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Utility functions of matrix and vector transformations.
NOTE: convention for quaternions is (x, y, z, w)
"""
import math
import numpy as np
from robosuite.utils.numba import jit_decorator
PI = np.pi
EPS = np.finfo(float).eps * 4.0
# axis sequences for Euler angles
_NEXT_AXIS = [1, 2, 0, 1]
# map axes strings to/from tuples of inner axis, parity, repetition, frame
_AXES2TUPLE = {
"sxyz": (0, 0, 0, 0),
"sxyx": (0, 0, 1, 0),
"sxzy": (0, 1, 0, 0),
"sxzx": (0, 1, 1, 0),
"syzx": (1, 0, 0, 0),
"syzy": (1, 0, 1, 0),
"syxz": (1, 1, 0, 0),
"syxy": (1, 1, 1, 0),
"szxy": (2, 0, 0, 0),
"szxz": (2, 0, 1, 0),
"szyx": (2, 1, 0, 0),
"szyz": (2, 1, 1, 0),
"rzyx": (0, 0, 0, 1),
"rxyx": (0, 0, 1, 1),
"ryzx": (0, 1, 0, 1),
"rxzx": (0, 1, 1, 1),
"rxzy": (1, 0, 0, 1),
"ryzy": (1, 0, 1, 1),
"rzxy": (1, 1, 0, 1),
"ryxy": (1, 1, 1, 1),
"ryxz": (2, 0, 0, 1),
"rzxz": (2, 0, 1, 1),
"rxyz": (2, 1, 0, 1),
"rzyz": (2, 1, 1, 1),
}
_TUPLE2AXES = dict((v, k) for k, v in _AXES2TUPLE.items())
def convert_quat(q, to="xyzw"):
"""
Converts quaternion from one convention to another.
The convention to convert TO is specified as an optional argument.
If to == 'xyzw', then the input is in 'wxyz' format, and vice-versa.
Args:
q (np.array): a 4-dim array corresponding to a quaternion
to (str): either 'xyzw' or 'wxyz', determining which convention to convert to.
"""
if to == "xyzw":
return q[[1, 2, 3, 0]]
if to == "wxyz":
return q[[3, 0, 1, 2]]
raise Exception("convert_quat: choose a valid `to` argument (xyzw or wxyz)")
def quat_multiply(quaternion1, quaternion0):
"""
Return multiplication of two quaternions (q1 * q0).
E.g.:
>>> q = quat_multiply([1, -2, 3, 4], [-5, 6, 7, 8])
>>> np.allclose(q, [-44, -14, 48, 28])
True
Args:
quaternion1 (np.array): (x,y,z,w) quaternion
quaternion0 (np.array): (x,y,z,w) quaternion
Returns:
np.array: (x,y,z,w) multiplied quaternion
"""
x0, y0, z0, w0 = quaternion0
x1, y1, z1, w1 = quaternion1
return np.array(
(
x1 * w0 + y1 * z0 - z1 * y0 + w1 * x0,
-x1 * z0 + y1 * w0 + z1 * x0 + w1 * y0,
x1 * y0 - y1 * x0 + z1 * w0 + w1 * z0,
-x1 * x0 - y1 * y0 - z1 * z0 + w1 * w0,
),
dtype=np.float32,
)
def quat_conjugate(quaternion):
"""
Return conjugate of quaternion.
E.g.:
>>> q0 = random_quaternion()
>>> q1 = quat_conjugate(q0)
>>> q1[3] == q0[3] and all(q1[:3] == -q0[:3])
True
Args:
quaternion (np.array): (x,y,z,w) quaternion
Returns:
np.array: (x,y,z,w) quaternion conjugate
"""
return np.array(
(-quaternion[0], -quaternion[1], -quaternion[2], quaternion[3]),
dtype=np.float32,
)
def quat_inverse(quaternion):
"""
Return inverse of quaternion.
