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#!/usr/bin/env python
#
# vector3 and rotation matrix classes
# This follows the conventions in the ArduPilot code,
# and is essentially a python version of the AP_Math library
#
# Andrew Tridgell, March 2012
#
# This library is free software; you can redistribute it and/or modify it
# under the terms of the GNU Lesser General Public License as published by the
# Free Software Foundation; either version 2.1 of the License, or (at your
# option) any later version.
#
# This library is distributed in the hope that it will be useful, but WITHOUT
# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
# FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
# for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with this library; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
'''rotation matrix class
'''
from __future__ import print_function
from builtins import range
from builtins import object
from math import sin, cos, sqrt, asin, atan2, pi, radians, acos, degrees
class Vector3(object):
'''a vector'''
def __init__(self, x=None, y=None, z=None):
if x is not None and y is not None and z is not None:
self.x = float(x)
self.y = float(y)
self.z = float(z)
elif x is not None and len(x) == 3:
self.x = float(x[0])
self.y = float(x[1])
self.z = float(x[2])
elif x is not None:
raise ValueError('bad initialiser')
else:
self.x = float(0)
self.y = float(0)
self.z = float(0)
def __repr__(self):
return 'Vector3(%.2f, %.2f, %.2f)' % (self.x,
self.y,
self.z)
def __eq__(self, v):
return self.x == v.x and self.y == v.y and self.z == v.z
def __ne__(self, v):
return not self == v
def close(self, v, tol=1e-7):
return abs(self.x - v.x) < tol and \
abs(self.y - v.y) < tol and \
abs(self.z - v.z) < tol
def __add__(self, v):
return Vector3(self.x + v.x,
self.y + v.y,
self.z + v.z)
__radd__ = __add__
def __sub__(self, v):
return Vector3(self.x - v.x,
self.y - v.y,
self.z - v.z)
def __neg__(self):
return Vector3(-self.x, -self.y, -self.z)
def __rsub__(self, v):
return Vector3(v.x - self.x,
v.y - self.y,
v.z - self.z)
def __mul__(self, v):
if isinstance(v, Vector3):
'''dot product'''
return self.x*v.x + self.y*v.y + self.z*v.z
return Vector3(self.x * v,
self.y * v,
self.z * v)
__rmul__ = __mul__
def __div__(self, v):
return Vector3(self.x / v,
self.y / v,
self.z / v)
def __mod__(self, v):
'''cross product'''
return Vector3(self.y*v.z - self.z*v.y,
self.z*v.x - self.x*v.z,
self.x*v.y - self.y*v.x)
def __copy__(self):
return Vector3(self.x, self.y, self.z)
copy = __copy__
def length(self):
return sqrt(self.x**2 + self.y**2 + self.z**2)
def zero(self):
self.x = self.y = self.z = 0
def angle(self, v):
'''return the angle between this vector and another vector'''
return acos((self * v) / (self.length() * v.length()))
def normalized(self):
return self.__div__(self.length())
def normalize(self):
v = self.normalized()
self.x = v.x
self.y = v.y
self.z = v.z
class Matrix3(object):
'''a 3x3 matrix, intended as a rotation matrix'''
def __init__(self, a=None, b=None, c=None):
if a is not None and b is not None and c is not None:
self.a = a.copy()
self.b = b.copy()
self.c = c.copy()
else:
self.identity()
def __repr__(self):
return 'Matrix3((%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f))' % (
self.a.x, self.a.y, self.a.z,
self.b.x, self.b.y, self.b.z,
self.c.x, self.c.y, self.c.z)
def identity(self):
self.a = Vector3(1,0,0)
self.b = Vector3(0,1,0)
self.c = Vector3(0,0,1)
def transposed(self):
return Matrix3(Vector3(self.a.x, self.b.x, self.c.x),
Vector3(self.a.y, self.b.y, self.c.y),
Vector3(self.a.z, self.b.z, self.c.z))
def from_euler(self, roll, pitch, yaw):
'''fill the matrix from Euler angles in radians'''
cp = cos(pitch)
sp = sin(pitch)
sr = sin(roll)
cr = cos(roll)
sy = sin(yaw)
cy = cos(yaw)
self.a.x = cp * cy
self.a.y = (sr * sp * cy) - (cr * sy)
self.a.z = (cr * sp * cy) + (sr * sy)
self.b.x = cp * sy
self.b.y = (sr * sp * sy) + (cr * cy)
self.b.z = (cr * sp * sy) - (sr * cy)
self.c.x = -sp
self.c.y = sr * cp
self.c.z = cr * cp
def to_euler(self):
'''find Euler angles (321 convention) for the matrix'''
if self.c.x >= 1.0:
pitch = pi
elif self.c.x <= -1.0:
pitch = -pi
else:
pitch = -asin(self.c.x)
roll = atan2(self.c.y, self.c.z)
yaw = atan2(self.b.x, self.a.x)
return (roll, pitch, yaw)
def to_euler312(self):
'''find Euler angles (312 convention) for the matrix.
