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Mujoco_WASM/src/engine/engine_util_spatial.c
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Alessio Quaglino 7e46e21ef3 Add mju_mat2Rot.
This function extracts the 3D rotation from an arbitrary 3x3 matrix by refining the input quaternion. It is based on the paper "A robust method to extract the rotational part of deformations" by Müller, Matthias, Jan Bender, Nuttapong Chentanez, and Miles Macklin.

PiperOrigin-RevId: 700006006
Change-Id: I77550993233dea9cdf68601762a3ae7ded749bdf
2024-11-25 09:19:10 -08:00

591 lines
16 KiB
C

// Copyright 2021 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "engine/engine_util_spatial.h"
#include <mujoco/mjmodel.h>
#include "engine/engine_util_blas.h"
#include "engine/engine_util_errmem.h"
//------------------------------ quaternion operations ---------------------------------------------
// rotate vector by quaternion
void mju_rotVecQuat(mjtNum res[3], const mjtNum vec[3], const mjtNum quat[4]) {
// zero vec: zero res
if (vec[0] == 0 && vec[1] == 0 && vec[2] == 0) {
mju_zero3(res);
}
// null quat: copy vec
else if (quat[0] == 1 && quat[1] == 0 && quat[2] == 0 && quat[3] == 0) {
mju_copy3(res, vec);
}
// regular processing
else {
// tmp = q_w * v + cross(q_xyz, v)
mjtNum tmp[3] = {
quat[0]*vec[0] + quat[2]*vec[2] - quat[3]*vec[1],
quat[0]*vec[1] + quat[3]*vec[0] - quat[1]*vec[2],
quat[0]*vec[2] + quat[1]*vec[1] - quat[2]*vec[0]
};
// res = v + 2 * cross(q_xyz, t)
res[0] = vec[0] + 2 * (quat[2]*tmp[2] - quat[3]*tmp[1]);
res[1] = vec[1] + 2 * (quat[3]*tmp[0] - quat[1]*tmp[2]);
res[2] = vec[2] + 2 * (quat[1]*tmp[1] - quat[2]*tmp[0]);
}
}
// negate quaternion
void mju_negQuat(mjtNum res[4], const mjtNum quat[4]) {
res[0] = quat[0];
res[1] = -quat[1];
res[2] = -quat[2];
res[3] = -quat[3];
}
// multiply quaternions
void mju_mulQuat(mjtNum res[4], const mjtNum qa[4], const mjtNum qb[4]) {
mjtNum tmp[4] = {
qa[0]*qb[0] - qa[1]*qb[1] - qa[2]*qb[2] - qa[3]*qb[3],
qa[0]*qb[1] + qa[1]*qb[0] + qa[2]*qb[3] - qa[3]*qb[2],
qa[0]*qb[2] - qa[1]*qb[3] + qa[2]*qb[0] + qa[3]*qb[1],
qa[0]*qb[3] + qa[1]*qb[2] - qa[2]*qb[1] + qa[3]*qb[0]
};
res[0] = tmp[0];
res[1] = tmp[1];
res[2] = tmp[2];
res[3] = tmp[3];
}
// multiply quaternion and axis
void mju_mulQuatAxis(mjtNum res[4], const mjtNum quat[4], const mjtNum axis[3]) {
mjtNum tmp[4] = {
-quat[1]*axis[0] - quat[2]*axis[1] - quat[3]*axis[2],
quat[0]*axis[0] + quat[2]*axis[2] - quat[3]*axis[1],
quat[0]*axis[1] + quat[3]*axis[0] - quat[1]*axis[2],
quat[0]*axis[2] + quat[1]*axis[1] - quat[2]*axis[0]
};
res[0] = tmp[0];
res[1] = tmp[1];
res[2] = tmp[2];
res[3] = tmp[3];
}
// convert axisAngle to quaternion
void mju_axisAngle2Quat(mjtNum res[4], const mjtNum axis[3], mjtNum angle) {
// zero angle: null quat
if (angle == 0) {
res[0] = 1;
res[1] = 0;
res[2] = 0;
res[3] = 0;
}
// regular processing
else {
mjtNum s = mju_sin(angle*0.5);
res[0] = mju_cos(angle*0.5);
res[1] = axis[0]*s;
res[2] = axis[1]*s;
res[3] = axis[2]*s;
}
}
// convert quaternion (corresponding to orientation difference) to 3D velocity
void mju_quat2Vel(mjtNum res[3], const mjtNum quat[4], mjtNum dt) {
mjtNum axis[3] = {quat[1], quat[2], quat[3]};
mjtNum sin_a_2 = mju_normalize3(axis);
mjtNum speed = 2 * mju_atan2(sin_a_2, quat[0]);
// when axis-angle is larger than pi, rotation is in the opposite direction
if (speed > mjPI) {
speed -= 2*mjPI;
}
speed /= dt;
mju_scl3(res, axis, speed);
}
// Subtract quaternions, express as 3D velocity: qb*quat(res) = qa.