E.g.:
>>> q0 = random_quaternion()
>>> q1 = quat_inverse(q0)
>>> np.allclose(quat_multiply(q0, q1), [0, 0, 0, 1])
True
Args:
quaternion (np.array): (x,y,z,w) quaternion
Returns:
np.array: (x,y,z,w) quaternion inverse
"""
return quat_conjugate(quaternion) / np.dot(quaternion, quaternion)
def quat_distance(quaternion1, quaternion0):
"""
Returns distance between two quaternions, such that distance * quaternion0 = quaternion1
Args:
quaternion1 (np.array): (x,y,z,w) quaternion
quaternion0 (np.array): (x,y,z,w) quaternion
Returns:
np.array: (x,y,z,w) quaternion distance
"""
return quat_multiply(quaternion1, quat_inverse(quaternion0))
def quat_slerp(quat0, quat1, fraction, shortestpath=True):
"""
Return spherical linear interpolation between two quaternions.
E.g.:
>>> q0 = random_quat()
>>> q1 = random_quat()
>>> q = quat_slerp(q0, q1, 0.0)
>>> np.allclose(q, q0)
True
>>> q = quat_slerp(q0, q1, 1.0)
>>> np.allclose(q, q1)
True
>>> q = quat_slerp(q0, q1, 0.5)
>>> angle = math.acos(np.dot(q0, q))
>>> np.allclose(2.0, math.acos(np.dot(q0, q1)) / angle) or \
np.allclose(2.0, math.acos(-np.dot(q0, q1)) / angle)
True
Args:
quat0 (np.array): (x,y,z,w) quaternion startpoint
quat1 (np.array): (x,y,z,w) quaternion endpoint
fraction (float): fraction of interpolation to calculate
shortestpath (bool): If True, will calculate the shortest path
Returns:
np.array: (x,y,z,w) quaternion distance
"""
q0 = unit_vector(quat0[:4])
q1 = unit_vector(quat1[:4])
if fraction == 0.0:
return q0
elif fraction == 1.0:
return q1
d = np.dot(q0, q1)
if abs(abs(d) - 1.0) < EPS:
return q0
if shortestpath and d < 0.0:
# invert rotation
d = -d
q1 *= -1.0
angle = math.acos(np.clip(d, -1, 1))
if abs(angle) < EPS:
return q0
isin = 1.0 / math.sin(angle)
q0 *= math.sin((1.0 - fraction) * angle) * isin
q1 *= math.sin(fraction * angle) * isin
q0 += q1
return q0
def random_quat(rand=None):
"""
Return uniform random unit quaternion.
E.g.:
>>> q = random_quat()
>>> np.allclose(1.0, vector_norm(q))
True
>>> q = random_quat(np.random.random(3))
>>> q.shape
(4,)
Args:
rand (3-array or None): If specified, must be three independent random variables that are uniformly distributed
between 0 and 1.
Returns:
np.array: (x,y,z,w) random quaternion
"""
if rand is None:
rand = np.random.rand(3)
else:
assert len(rand) == 3
r1 = np.sqrt(1.0 - rand[0])
r2 = np.sqrt(rand[0])
pi2 = math.pi * 2.0
t1 = pi2 * rand[1]
t2 = pi2 * rand[2]
return np.array(
(np.sin(t1) * r1, np.cos(t1) * r1, np.sin(t2) * r2, np.cos(t2) * r2),
dtype=np.float32,
)
def random_axis_angle(angle_limit=None, random_state=None):
"""
Samples an axis-angle rotation by first sampling a random axis
and then sampling an angle. If @angle_limit is provided, the size
of the rotation angle is constrained.
If @random_state is provided (instance of np.random.RandomState), it
will be used to generate random numbers.
Args:
angle_limit (None or float): If set, determines magnitude limit of angles to generate
random_state (None or RandomState): RNG to use if specified
Raises:
AssertionError: [Invalid RNG]
"""
if angle_limit is None:
angle_limit = 2.0 * np.pi
if random_state is not None:
assert isinstance(random_state, np.random.RandomState)
npr = random_state
else:
npr = np.random
# sample random axis using a normalized sample from spherical Gaussian.
# see (http://extremelearning.com.au/how-to-generate-uniformly-random-points-on-n-spheres-and-n-balls/)
# for why it works.
random_axis = npr.randn(3)
random_axis /= np.linalg.norm(random_axis)
random_angle = npr.uniform(low=0.0, high=angle_limit)
return random_axis, random_angle
def vec(values):
"""
Converts value tuple into a numpy vector.
