#pragma once #include "types.hpp" #include #include #include namespace madrona_gpudrive { namespace utils { template inline float NormalizeAngle(T angle) { const T ret = fmod(angle, madrona::math::pi_m2); return ret > madrona::math::pi ? ret - madrona::math::pi_m2 : (ret < -madrona::math::pi ? ret + madrona::math::pi_m2 : ret); } template inline T AngleAdd(T lhs, T rhs) { return NormalizeAngle(lhs + rhs); } inline float quatToYaw(madrona::base::Rotation q) { // From // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Quaternion_to_Euler_angles_(in_3-2-1_sequence)_conversion return atan2(2.0f * (q.w * q.z + q.x * q.y), 1.0f - 2.0f * (q.y * q.y + q.z * q.z)); } class ReferenceFrame { public: ReferenceFrame(const madrona::math::Vector2 &position, const madrona::base::Rotation &rotation) : referenceRotation(rotation), referencePosition(position) {} madrona_gpudrive::MapObservation observationOf(const madrona::math::Vector3 &position, const madrona::base::Rotation &rotation, const Scale &scale, madrona_gpudrive::EntityType type, float id, MapType mapType = MapType::UNKNOWN) const { return madrona_gpudrive::MapObservation{.position = relative(position), .scale = scale, .heading = relative(rotation), .type = static_cast(type), .id = static_cast(id), .mapType = static_cast(mapType)}; } float distanceTo(const madrona::math::Vector3 &position) const { return relative(position).length(); } private: madrona::math::Vector2 relative(const madrona::math::Vector3 &absolutePos) const { auto relativePosition = absolutePos.xy() - referencePosition; return referenceRotation.inv() .rotateVec({relativePosition.x, relativePosition.y, 0}) .xy(); } float relative(const madrona::base::Rotation &absoluteRot) const { return madrona_gpudrive::utils::quatToYaw(referenceRotation.inv() * absoluteRot); } madrona::math::Vector2 referencePosition; madrona::base::Rotation referenceRotation; }; }}