void mju_subQuat(mjtNum res[3], const mjtNum qa[4], const mjtNum qb[4]) {
// qdif = neg(qb)*qa
mjtNum qneg[4], qdif[4];
mju_negQuat(qneg, qb);
mju_mulQuat(qdif, qneg, qa);
// convert to 3D velocity
mju_quat2Vel(res, qdif, 1);
}
// convert quaternion to 3D rotation matrix
void mju_quat2Mat(mjtNum res[9], const mjtNum quat[4]) {
// null quat: identity
if (quat[0] == 1 && quat[1] == 0 && quat[2] == 0 && quat[3] == 0) {
res[0] = 1;
res[1] = 0;
res[2] = 0;
res[3] = 0;
res[4] = 1;
res[5] = 0;
res[6] = 0;
res[7] = 0;
res[8] = 1;
}
// regular processing
else {
const mjtNum q00 = quat[0]*quat[0];
const mjtNum q01 = quat[0]*quat[1];
const mjtNum q02 = quat[0]*quat[2];
const mjtNum q03 = quat[0]*quat[3];
const mjtNum q11 = quat[1]*quat[1];
const mjtNum q12 = quat[1]*quat[2];
const mjtNum q13 = quat[1]*quat[3];
const mjtNum q22 = quat[2]*quat[2];
const mjtNum q23 = quat[2]*quat[3];
const mjtNum q33 = quat[3]*quat[3];
res[0] = q00 + q11 - q22 - q33;
res[4] = q00 - q11 + q22 - q33;
res[8] = q00 - q11 - q22 + q33;
res[1] = 2*(q12 - q03);
res[2] = 2*(q13 + q02);
res[3] = 2*(q12 + q03);
res[5] = 2*(q23 - q01);
res[6] = 2*(q13 - q02);
res[7] = 2*(q23 + q01);
}
}
// convert 3D rotation matrix to quaternion
void mju_mat2Quat(mjtNum quat[4], const mjtNum mat[9]) {
// q0 largest
if (mat[0]+mat[4]+mat[8] > 0) {
quat[0] = 0.5 * mju_sqrt(1 + mat[0] + mat[4] + mat[8]);
quat[1] = 0.25 * (mat[7] - mat[5]) / quat[0];
quat[2] = 0.25 * (mat[2] - mat[6]) / quat[0];
quat[3] = 0.25 * (mat[3] - mat[1]) / quat[0];
}
// q1 largest
else if (mat[0] > mat[4] && mat[0] > mat[8]) {
quat[1] = 0.5 * mju_sqrt(1 + mat[0] - mat[4] - mat[8]);
quat[0] = 0.25 * (mat[7] - mat[5]) / quat[1];
quat[2] = 0.25 * (mat[1] + mat[3]) / quat[1];
quat[3] = 0.25 * (mat[2] + mat[6]) / quat[1];
}
// q2 largest
else if (mat[4] > mat[8]) {
quat[2] = 0.5 * mju_sqrt(1 - mat[0] + mat[4] - mat[8]);
quat[0] = 0.25 * (mat[2] - mat[6]) / quat[2];
quat[1] = 0.25 * (mat[1] + mat[3]) / quat[2];
quat[3] = 0.25 * (mat[5] + mat[7]) / quat[2];
}
// q3 largest
else {
quat[3] = 0.5 * mju_sqrt(1 - mat[0] - mat[4] + mat[8]);
quat[0] = 0.25 * (mat[3] - mat[1]) / quat[3];
quat[1] = 0.25 * (mat[2] + mat[6]) / quat[3];
quat[2] = 0.25 * (mat[5] + mat[7]) / quat[3];
}
mju_normalize4(quat);
}
// time-derivative of quaternion, given 3D rotational velocity
void mju_derivQuat(mjtNum res[4], const mjtNum quat[4], const mjtNum vel[3]) {
res[0] = 0.5*(-vel[0]*quat[1] - vel[1]*quat[2] - vel[2]*quat[3]);
res[1] = 0.5*( vel[0]*quat[0] + vel[1]*quat[3] - vel[2]*quat[2]);
res[2] = 0.5*(-vel[0]*quat[3] + vel[1]*quat[0] + vel[2]*quat[1]);
res[3] = 0.5*( vel[0]*quat[2] - vel[1]*quat[1] + vel[2]*quat[0]);
}
// integrate quaternion given 3D angular velocity
void mju_quatIntegrate(mjtNum quat[4], const mjtNum vel[3], mjtNum scale) {
mjtNum angle, tmp[4], qrot[4];
// form local rotation quaternion, apply
mju_copy3(tmp, vel);
angle = scale * mju_normalize3(tmp);