Args:
values (n-array): a tuple of numbers
Returns:
np.array: vector of given values
"""
return np.array(values, dtype=np.float32)
def mat4(array):
"""
Converts an array to 4x4 matrix.
Args:
array (n-array): the array in form of vec, list, or tuple
Returns:
np.array: a 4x4 numpy matrix
"""
return np.array(array, dtype=np.float32).reshape((4, 4))
def mat2pose(hmat):
"""
Converts a homogeneous 4x4 matrix into pose.
Args:
hmat (np.array): a 4x4 homogeneous matrix
Returns:
2-tuple:
- (np.array) (x,y,z) position array in cartesian coordinates
- (np.array) (x,y,z,w) orientation array in quaternion form
"""
pos = hmat[:3, 3]
orn = mat2quat(hmat[:3, :3])
return pos, orn
@jit_decorator
def mat2quat(rmat):
"""
Converts given rotation matrix to quaternion.
Args:
rmat (np.array): 3x3 rotation matrix
Returns:
np.array: (x,y,z,w) float quaternion angles
"""
M = np.asarray(rmat).astype(np.float32)[:3, :3]
m00 = M[0, 0]
m01 = M[0, 1]
m02 = M[0, 2]
m10 = M[1, 0]
m11 = M[1, 1]
m12 = M[1, 2]
m20 = M[2, 0]
m21 = M[2, 1]
m22 = M[2, 2]
# symmetric matrix K
K = np.array(
[
[m00 - m11 - m22, np.float32(0.0), np.float32(0.0), np.float32(0.0)],
[m01 + m10, m11 - m00 - m22, np.float32(0.0), np.float32(0.0)],
[m02 + m20, m12 + m21, m22 - m00 - m11, np.float32(0.0)],
[m21 - m12, m02 - m20, m10 - m01, m00 + m11 + m22],
]
)
K /= 3.0
# quaternion is Eigen vector of K that corresponds to largest eigenvalue
w, V = np.linalg.eigh(K)
inds = np.array([3, 0, 1, 2])
q1 = V[inds, np.argmax(w)]
if q1[0] < 0.0:
np.negative(q1, q1)
inds = np.array([1, 2, 3, 0])
return q1[inds]
def euler2mat(euler):
"""
Converts euler angles into rotation matrix form
Args:
euler (np.array): (r,p,y) angles
Returns:
np.array: 3x3 rotation matrix
Raises:
AssertionError: [Invalid input shape]
"""
euler = np.asarray(euler, dtype=np.float64)
assert euler.shape[-1] == 3, "Invalid shaped euler {}".format(euler)
ai, aj, ak = -euler[..., 2], -euler[..., 1], -euler[..., 0]
si, sj, sk = np.sin(ai), np.sin(aj), np.sin(ak)
ci, cj, ck = np.cos(ai), np.cos(aj), np.cos(ak)
cc, cs = ci * ck, ci * sk
sc, ss = si * ck, si * sk
mat = np.empty(euler.shape[:-1] + (3, 3), dtype=np.float64)
mat[..., 2, 2] = cj * ck
mat[..., 2, 1] = sj * sc - cs
mat[..., 2, 0] = sj * cc + ss
mat[..., 1, 2] = cj * sk
mat[..., 1, 1] = sj * ss + cc
mat[..., 1, 0] = sj * cs - sc
mat[..., 0, 2] = -sj
mat[..., 0, 1] = cj * si
mat[..., 0, 0] = cj * ci
return mat
def mat2euler(rmat, axes="sxyz"):
"""
Converts given rotation matrix to euler angles in radian.
