""" 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])