mju_axisAngle2Quat(qrot, tmp, angle);
mju_normalize4(quat);
mju_mulQuat(quat, quat, qrot);
}
// compute quaternion performing rotation from z-axis to given vector
void mju_quatZ2Vec(mjtNum quat[4], const mjtNum vec[3]) {
mjtNum axis[3], a, vn[3] = {vec[0], vec[1], vec[2]}, z[3] = {0, 0, 1};
// set default result to no-rotation quaternion
quat[0] = 1;
mju_zero3(quat+1);
// normalize vector; if too small, no rotation
if (mju_normalize3(vn) < mjMINVAL) {
return;
}
// compute angle and axis
mju_cross(axis, z, vn);
a = mju_normalize3(axis);
// almost parallel
if (mju_abs(a) < mjMINVAL) {
// opposite: 180 deg rotation around x axis
if (mju_dot3(vn, z) < 0) {
quat[0] = 0;
quat[1] = 1;
}
return;
}
// make quaternion from angle and axis
a = mju_atan2(a, mju_dot3(vn, z));
mju_axisAngle2Quat(quat, axis, a);
}
// extract 3D rotation from an arbitrary 3x3 matrix
static const mjtNum rotEPS = 1e-9;
int mju_mat2Rot(mjtNum quat[4], const mjtNum mat[9]) {
// Müller, Matthias, Jan Bender, Nuttapong Chentanez, and Miles Macklin. "A
// robust method to extract the rotational part of deformations." In
// Proceedings of the 9th International Conference on Motion in Games, pp.
// 55-60. 2016.
int iter;
mjtNum col1_mat[3] = {mat[0], mat[3], mat[6]};
mjtNum col2_mat[3] = {mat[1], mat[4], mat[7]};
mjtNum col3_mat[3] = {mat[2], mat[5], mat[8]};
for (iter = 0; iter < 500; iter++) {
mjtNum rot[9];
mju_quat2Mat(rot, quat);
mjtNum col1_rot[3] = {rot[0], rot[3], rot[6]};
mjtNum col2_rot[3] = {rot[1], rot[4], rot[7]};
mjtNum col3_rot[3] = {rot[2], rot[5], rot[8]};
mjtNum omega[3], vec1[3], vec2[3], vec3[3];
mju_cross(vec1, col1_rot, col1_mat);
mju_cross(vec2, col2_rot, col2_mat);
mju_cross(vec3, col3_rot, col3_mat);
mju_add3(omega, vec1, vec2);
mju_addTo3(omega, vec3);
mju_scl3(omega, omega, 1.0 / (mju_abs(mju_dot3(col1_rot, col1_mat) +
mju_dot3(col2_rot, col2_mat) +
mju_dot3(col3_rot, col3_mat)) + mjMINVAL));
mjtNum w = mju_normalize3(omega);
if (w < rotEPS) {
break;
}
mjtNum qrot[4];
mju_axisAngle2Quat(qrot, omega, w);
mju_mulQuat(quat, qrot, quat);
mju_normalize4(quat);
}
return iter;
}
//------------------------------ pose operations (quat, pos) ---------------------------------------
// multiply two poses
void mju_mulPose(mjtNum posres[3], mjtNum quatres[4],
const mjtNum pos1[3], const mjtNum quat1[4],
const mjtNum pos2[3], const mjtNum quat2[4]) {
// quatres = quat1*quat2
mju_mulQuat(quatres, quat1, quat2);
mju_normalize4(quatres);
// posres = quat1*pos2 + pos1
mju_rotVecQuat(posres, pos2, quat1);
mju_addTo3(posres, pos1);
}
// negate pose
void mju_negPose(mjtNum posres[3], mjtNum quatres[4], const mjtNum pos[3], const mjtNum quat[4]) {
// qres = neg(quat)
mju_negQuat(quatres, quat);
// pres = -neg(quat)*pos
mju_rotVecQuat(posres, pos, quatres);
mju_scl3(posres, posres, -1);
}
// transform vector by pose
void mju_trnVecPose(mjtNum res[3], const mjtNum pos[3], const mjtNum quat[4], const mjtNum vec[3]) {