Args:
rmat (np.array): 3x3 rotation matrix
axes (str): One of 24 axis sequences as string or encoded tuple (see top of this module)
Returns:
np.array: (r,p,y) converted euler angles in radian vec3 float
"""
try:
firstaxis, parity, repetition, frame = _AXES2TUPLE[axes.lower()]
except (AttributeError, KeyError):
firstaxis, parity, repetition, frame = axes
i = firstaxis
j = _NEXT_AXIS[i + parity]
k = _NEXT_AXIS[i - parity + 1]
M = np.asarray(rmat, dtype=np.float32)[:3, :3]
if repetition:
sy = math.sqrt(M[i, j] * M[i, j] + M[i, k] * M[i, k])
if sy > EPS:
ax = math.atan2(M[i, j], M[i, k])
ay = math.atan2(sy, M[i, i])
az = math.atan2(M[j, i], -M[k, i])
else:
ax = math.atan2(-M[j, k], M[j, j])
ay = math.atan2(sy, M[i, i])
az = 0.0
else:
cy = math.sqrt(M[i, i] * M[i, i] + M[j, i] * M[j, i])
if cy > EPS:
ax = math.atan2(M[k, j], M[k, k])
ay = math.atan2(-M[k, i], cy)
az = math.atan2(M[j, i], M[i, i])
else:
ax = math.atan2(-M[j, k], M[j, j])
ay = math.atan2(-M[k, i], cy)
az = 0.0
if parity:
ax, ay, az = -ax, -ay, -az
if frame:
ax, az = az, ax
return vec((ax, ay, az))
def pose2mat(pose):
"""
Converts pose to homogeneous matrix.
Args:
pose (2-tuple): a (pos, orn) tuple where pos is vec3 float cartesian, and
orn is vec4 float quaternion.
Returns:
np.array: 4x4 homogeneous matrix
"""
homo_pose_mat = np.zeros((4, 4), dtype=np.float32)
homo_pose_mat[:3, :3] = quat2mat(pose[1])
homo_pose_mat[:3, 3] = np.array(pose[0], dtype=np.float32)
homo_pose_mat[3, 3] = 1.0
return homo_pose_mat
@jit_decorator
def quat2mat(quaternion):
"""
Converts given quaternion to matrix.
Args:
quaternion (np.array): (x,y,z,w) vec4 float angles
Returns:
np.array: 3x3 rotation matrix
"""
# awkward semantics for use with numba
inds = np.array([3, 0, 1, 2])
q = np.asarray(quaternion).copy().astype(np.float32)[inds]
n = np.dot(q, q)
if n < EPS:
return np.identity(3)
q *= math.sqrt(2.0 / n)
q2 = np.outer(q, q)
return np.array(
[
[1.0 - q2[2, 2] - q2[3, 3], q2[1, 2] - q2[3, 0], q2[1, 3] + q2[2, 0]],
[q2[1, 2] + q2[3, 0], 1.0 - q2[1, 1] - q2[3, 3], q2[2, 3] - q2[1, 0]],
[q2[1, 3] - q2[2, 0], q2[2, 3] + q2[1, 0], 1.0 - q2[1, 1] - q2[2, 2]],
]
)
def quat2axisangle(quat):
"""
Converts quaternion to axis-angle format.
Returns a unit vector direction scaled by its angle in radians.
Args:
quat (np.array): (x,y,z,w) vec4 float angles
Returns:
np.array: (ax,ay,az) axis-angle exponential coordinates
"""
# clip quaternion
if quat[3] > 1.0:
quat[3] = 1.0
elif quat[3] < -1.0:
quat[3] = -1.0
den = np.sqrt(1.0 - quat[3] * quat[3])
if math.isclose(den, 0.0):
# This is (close to) a zero degree rotation, immediately return
return np.zeros(3)
return (quat[:3] * 2.0 * math.acos(quat[3])) / den
def axisangle2quat(vec):
"""
Converts scaled axis-angle to quat.
Args:
vec (np.array): (ax,ay,az) axis-angle exponential coordinates
Returns:
np.array: (x,y,z,w) vec4 float angles
"""
# Grab angle
angle = np.linalg.norm(vec)
# handle zero-rotation case
if math.isclose(angle, 0.0):
return np.array([0.0, 0.0, 0.0, 1.0])
# make sure that axis is a unit vector
axis = vec / angle
q = np.zeros(4)
q[3] = np.cos(angle / 2.0)
q[:3] = axis * np.sin(angle / 2.0)
return q
def pose_in_A_to_pose_in_B(pose_A, pose_A_in_B):
"""
Converts a homogenous matrix corresponding to a point C in frame A
to a homogenous matrix corresponding to the same point C in frame B.
