigen::Quaternion<T>& quaternion, const RotationMatrix<T>& R) {
const Vector3<T> rpy =
CalcRollPitchYawFromQuaternionAndRotationMatrix(quaternion, R.matrix());
SetOrThrowIfNotValidInDebugBuild(rpy);
#ifdef DRAKE_ASSERT_IS_ARMED
// Verify that arguments to this method make sense. Ensure the
// rotation_matrix and quaternion correspond to the same orientation.
constexpr double kEpsilon = std::numeric_limits<double>::epsilon();
const RotationMatrix<T> R_quaternion(quaternion);
constexpr double tolerance = 20 * kEpsilon;
if (!R_quaternion.IsNearlyEqualTo(R, tolerance)) {
std::string message = fmt::format("RollPitchYaw::{}():"
" An element of the RotationMatrix R passed to this method differs by"
" more than {:G} from the corresponding element of the RotationMatrix"
" formed by the Quaternion passed to this method. To avoid this"
" inconsistency, ensure the orientation of R and Quaternion align."
" ({}:{}).", __func__, tolerance, __FILE__, __LINE__);
throw std::logic_error(message);
}
// This algorithm converts a quaternion and %RotationMatrix to %RollPitchYaw.
// It is tested by converting the returned %RollPitchYaw to a %RotationMatrix
// and verifying the rotation matrices are within kEpsilon of each other.
// Assuming sine, cosine are accurate to 4*(standard double-precision epsilon
// = 2.22E-16) and there are two sets of two multiplies and one addition for
// each rotation matrix element, I decided to test with 20 * kEpsilon:
// (1+4*eps)*(1+4*eps)*(1+4*eps) = 1 + 3*(4*eps) + 3*(4*eps)^2 + (4*eps)^3.
// Each + or * or sqrt rounds-off, which can introduce 1/2 eps for each.
// Use: (12*eps) + (4 mults + 1 add) * 1/2 eps = 17.5 eps.
const RollPitchYaw<T> roll_pitch_yaw(rpy);
const RotationMatrix<T> R_rpy = RotationMatrix<T>(roll_pitch_yaw);
DRAKE_ASSERT(R_rpy.IsNearlyEqualTo(R, 20 * kEpsilon));
#endif
}
// <h3>Theory</h3>
//
// This algorithm was created October 2016 by Paul Mitiguy for TRI (Toyota).
// We believe this is a new algorithm (not previously published).
// Some theory/formulation of this algorithm is provided below. More detail
// is in Chapter 6 Rotation Matrices II [Mitiguy 2017] (reference below).
// <pre>
// Notation: Angles q1, q2, q3 designate SpaceXYZ "roll, pitch, yaw" angles.
// A quaternion can be defined in terms of an angle-axis rotation by
// an angle `theta` about a unit vector `lambda`. For example,
// consider right-handed orthogonal unit vectors Ax, Ay, Az and
// Bx, By, Bz fixed in a frame A and a rigid body B, respectively.
// Initially, Bx = Ax, By = Ay, Bz = Az, then B is subjected to a
// right-handed rotation relative to frame A by an angle `theta`
// about `lambda = L1*Ax + L2*Ay + L3*Az = L1*Bx + L2*By + L3*Bz`.
// The elements of `quaternion` are defined e0, e1, e2, e3 as
// `e0 = cos(theta/2)`, `e1 = L1*sin(theta/2)`,
// `e2 = L2*sin(theta/2)`, `e3 = L3*sin(theta/2)`.
//
// Step 1. The 3x3 rotation matrix R is only used (in conjunction with the
// atan2 function) to accurately calculate the pitch angle q2.
// Note: Since only 5 elements of R are used, the algorithm could be
// made slightly more efficient by computing/passing only those 5
// elements (e.g., not calculating the other 4 elements) and/or
// manipulating the relationship between `R` and quaternion to
// further reduce calculations.
//
// Step 2. Realize the quaternion passed to the function can be regarded as
// resulting from multiplication of certain 4x4 and 4x1 matrices, or
// multiplying three rotation quaternions (Hamilton product), to give:
// e0 = sin(q1/2)*sin(q2/2)*sin(q3/2) + cos(q1/2)*cos(q2/2)*cos(q3/2)
// e1 = sin(q3/2)*cos(q1/2)*cos(q2/2) - sin(q1/2)*sin(q2/2)*cos(q3/2)
// e2 = sin(q1/2)*sin(q3/2)*cos(q2/2) + sin(q2/2)*cos(q1/2)*cos(q3/2)
// e3 = sin(q1/2)*cos(q2/2)*cos(q3/2) - sin(q2/2)*sin(q3/2)*cos(q1/2)
//
// Reference for step 2: Chapter 6 Rotation Matrices II [Mitiguy 2017]
//
// Step 3. Since q2 has already been calculated (in Step 1), substitute
// cos(q2/2) = A and sin(q2/2) = f*A.
// Note: The final results are independent of A and f = tan(q2/2).
// Note: -pi/2 <= q2 <= pi/2 so -0.707 <= [A = cos(q2/2)] <= 0.707
// and -1 <= [f = tan(q2/2)] <= 1.
//
// Step 4. Referring to Step 2 form: (1+f)*e1 + (1+f)*e3 and rearrange to:
// sin(q1/2+q3/2) = (e1+e3)/(A*(1-f))
//
// Referring to Step 2 form: (1+f)*e0 - (1+f)*e2 and rearrange to:
// cos(q1/2+q3/2) = (e0-e2)/(A*(1-f))
//
// Combine the two previous results to produce:
// 1/2*( q1 + q3 ) = atan2( e1+e3, e0-e2 )
//
// Step 5. Referring to Step 2 form: (1-f)*e1 - (1-f)*e3 and rearrange to:
// sin(q1/5-q3/5) = -(e1-e3)/(A*(1+f))
//
// Referring to Step 2 form: (1-f)*e0 + (1-f)*e2 and rearrange to:
// cos(q1/2-q3/2) = (e0+e2)/(A*(1+f))
//
// Combine the two previous results to produce:
// 1/2*( q1 - q3 ) = atan2( e3-e1, e0+e2 )
//
// Step 6. Combine Steps 4 and 5 and solve the linear equations for q1, q3.
