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quaternions.py
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quaternions.py
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'''Functions to operate on, or return, quaternions.
The module also includes functions for the closely related angle, axis
pair as a specification for rotation.
Quaternions here consist of 4 values ``w, x, y, z``, where ``w`` is the
real (scalar) part, and ``x, y, z`` are the complex (vector) part.
Note - rotation matrices here apply to column vectors, that is,
they are applied on the left of the vector. For example:
>>> import numpy as np
>>> q = [0, 1, 0, 0] # 180 degree rotation around axis 0
>>> M = quat2mat(q) # from this module
>>> vec = np.array([1, 2, 3]).reshape((3,1)) # column vector
>>> tvec = np.dot(M, vec)
'''
import math
import numpy as np
_MAX_FLOAT = np.maximum_sctype(np.float)
_FLOAT_EPS = np.finfo(np.float).eps
def fillpositive(xyz, w2_thresh=None):
''' Compute unit quaternion from last 3 values
Parameters
----------
xyz : iterable
iterable containing 3 values, corresponding to quaternion x, y, z
w2_thresh : None or float, optional
threshold to determine if w squared is really negative.
If None (default) then w2_thresh set equal to
``-np.finfo(xyz.dtype).eps``, if possible, otherwise
``-np.finfo(np.float).eps``
Returns
-------
wxyz : array shape (4,)
Full 4 values of quaternion
Notes
-----
If w, x, y, z are the values in the full quaternion, assumes w is
positive.
Gives error if w*w is estimated to be negative
w = 0 corresponds to a 180 degree rotation
The unit quaternion specifies that np.dot(wxyz, wxyz) == 1.
If w is positive (assumed here), w is given by:
w = np.sqrt(1.0-(x*x+y*y+z*z))
w2 = 1.0-(x*x+y*y+z*z) can be near zero, which will lead to
numerical instability in sqrt. Here we use the system maximum
float type to reduce numerical instability
Examples
--------
>>> import numpy as np
>>> wxyz = fillpositive([0,0,0])
>>> np.all(wxyz == [1, 0, 0, 0])
True
>>> wxyz = fillpositive([1,0,0]) # Corner case; w is 0
>>> np.all(wxyz == [0, 1, 0, 0])
True
>>> np.dot(wxyz, wxyz)
1.0
'''
# Check inputs (force error if < 3 values)
if len(xyz) != 3:
raise ValueError('xyz should have length 3')
# If necessary, guess precision of input
if w2_thresh is None:
try: # trap errors for non-array, integer array
w2_thresh = -np.finfo(xyz.dtype).eps
except (AttributeError, ValueError):
w2_thresh = -_FLOAT_EPS
# Use maximum precision
xyz = np.asarray(xyz, dtype=_MAX_FLOAT)
# Calculate w
w2 = 1.0 - np.dot(xyz, xyz)
if w2 < 0:
if w2 < w2_thresh:
raise ValueError('w2 should be positive, but is %f' % w2)
w = 0
else:
w = np.sqrt(w2)
return np.r_[w, xyz]
def quat2mat(q):
''' Calculate rotation matrix corresponding to quaternion
Parameters
----------
q : 4 element array-like
Returns
-------
M : (3,3) array
Rotation matrix corresponding to input quaternion *q*
Notes
-----
Rotation matrix applies to column vectors, and is applied to the
left of coordinate vectors. The algorithm here allows non-unit
quaternions.
References
----------
Algorithm from
http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion
Examples
--------
>>> import numpy as np
>>> M = quat2mat([1, 0, 0, 0]) # Identity quaternion
>>> np.allclose(M, np.eye(3))
True
>>> M = quat2mat([0, 1, 0, 0]) # 180 degree rotn around axis 0
>>> np.allclose(M, np.diag([1, -1, -1]))
True
'''
w, x, y, z = q
Nq = w*w + x*x + y*y + z*z
if Nq == 0.0:
return np.eye(3)
s = 2.0/Nq
X = x*s
Y = y*s
Z = z*s
wX = w*X; wY = w*Y; wZ = w*Z
xX = x*X; xY = x*Y; xZ = x*Z
yY = y*Y; yZ = y*Z; zZ = z*Z
return np.array(
[[ 1.0-(yY+zZ), xY-wZ, xZ+wY ],
[ xY+wZ, 1.0-(xX+zZ), yZ-wX ],
[ xZ-wY, yZ+wX, 1.0-(xX+yY) ]])
def mat2quat(M):
''' Calculate quaternion corresponding to given rotation matrix
Parameters
----------
M : array-like
3x3 rotation matrix
Returns
-------
q : (4,) array
closest quaternion to input matrix, having positive q[0]
Notes
-----
Method claimed to be robust to numerical errors in M
Constructs quaternion by calculating maximum eigenvector for matrix
K (constructed from input `M`). Although this is not tested, a
maximum eigenvalue of 1 corresponds to a valid rotation.