Args:
pose_A (np.array): 4x4 matrix corresponding to the pose of C in frame A
pose_A_in_B (np.array): 4x4 matrix corresponding to the pose of A in frame B
Returns:
np.array: 4x4 matrix corresponding to the pose of C in frame B
"""
# pose of A in B takes a point in A and transforms it to a point in C.
# pose of C in B = pose of A in B * pose of C in A
# take a point in C, transform it to A, then to B
# T_B^C = T_A^C * T_B^A
return pose_A_in_B.dot(pose_A)
def pose_inv(pose):
"""
Computes the inverse of a homogeneous matrix corresponding to the pose of some
frame B in frame A. The inverse is the pose of frame A in frame B.
Args:
pose (np.array): 4x4 matrix for the pose to inverse
Returns:
np.array: 4x4 matrix for the inverse pose
"""
# Note, the inverse of a pose matrix is the following
# [R t; 0 1]^-1 = [R.T -R.T*t; 0 1]
# Intuitively, this makes sense.
# The original pose matrix translates by t, then rotates by R.
# We just invert the rotation by applying R-1 = R.T, and also translate back.
# Since we apply translation first before rotation, we need to translate by
# -t in the original frame, which is -R-1*t in the new frame, and then rotate back by
# R-1 to align the axis again.
pose_inv = np.zeros((4, 4))
pose_inv[:3, :3] = pose[:3, :3].T
pose_inv[:3, 3] = -pose_inv[:3, :3].dot(pose[:3, 3])
pose_inv[3, 3] = 1.0
return pose_inv
def _skew_symmetric_translation(pos_A_in_B):
"""
Helper function to get a skew symmetric translation matrix for converting quantities
between frames.
Args:
pos_A_in_B (np.array): (x,y,z) position of A in frame B
Returns:
np.array: 3x3 skew symmetric translation matrix
"""
return np.array(
[
0.0,
-pos_A_in_B[2],
pos_A_in_B[1],
pos_A_in_B[2],
0.0,
-pos_A_in_B[0],
-pos_A_in_B[1],
pos_A_in_B[0],
0.0,
]
).reshape((3, 3))
def vel_in_A_to_vel_in_B(vel_A, ang_vel_A, pose_A_in_B):
"""
Converts linear and angular velocity of a point in frame A to the equivalent in frame B.
Args:
vel_A (np.array): (vx,vy,vz) linear velocity in A
ang_vel_A (np.array): (wx,wy,wz) angular velocity in A
pose_A_in_B (np.array): 4x4 matrix corresponding to the pose of A in frame B
Returns:
2-tuple:
- (np.array) (vx,vy,vz) linear velocities in frame B
- (np.array) (wx,wy,wz) angular velocities in frame B
"""
pos_A_in_B = pose_A_in_B[:3, 3]
rot_A_in_B = pose_A_in_B[:3, :3]
skew_symm = _skew_symmetric_translation(pos_A_in_B)
vel_B = rot_A_in_B.dot(vel_A) + skew_symm.dot(rot_A_in_B.dot(ang_vel_A))
ang_vel_B = rot_A_in_B.dot(ang_vel_A)
return vel_B, ang_vel_B
def force_in_A_to_force_in_B(force_A, torque_A, pose_A_in_B):
"""
Converts linear and rotational force at a point in frame A to the equivalent in frame B.
Args:
force_A (np.array): (fx,fy,fz) linear force in A
torque_A (np.array): (tx,ty,tz) rotational force (moment) in A
pose_A_in_B (np.array): 4x4 matrix corresponding to the pose of A in frame B
Returns:
2-tuple:
- (np.array) (fx,fy,fz) linear forces in frame B
- (np.array) (tx,ty,tz) moments in frame B
"""
pos_A_in_B = pose_A_in_B[:3, 3]
rot_A_in_B = pose_A_in_B[:3, :3]
skew_symm = _skew_symmetric_translation(pos_A_in_B)
force_B = rot_A_in_B.T.dot(force_A)
torque_B = -rot_A_in_B.T.dot(skew_symm.dot(force_A)) + rot_A_in_B.T.dot(torque_A)
return force_B, torque_B
def rotation_matrix(angle, direction, point=None):
"""
Returns matrix to rotate about axis defined by point and direction.