// res = quat*vec + pos
mju_rotVecQuat(res, vec, quat);
mju_addTo3(res, pos);
}
//------------------------------ spatial algebra ---------------------------------------------------
// vector cross-product, 3D
void mju_cross(mjtNum res[3], const mjtNum a[3], const mjtNum b[3]) {
mjtNum tmp[3] = {
a[1]*b[2] - a[2]*b[1],
a[2]*b[0] - a[0]*b[2],
a[0]*b[1] - a[1]*b[0]
};
res[0] = tmp[0];
res[1] = tmp[1];
res[2] = tmp[2];
}
// cross-product for motion vector
void mju_crossMotion(mjtNum res[6], const mjtNum vel[6], const mjtNum v[6]) {
res[0] = -vel[2]*v[1] + vel[1]*v[2];
res[1] = vel[2]*v[0] - vel[0]*v[2];
res[2] = -vel[1]*v[0] + vel[0]*v[1];
res[3] = -vel[2]*v[4] + vel[1]*v[5];
res[4] = vel[2]*v[3] - vel[0]*v[5];
res[5] = -vel[1]*v[3] + vel[0]*v[4];
res[3] += -vel[5]*v[1] + vel[4]*v[2];
res[4] += vel[5]*v[0] - vel[3]*v[2];
res[5] += -vel[4]*v[0] + vel[3]*v[1];
}
// cross-product for force vectors
void mju_crossForce(mjtNum res[6], const mjtNum vel[6], const mjtNum f[6]) {
res[0] = -vel[2]*f[1] + vel[1]*f[2];
res[1] = vel[2]*f[0] - vel[0]*f[2];
res[2] = -vel[1]*f[0] + vel[0]*f[1];
res[3] = -vel[2]*f[4] + vel[1]*f[5];
res[4] = vel[2]*f[3] - vel[0]*f[5];
res[5] = -vel[1]*f[3] + vel[0]*f[4];
res[0] += -vel[5]*f[4] + vel[4]*f[5];
res[1] += vel[5]*f[3] - vel[3]*f[5];
res[2] += -vel[4]*f[3] + vel[3]*f[4];
}
// express inertia in com-based frame
void mju_inertCom(mjtNum res[10], const mjtNum inert[3], const mjtNum mat[9],
const mjtNum dif[3], mjtNum mass) {
// tmp = diag(inert) * mat' (mat is local-to-global rotation)
mjtNum tmp[9] = {mat[0]*inert[0], mat[3]*inert[0], mat[6]*inert[0],
mat[1]*inert[1], mat[4]*inert[1], mat[7]*inert[1],
mat[2]*inert[2], mat[5]*inert[2], mat[8]*inert[2]};
// res_rot = mat * diag(inert) * mat'
res[0] = mat[0]*tmp[0] + mat[1]*tmp[3] + mat[2]*tmp[6];
res[1] = mat[3]*tmp[1] + mat[4]*tmp[4] + mat[5]*tmp[7];
res[2] = mat[6]*tmp[2] + mat[7]*tmp[5] + mat[8]*tmp[8];
res[3] = mat[0]*tmp[1] + mat[1]*tmp[4] + mat[2]*tmp[7];
res[4] = mat[0]*tmp[2] + mat[1]*tmp[5] + mat[2]*tmp[8];
res[5] = mat[3]*tmp[2] + mat[4]*tmp[5] + mat[5]*tmp[8];
// res_rot -= mass * dif_cross * dif_cross
res[0] += mass*(dif[1]*dif[1] + dif[2]*dif[2]);
res[1] += mass*(dif[0]*dif[0] + dif[2]*dif[2]);
res[2] += mass*(dif[0]*dif[0] + dif[1]*dif[1]);
res[3] -= mass*dif[0]*dif[1];
res[4] -= mass*dif[0]*dif[2];
res[5] -= mass*dif[1]*dif[2];
// res_tran = mass * dif
res[6] = mass*dif[0];
res[7] = mass*dif[1];
res[8] = mass*dif[2];
// res_mass = mass
res[9] = mass;
}
// multiply 6D vector (rotation, translation) by 6D inertia matrix
void mju_mulInertVec(mjtNum res[6], const mjtNum i[10], const mjtNum v[6]) {
res[0] = i[0]*v[0] + i[3]*v[1] + i[4]*v[2] - i[8]*v[4] + i[7]*v[5];
res[1] = i[3]*v[0] + i[1]*v[1] + i[5]*v[2] + i[8]*v[3] - i[6]*v[5];
res[2] = i[4]*v[0] + i[5]*v[1] + i[2]*v[2] - i[7]*v[3] + i[6]*v[4];
res[3] = i[8]*v[1] - i[7]*v[2] + i[9]*v[3];
res[4] = i[6]*v[2] - i[8]*v[0] + i[9]*v[4];