A quaternion q*-1 corresponds to the same rotation as q; thus the
sign of the reconstructed quaternion is arbitrary, and we return
quaternions with positive w (q[0]).
Examples
--------
>>> import numpy as np
>>> q = mat2quat(np.eye(3)) # Identity rotation
>>> np.allclose(q, [1, 0, 0, 0])
True
>>> q = mat2quat(np.diag([1, -1, -1]))
>>> np.allclose(q, [0, 1, 0, 0]) # 180 degree rotn around axis 0
True
Notes
-----
http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion
Bar-Itzhack, Itzhack Y. (2000), "New method for extracting the
quaternion from a rotation matrix", AIAA Journal of Guidance,
Control and Dynamics 23(6):1085-1087 (Engineering Note), ISSN
0731-5090
'''
# Qyx refers to the contribution of the y input vector component to
# the x output vector component. Qyx is therefore the same as
# M[0,1]. The notation is from the Wikipedia article.
Qxx,Qyx,Qzx,Qxy,Qyy,Qzy,Qxz,Qyz,Qzz=M.flat
# Fill only lower half of symmetric matrix
K = np.array([
[Qxx-Qyy-Qzz, 0, 0, 0],
[Qyx+Qxy, Qyy-Qxx-Qzz, 0, 0],
[Qzx+Qxz, Qzy+Qyz, Qzz-Qxx-Qyy, 0],
[Qyz-Qzy, Qzx-Qxz, Qxy-Qyx, Qxx+Qyy+Qzz]]) / 3
# Use Hermitian eigenvectors, values for speed
vals, vecs = np.linalg.eigh(K)
# Select largest eigenvector, reorder to w,x,y,z quaternion
q = vecs[[3, 0, 1, 2],np.argmax(vals)]
# Prefer quaternion with positive w
# (q * -1 corresponds to same rotation as q)
if q[0]<0:
q *= -1
return q
def mult(q1, q2):
''' Multiply two quaternions
Parameters
----------
q1 : 4 element sequence
q2 : 4 element sequence
Returns
-------
q12 : shape (4,) array
Notes
-----
See : http://en.wikipedia.org/wiki/Quaternions#Hamilton_product
'''
w1, x1, y1, z1 = q1
w2, x2, y2, z2 = q2
w = w1*w2 - x1*x2 - y1*y2 - z1*z2
x = w1*x2 + x1*w2 + y1*z2 - z1*y2
y = w1*y2 + y1*w2 + z1*x2 - x1*z2
z = w1*z2 + z1*w2 + x1*y2 - y1*x2
return np.array([w, x, y, z])
def conjugate(q):
''' Conjugate of quaternion
Parameters
----------
q : 4 element sequence
w, i, j, k of quaternion
Returns
-------
conjq : array shape (4,)
w, i, j, k of conjugate of `q`
'''
return np.array(q) * np.array([1.0,-1,-1,-1])
def norm(q):
''' Return norm of quaternion
Parameters
----------
q : 4 element sequence
w, i, j, k of quaternion
Returns
-------
n : scalar
quaternion norm
'''
return np.dot(q,q)
def isunit(q):
''' Return True is this is very nearly a unit quaternion '''
return np.allclose(norm(q),1)
def inverse(q):
''' Return multiplicative inverse of quaternion `q`
Parameters
----------
q : 4 element sequence
w, i, j, k of quaternion
Returns
-------
invq : array shape (4,)
w, i, j, k of quaternion inverse
'''
return conjugate(q) / norm(q)
def eye():
''' Return identity quaternion '''
return np.array([1.0,0,0,0])
def rotate_vector(v, q):
''' Apply transformation in quaternion `q` to vector `v`
Parameters
----------
v : 3 element sequence
3 dimensional vector
q : 4 element sequence
w, i, j, k of quaternion
Returns
-------
vdash : array shape (3,)
`v` rotated by quaternion `q`
Notes
-----
See: http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Describing_rotations_with_quaternions
'''
varr = np.zeros((4,))
varr[1:] = v
return mult(q, mult(varr, conjugate(q)))[1:]
def nearly_equivalent(q1, q2, rtol=1e-5, atol=1e-8):
''' Returns True if `q1` and `q2` give near equivalent transforms
q1 may be nearly numerically equal to q2, or nearly equal to q2 * -1
(becuase a quaternion multiplied by -1 gives the same transform).