E.g.:
>>> angle = (random.random() - 0.5) * (2*math.pi)
>>> direc = numpy.random.random(3) - 0.5
>>> point = numpy.random.random(3) - 0.5
>>> R0 = rotation_matrix(angle, direc, point)
>>> R1 = rotation_matrix(angle-2*math.pi, direc, point)
>>> is_same_transform(R0, R1)
True
>>> R0 = rotation_matrix(angle, direc, point)
>>> R1 = rotation_matrix(-angle, -direc, point)
>>> is_same_transform(R0, R1)
True
>>> I = numpy.identity(4, numpy.float32)
>>> numpy.allclose(I, rotation_matrix(math.pi*2, direc))
True
>>> numpy.allclose(2., numpy.trace(rotation_matrix(math.pi/2,
... direc, point)))
True
Args:
angle (float): Magnitude of rotation
direction (np.array): (ax,ay,az) axis about which to rotate
point (None or np.array): If specified, is the (x,y,z) point about which the rotation will occur
Returns:
np.array: 4x4 homogeneous matrix that includes the desired rotation
"""
sina = math.sin(angle)
cosa = math.cos(angle)
direction = unit_vector(direction[:3])
# rotation matrix around unit vector
R = np.array(((cosa, 0.0, 0.0), (0.0, cosa, 0.0), (0.0, 0.0, cosa)), dtype=np.float32)
R += np.outer(direction, direction) * (1.0 - cosa)
direction *= sina
R += np.array(
(
(0.0, -direction[2], direction[1]),
(direction[2], 0.0, -direction[0]),
(-direction[1], direction[0], 0.0),
),
dtype=np.float32,
)
M = np.identity(4)
M[:3, :3] = R
if point is not None:
# rotation not around origin
point = np.asarray(point[:3], dtype=np.float32)
M[:3, 3] = point - np.dot(R, point)
return M
def clip_translation(dpos, limit):
"""
Limits a translation (delta position) to a specified limit
Scales down the norm of the dpos to 'limit' if norm(dpos) > limit, else returns immediately
Args:
dpos (n-array): n-dim Translation being clipped (e,g.: (x, y, z)) -- numpy array
limit (float): Value to limit translation by -- magnitude (scalar, in same units as input)
Returns:
2-tuple:
- (np.array) Clipped translation (same dimension as inputs)
- (bool) whether the value was clipped or not
"""
input_norm = np.linalg.norm(dpos)
return (dpos * limit / input_norm, True) if input_norm > limit else (dpos, False)
def clip_rotation(quat, limit):
"""
Limits a (delta) rotation to a specified limit
Converts rotation to axis-angle, clips, then re-converts back into quaternion
Args:
quat (np.array): (x,y,z,w) rotation being clipped
limit (float): Value to limit rotation by -- magnitude (scalar, in radians)
Returns:
2-tuple:
- (np.array) Clipped rotation quaternion (x, y, z, w)
- (bool) whether the value was clipped or not
"""
clipped = False
# First, normalize the quaternion
quat = quat / np.linalg.norm(quat)
den = np.sqrt(max(1 - quat[3] * quat[3], 0))
if den == 0:
# This is a zero degree rotation, immediately return
return quat, clipped
else:
# This is all other cases
x = quat[0] / den
y = quat[1] / den
z = quat[2] / den
a = 2 * math.acos(quat[3])
# Clip rotation if necessary and return clipped quat
if abs(a) > limit:
a = limit * np.sign(a) / 2
sa = math.sin(a)
ca = math.cos(a)
quat = np.array([x * sa, y * sa, z * sa, ca])
clipped = True
return quat, clipped
def make_pose(translation, rotation):
"""
Makes a homogeneous pose matrix from a translation vector and a rotation matrix.
Args:
translation (np.array): (x,y,z) translation value
rotation (np.array): a 3x3 matrix representing rotation
Returns:
pose (np.array): a 4x4 homogeneous matrix
"""
pose = np.zeros((4, 4))
pose[:3, :3] = rotation
pose[:3, 3] = translation
pose[3, 3] = 1.0
return pose
def unit_vector(data, axis=None, out=None):
"""
Returns ndarray normalized by length, i.e. eucledian norm, along axis.