res[5] = i[7]*v[0] - i[6]*v[1] + i[9]*v[5];
}
// express motion axis in com-based frame
void mju_dofCom(mjtNum res[6], const mjtNum axis[3], const mjtNum offset[3]) {
// hinge
if (offset) {
mju_copy3(res, axis);
mju_cross(res+3, axis, offset);
}
// slide
else {
mju_zero3(res);
mju_copy3(res+3, axis);
}
}
// multiply dof matrix (6-by-n, transposed) by vector (n-by-1)
void mju_mulDofVec(mjtNum* res, const mjtNum* dof, const mjtNum* vec, int n) {
if (n == 1) {
mju_scl(res, dof, vec[0], 6);
} else if (n <= 0) {
mju_zero(res, 6);
} else {
mju_mulMatTVec(res, dof, vec, n, 6);
}
}
// transform 6D motion or force vector between frames
// rot is 3-by-3 matrix; flg_force determines vector type (motion or force)
void mju_transformSpatial(mjtNum res[6], const mjtNum vec[6], int flg_force,
const mjtNum newpos[3], const mjtNum oldpos[3],
const mjtNum rotnew2old[9]) {
mjtNum cros[3], dif[3], tran[6];
// apply translation
mju_copy(tran, vec, 6);
mju_sub3(dif, newpos, oldpos);
if (flg_force) {
mju_cross(cros, dif, vec+3);
mju_sub3(tran, vec, cros);
} else {
mju_cross(cros, dif, vec);
mju_sub3(tran+3, vec+3, cros);
}
// apply rotation if provided
if (rotnew2old) {
mju_mulMatTVec3(res, rotnew2old, tran);
mju_mulMatTVec3(res+3, rotnew2old, tran+3);
}
// otherwise copy
else {
mju_copy(res, tran, 6);
}
}
// make 3D frame given X axis (normal) and possibly Y axis (tangent 1)
void mju_makeFrame(mjtNum frame[9]) {
mjtNum tmp[3];
// normalize xaxis
if (mju_normalize3(frame) < 0.5) {
mjERROR("xaxis of contact frame undefined");
}
// if yaxis undefined, set yaxis to (0,1,0) if possible, otherwise (0,0,1)
if (mju_norm3(frame+3) < 0.5) {
mju_zero3(frame+3);
if (frame[1] < 0.5 && frame[1] > -0.5) {
frame[4] = 1;
} else {
frame[5] = 1;
}
}
// make yaxis orthogonal to xaxis
mju_scl3(tmp, frame, mju_dot3(frame, frame+3));
mju_subFrom3(frame+3, tmp);
mju_normalize3(frame+3);
// zaxis = cross(xaxis, yaxis)
mju_cross(frame+6, frame, frame+3);
}
// convert sequence of Euler angles (radians) to quaternion
// seq[0,1,2] must be in 'xyzXYZ', lower/upper-case mean intrinsic/extrinsic rotations
void mju_euler2Quat(mjtNum quat[4], const mjtNum euler[3], const char* seq) {
if (strnlen(seq, 4) != 3) {
mjERROR("seq must contain exactly 3 characters");
}
// init
mjtNum tmp[4] = {1, 0, 0, 0};
// loop over euler angles, accumulate rotations
for (int i=0; i<3; i++) {
// construct quaternion rotation
mjtNum rot[4] = {cos(euler[i]/2), 0, 0, 0};
mjtNum sa = sin(euler[i]/2);
if (seq[i]=='x' || seq[i]=='X') {
rot[1] = sa;
} else if (seq[i]=='y' || seq[i]=='Y') {
rot[2] = sa;
} else if (seq[i]=='z' || seq[i]=='Z') {
rot[3] = sa;
} else {
mjERROR("seq[%d] is '%c', should be one of x, y, z, X, Y, Z", i, seq[i]);
}
// accumulate rotation
if (seq[i]=='x' || seq[i]=='y' || seq[i]=='z') {
mju_mulQuat(tmp, tmp, rot); // moving axes: post-multiply
} else {
mju_mulQuat(tmp, rot, tmp); // fixed axes: pre-multiply
}
}
mju_copy4(quat, tmp);
}