See http://www.atacolorado.com/eulersequences.doc
'''
T21 = self.a.y
T22 = self.b.y
T23 = self.c.y
T13 = self.c.x
T33 = self.c.z
yaw = atan2(-T21, T22)
roll = asin(T23)
pitch = atan2(-T13, T33)
return (roll, pitch, yaw)
def from_euler312(self, roll, pitch, yaw):
'''fill the matrix from Euler angles in radians in 312 convention'''
c3 = cos(pitch)
s3 = sin(pitch)
s2 = sin(roll)
c2 = cos(roll)
s1 = sin(yaw)
c1 = cos(yaw)
self.a.x = c1 * c3 - s1 * s2 * s3
self.b.y = c1 * c2
self.c.z = c3 * c2
self.a.y = -c2*s1
self.a.z = s3*c1 + c3*s2*s1
self.b.x = c3*s1 + s3*s2*c1
self.b.z = s1*s3 - s2*c1*c3
self.c.x = -s3*c2
self.c.y = s2
def determinant(self):
'''return determinant'''
ret = self.a.x * (self.b.y * self.c.z - self.b.z * self.c.y)
ret += self.a.y * (self.b.z * self.c.x - self.b.x * self.c.z)
ret += self.a.z * (self.b.x * self.c.y - self.b.y * self.c.x)
return ret
def invert(self):
'''invert 3x3 matrix, returning new matrix'''
d = self.determinant()
inv = Matrix3()
inv.a.x = (self.b.y * self.c.z - self.c.y * self.b.z) / d
inv.a.y = (self.a.z * self.c.y - self.a.y * self.c.z) / d
inv.a.z = (self.a.y * self.b.z - self.a.z * self.b.y) / d
inv.b.x = (self.b.z * self.c.x - self.b.x * self.c.z) / d
inv.b.y = (self.a.x * self.c.z - self.a.z * self.c.x) / d
inv.b.z = (self.b.x * self.a.z - self.a.x * self.b.z) / d
inv.c.x = (self.b.x * self.c.y - self.c.x * self.b.y) / d
inv.c.y = (self.c.x * self.a.y - self.a.x * self.c.y) / d
inv.c.z = (self.a.x * self.b.y - self.b.x * self.a.y) / d
return inv
def __add__(self, m):
return Matrix3(self.a + m.a, self.b + m.b, self.c + m.c)
__radd__ = __add__
def __sub__(self, m):
return Matrix3(self.a - m.a, self.b - m.b, self.c - m.c)
def __rsub__(self, m):
return Matrix3(m.a - self.a, m.b - self.b, m.c - self.c)
def __eq__(self, m):
return self.a == m.a and self.b == m.b and self.c == m.c
def __ne__(self, m):
return not self == m
def __mul__(self, other):
if isinstance(other, Vector3):
v = other
return Vector3(self.a.x * v.x + self.a.y * v.y + self.a.z * v.z,
self.b.x * v.x + self.b.y * v.y + self.b.z * v.z,
self.c.x * v.x + self.c.y * v.y + self.c.z * v.z)
elif isinstance(other, Matrix3):
m = other
return Matrix3(Vector3(self.a.x * m.a.x + self.a.y * m.b.x + self.a.z * m.c.x,
self.a.x * m.a.y + self.a.y * m.b.y + self.a.z * m.c.y,
self.a.x * m.a.z + self.a.y * m.b.z + self.a.z * m.c.z),
Vector3(self.b.x * m.a.x + self.b.y * m.b.x + self.b.z * m.c.x,
self.b.x * m.a.y + self.b.y * m.b.y + self.b.z * m.c.y,
self.b.x * m.a.z + self.b.y * m.b.z + self.b.z * m.c.z),
Vector3(self.c.x * m.a.x + self.c.y * m.b.x + self.c.z * m.c.x,
self.c.x * m.a.y + self.c.y * m.b.y + self.c.z * m.c.y,
self.c.x * m.a.z + self.c.y * m.b.z + self.c.z * m.c.z))
v = other
return Matrix3(self.a * v, self.b * v, self.c * v)
def __div__(self, v):
return Matrix3(self.a / v, self.b / v, self.c / v)
def __neg__(self):
return Matrix3(-self.a, -self.b, -self.c)
def __copy__(self):