E.g.:
>>> v0 = numpy.random.random(3)
>>> v1 = unit_vector(v0)
>>> numpy.allclose(v1, v0 / numpy.linalg.norm(v0))
True
>>> v0 = numpy.random.rand(5, 4, 3)
>>> v1 = unit_vector(v0, axis=-1)
>>> v2 = v0 / numpy.expand_dims(numpy.sqrt(numpy.sum(v0*v0, axis=2)), 2)
>>> numpy.allclose(v1, v2)
True
>>> v1 = unit_vector(v0, axis=1)
>>> v2 = v0 / numpy.expand_dims(numpy.sqrt(numpy.sum(v0*v0, axis=1)), 1)
>>> numpy.allclose(v1, v2)
True
>>> v1 = numpy.empty((5, 4, 3), dtype=numpy.float32)
>>> unit_vector(v0, axis=1, out=v1)
>>> numpy.allclose(v1, v2)
True
>>> list(unit_vector([]))
[]
>>> list(unit_vector([1.0]))
[1.0]
Args:
data (np.array): data to normalize
axis (None or int): If specified, determines specific axis along data to normalize
out (None or np.array): If specified, will store computation in this variable
Returns:
None or np.array: If @out is not specified, will return normalized vector. Otherwise, stores the output in @out
"""
if out is None:
data = np.array(data, dtype=np.float32, copy=True)
if data.ndim == 1:
data /= math.sqrt(np.dot(data, data))
return data
else:
if out is not data:
out[:] = np.asarray(data)
data = out
length = np.atleast_1d(np.sum(data * data, axis))
np.sqrt(length, length)
if axis is not None:
length = np.expand_dims(length, axis)
data /= length
if out is None:
return data
def get_orientation_error(target_orn, current_orn):
"""
Returns the difference between two quaternion orientations as a 3 DOF numpy array.
For use in an impedance controller / task-space PD controller.
Args:
target_orn (np.array): (x, y, z, w) desired quaternion orientation
current_orn (np.array): (x, y, z, w) current quaternion orientation
Returns:
orn_error (np.array): (ax,ay,az) current orientation error, corresponds to
(target_orn - current_orn)
"""
current_orn = np.array([current_orn[3], current_orn[0], current_orn[1], current_orn[2]])
target_orn = np.array([target_orn[3], target_orn[0], target_orn[1], target_orn[2]])
pinv = np.zeros((3, 4))
pinv[0, :] = [-current_orn[1], current_orn[0], -current_orn[3], current_orn[2]]
pinv[1, :] = [-current_orn[2], current_orn[3], current_orn[0], -current_orn[1]]
pinv[2, :] = [-current_orn[3], -current_orn[2], current_orn[1], current_orn[0]]
orn_error = 2.0 * pinv.dot(np.array(target_orn))
return orn_error
def get_pose_error(target_pose, current_pose):
"""
Computes the error corresponding to target pose - current pose as a 6-dim vector.
The first 3 components correspond to translational error while the last 3 components
correspond to the rotational error.
Args:
target_pose (np.array): a 4x4 homogenous matrix for the target pose
current_pose (np.array): a 4x4 homogenous matrix for the current pose
Returns:
np.array: 6-dim pose error.
"""
error = np.zeros(6)
# compute translational error
target_pos = target_pose[:3, 3]
current_pos = current_pose[:3, 3]
pos_err = target_pos - current_pos
# compute rotational error
r1 = current_pose[:3, 0]
r2 = current_pose[:3, 1]
r3 = current_pose[:3, 2]
r1d = target_pose[:3, 0]
r2d = target_pose[:3, 1]
r3d = target_pose[:3, 2]
rot_err = 0.5 * (np.cross(r1, r1d) + np.cross(r2, r2d) + np.cross(r3, r3d))
error[:3] = pos_err
error[3:] = rot_err
return error
@jit_decorator
def matrix_inverse(matrix):
"""
Helper function to have an efficient matrix inversion function.
Args:
matrix (np.array): 2d-array representing a matrix
Returns:
np.array: 2d-array representing the matrix inverse
"""
return np.linalg.inv(matrix)
def rotate_2d_point(input, rot):
"""
rotate a 2d vector counterclockwise
Args:
input (np.array): 1d-array representing 2d vector
rot (float): rotation value
Returns:
np.array: rotated 1d-array
"""
input_x, input_y = input
x = input_x * np.cos(rot) - input_y * np.sin(rot)
y = input_x * np.sin(rot) + input_y * np.cos(rot)
return np.array([x, y])
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