// Use zA, zB to handle case in which both atan2 arguments are 0.
// zA = (e1+e3==0 && e0-e2==0) ? 0 : atan2( e1+e3, e0-e2 );
// zB = (e3-e1==0 && e0+e2==0) ? 0 : atan2( e3-e1, e0+e2 );
// Solve: 1/2*( q1 + q3 ) = zA To produce: q1 = zA + zB
// 1/2*( q1 - q3 ) = zB q3 = zA - zB
//
// Step 7. As necessary, modify angles by 2*PI to return angles in range:
// -pi <= q1 <= pi
// -pi/2 <= q2 <= pi/2
// -pi <= q3 <= pi
//
// [Mitiguy, 2017]: "Advanced Dynamics and Motion Simulation,
// For professional engineers and scientists,"
// Prodigy Press, Sunnyvale CA, 2017 (Paul Mitiguy).
// Available at www.MotionGenesis.com
// </pre>
// @note This algorithm is specific to SpaceXYZ (roll-pitch-yaw) order.
// It is easily modified for other SpaceIJK and BodyIJI rotation sequences.
// @author Paul Mitiguy
template <typename T>
Vector3<T> CalcRollPitchYawFromQuaternionAndRotationMatrix(
const Eigen::Quaternion<T>& quaternion, const Matrix3<T>& R) {
using std::atan2;
using std::sqrt;
using std::abs;
// Calculate q2 using lots of information in the rotation matrix.
// Rsum = abs( cos(q2) ) is inherently non-negative.
// R20 = -sin(q2) may be negative, zero, or positive.
const T R22 = R(2, 2);
const T R21 = R(2, 1);
const T R10 = R(1, 0);
const T R00 = R(0, 0);
const T Rsum = sqrt((R22 * R22 + R21 * R21 + R10 * R10 + R00 * R00) / 2);
const T R20 = R(2, 0);
const T q2 = atan2(-R20, Rsum);
// Calculate q1 and q3 from Steps 2-6 (documented above).
const T e0 = quaternion.w(), e1 = quaternion.x();
const T e2 = quaternion.y(), e3 = quaternion.z();
const T yA = e1 + e3, xA = e0 - e2;
const T yB = e3 - e1, xB = e0 + e2;
const T epsilon = Eigen::NumTraits<T>::epsilon();
const auto isSingularA = abs(yA) <= epsilon && abs(xA) <= epsilon;
const auto isSingularB = abs(yB) <= epsilon && abs(xB) <= epsilon;
const T zA = if_then_else(isSingularA, T{0.0}, atan2(yA, xA));
const T zB = if_then_else(isSingularB, T{0.0}, atan2(yB, xB));
T q1 = zA - zB; // First angle in rotation sequence.
T q3 = zA + zB; // Third angle in rotation sequence.
// If necessary, modify angles q1 and/or q3 to be between -pi and pi.
if (q1 > M_PI) q1 = q1 - 2 * M_PI;
if (q1 < -M_PI) q1 = q1 + 2 * M_PI;
if (q3 > M_PI) q3 = q3 - 2 * M_PI;
if (q3 < -M_PI) q3 = q3 + 2 * M_PI;
// Return in Drake/ROS conventional SpaceXYZ q1, q2, q3 (roll-pitch-yaw) order
// (which is equivalent to BodyZYX q3, q2, q1 order).
return Vector3<T>(q1, q2, q3);
}
template <typename T>
boolean<T> RollPitchYaw<T>::IsNearlySameOrientation(
const RollPitchYaw<T>& other, double tolerance) const {
// Note: When pitch is close to PI/2 or -PI/2, derivative calculations for
// Euler angles can encounter numerical problems (dividing by nearly 0).
// Although values of angles may "jump around" (difficult derivatives), the
// angles' values should be able to be accurately reproduced.
const RotationMatrix<T> R1(*this);
const RotationMatrix<T> R2(other);
return R1.IsNearlyEqualTo(R2, tolerance);
}
template <typename T>
void RollPitchYaw<T>::ThrowPitchAngleViolatesGimbalLockTolerance(
const char* function_name, const char* file_name, const int line_number,
const T& pitch_angle) {
const double pitch_radians = ExtractDoubleOrThrow(pitch_angle);
const double cos_pitch_angle = std::cos(pitch_radians);
DRAKE_ASSERT(DoesCosPitchAngleViolateGimbalLockTolerance(cos_pitch_angle));
const double tolerance_degrees =
GimbalLockPitchAngleTolerance() * 180 / M_PI;
std::string message = fmt::format("RollPitchYaw::{}():"
" Pitch angle p = {:G} degrees is within {:G} degrees of gimbal-lock."
" There is a divide-by-zero error (singularity) at gimbal-lock. Pitch"
" angles near gimbal-lock cause numerical inaccuracies. To avoid this"
" orientation singularity, use a quaternion -- not RollPitchYaw."
" ({}:{}).", function_name, pitch_radians * 180 / M_PI,
tolerance_degrees, file_name, line_number);
throw std::logic_error(message);
}
} // namespace math
} // namespace drake
DRAKE_DEFINE_CLASS_TEMPLATE_INSTANTIATIONS_ON_DEFAULT_SCALARS(
class ::drake::math::RollPitchYaw)