return Matrix3(self.a, self.b, self.c)
copy = __copy__
def rotate(self, g):
'''rotate the matrix by a given amount on 3 axes,
where g is a vector of delta angles. Used
with DCM updates in mavextra.py'''
temp_matrix = Matrix3()
a = self.a
b = self.b
c = self.c
temp_matrix.a.x = a.y * g.z - a.z * g.y
temp_matrix.a.y = a.z * g.x - a.x * g.z
temp_matrix.a.z = a.x * g.y - a.y * g.x
temp_matrix.b.x = b.y * g.z - b.z * g.y
temp_matrix.b.y = b.z * g.x - b.x * g.z
temp_matrix.b.z = b.x * g.y - b.y * g.x
temp_matrix.c.x = c.y * g.z - c.z * g.y
temp_matrix.c.y = c.z * g.x - c.x * g.z
temp_matrix.c.z = c.x * g.y - c.y * g.x
self.a += temp_matrix.a
self.b += temp_matrix.b
self.c += temp_matrix.c
def normalize(self):
'''re-normalise a rotation matrix'''
error = self.a * self.b
t0 = self.a - (self.b * (0.5 * error))
t1 = self.b - (self.a * (0.5 * error))
t2 = t0 % t1
self.a = t0 * (1.0 / t0.length())
self.b = t1 * (1.0 / t1.length())
self.c = t2 * (1.0 / t2.length())
def trace(self):
'''the trace of the matrix'''
return self.a.x + self.b.y + self.c.z
def from_axis_angle(self, axis, angle):
'''create a rotation matrix from axis and angle'''
ux = axis.x
uy = axis.y
uz = axis.z
ct = cos(angle)
st = sin(angle)
self.a.x = ct + (1-ct) * ux**2
self.a.y = ux*uy*(1-ct) - uz*st
self.a.z = ux*uz*(1-ct) + uy*st
self.b.x = uy*ux*(1-ct) + uz*st
self.b.y = ct + (1-ct) * uy**2
self.b.z = uy*uz*(1-ct) - ux*st
self.c.x = uz*ux*(1-ct) - uy*st
self.c.y = uz*uy*(1-ct) + ux*st
self.c.z = ct + (1-ct) * uz**2
def from_two_vectors(self, vec1, vec2):
'''get a rotation matrix from two vectors.
This returns a rotation matrix which when applied to vec1
will produce a vector pointing in the same direction as vec2'''
angle = vec1.angle(vec2)
cross = vec1 % vec2
if cross.length() == 0:
# the two vectors are colinear
return self.from_euler(0,0,angle)
cross.normalize()
return self.from_axis_angle(cross, angle)
def close(self, m, tol=1e-7):
return self.a.close(m.a, tol) and self.b.close(m.b, tol) and self.c.close(m.c, tol)
class Plane(object):
'''a plane in 3 space, defined by a point and a vector normal'''
def __init__(self, point=None, normal=None):
if point is None:
point = Vector3(0,0,0)
if normal is None:
normal = Vector3(0, 0, 1)
self.point = point
self.normal = normal
class Line(object):
'''a line in 3 space, defined by a point and a vector'''
def __init__(self, point=None, vector=None):
if point is None:
point = Vector3(0,0,0)
if vector is None:
vector = Vector3(0, 0, 1)
self.point = point
self.vector = vector
def plane_intersection(self, plane, forward_only=False):
'''return point where line intersects with a plane'''
l_dot_n = self.vector * plane.normal
if l_dot_n == 0.0:
# line is parallel to the plane
return None
d = ((plane.point - self.point) * plane.normal) / l_dot_n
if forward_only and d < 0:
return None
return (self.vector * d) + self.point
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