Parameters
----------
q1 : 4 element sequence
w, x, y, z of first quaternion
q2 : 4 element sequence
w, x, y, z of second quaternion
Returns
-------
equiv : bool
True if `q1` and `q2` are nearly equivalent, False otherwise
Examples
--------
>>> q1 = [1, 0, 0, 0]
>>> nearly_equivalent(q1, [0, 1, 0, 0])
False
>>> nearly_equivalent(q1, [1, 0, 0, 0])
True
>>> nearly_equivalent(q1, [-1, 0, 0, 0])
True
'''
q1 = np.array(q1)
q2 = np.array(q2)
if np.allclose(q1, q2, rtol, atol):
return True
return np.allclose(q1 * -1, q2, rtol, atol)
def axangle2quat(vector, theta, is_normalized=False):
''' Quaternion for rotation of angle `theta` around `vector`
Parameters
----------
vector : 3 element sequence
vector specifying axis for rotation.
theta : scalar
angle of rotation
is_normalized : bool, optional
True if vector is already normalized (has norm of 1). Default
False
Returns
-------
quat : 4 element sequence of symbols
quaternion giving specified rotation
Examples
--------
>>> q = axangle2quat([1, 0, 0], np.pi)
>>> np.allclose(q, [0, 1, 0, 0])
True
Notes
-----
Formula from http://mathworld.wolfram.com/EulerParameters.html
'''
vector = np.array(vector)
if not is_normalized:
vector /= math.sqrt(np.dot(vector, vector))
t2 = theta / 2.0
st2 = math.sin(t2)
return np.concatenate(([math.cos(t2)],
vector * st2))
def axangle2rmat(vector, theta):
''' Rotation matrix of angle `theta` around `vector`
Parameters
----------
vector : 3 element sequence
vector specifying axis for rotation.
theta : scalar
angle of rotation
Returns
-------
mat : array shape (3,3)
rotation matrix specified rotation
Notes
-----
From: http://en.wikipedia.org/wiki/Rotation_matrix#Axis_and_angle
'''
x, y, z = vector[:3]
n = math.sqrt(x*x + y*y + z*z)
x = x/n
y = y/n
z = z/n
c = math.cos(theta); s = math.sin(theta); C = 1-c
xs = x*s; ys = y*s; zs = z*s
xC = x*C; yC = y*C; zC = z*C
xyC = x*yC; yzC = y*zC; zxC = z*xC
return np.array([
[ x*xC+c, xyC-zs, zxC+ys ],
[ xyC+zs, y*yC+c, yzC-xs ],
[ zxC-ys, yzC+xs, z*zC+c ]])
def quat2axangle(quat, identity_thresh=None):
''' Convert quaternion to rotation of angle around axis
Parameters
----------
quat : 4 element sequence
w, x, y, z forming quaternion
identity_thresh : None or scalar, optional
threshold below which the norm of the vector part of the
quaternion (x, y, z) is deemed to be 0, leading to the identity
rotation. None (the default) leads to a threshold estimated
based on the precision of the input.
Returns
-------
theta : scalar
angle of rotation
vector : array shape (3,)
axis around which rotation occurs
Examples
--------
>>> vec, theta = quat2axangle([0, 1, 0, 0])
>>> vec
array([ 1., 0., 0.])
>>> np.allclose(theta, np.pi)
True
If this is an identity rotation, we return a zero angle and an
arbitrary vector
>>> quat2axangle([1, 0, 0, 0])
(array([ 1., 0., 0.]), 0.0)
Notes
-----
A quaternion for which x, y, z are all equal to 0, is an identity
rotation. In this case we return a 0 angle and an arbitrary
vector, here [1, 0, 0]
'''
w, x, y, z = quat
vec = np.asarray([x, y, z])
if identity_thresh is None:
try:
identity_thresh = np.finfo(vec.dtype).eps * 3
except ValueError: # integer type
identity_thresh = _FLOAT_EPS * 3
n = math.sqrt(x*x + y*y + z*z)
if n < identity_thresh:
# if vec is nearly 0,0,0, this is an identity rotation
return np.array([1.0, 0, 0]), 0.0
return vec / n, 2 * math.acos(max(min(w,1),-1))