{-# OPTIONS_GHC -Wall #-} {-# Language ScopedTypeVariables #-} module SpatialMath ( Euler(..) , rotateXyzAboutX , rotateXyzAboutY , rotateXyzAboutZ , euler321OfQuat , euler321OfDcm , quatOfEuler321 , dcmOfQuat , dcmOfQuatB2A , dcmOfEuler321 , quatOfDcm , quatOfDcmB2A , rotVecByDcm , rotVecByDcmB2A , rotVecByQuat , rotVecByQuatB2A , rotVecByEuler , rotVecByEulerB2A -- * re-exported from linear , M33 , V3(..) , Quaternion(..) ) where import Linear import Types -- $setup -- | -- >>> :{ -- let trunc :: Functor f => f Double -> f Double -- trunc = fmap trunc' -- where -- trunc' x -- | nearZero x = 0 -- | nearZero (x - 1) = 1 -- | nearZero (x + 1) = -1 -- | otherwise = x -- :} normalize' :: Floating a => Quaternion a -> Quaternion a normalize' q = fmap (* normInv) q where normInv = 1/(norm q) --normalize' :: (Floating a, Epsilon a) => Quaternion a -> Quaternion a --normalize' = normalize -- | Rotate a vector about the X axis -- -- >>> trunc $ rotateXyzAboutX (V3 0 1 0) (pi/2) -- V3 0.0 0.0 1.0 -- -- >>> trunc $ rotateXyzAboutX (V3 0 0 1) (pi/2) -- V3 0.0 (-1.0) 0.0 rotateXyzAboutX :: Floating a => V3 a -> a -> V3 a rotateXyzAboutX (V3 ax ay az) rotAngle = V3 bx by bz where cosTheta = cos rotAngle sinTheta = sin rotAngle bx = ax by = ay*cosTheta - az*sinTheta bz = ay*sinTheta + az*cosTheta -- | Rotate a vector about the Y axis -- -- >>> trunc $ rotateXyzAboutY (V3 0 0 1) (pi/2) -- V3 1.0 0.0 0.0 -- -- >>> trunc $ rotateXyzAboutY (V3 1 0 0) (pi/2) -- V3 0.0 0.0 (-1.0) rotateXyzAboutY :: Floating a => V3 a -> a -> V3 a rotateXyzAboutY (V3 ax ay az) rotAngle = V3 bx by bz where cosTheta = cos rotAngle sinTheta = sin rotAngle bx = ax*cosTheta + az*sinTheta by = ay bz = -ax*sinTheta + az*cosTheta -- | Rotate a vector about the Z axis -- -- >>> trunc $ rotateXyzAboutZ (V3 1 0 0) (pi/2) -- V3 0.0 1.0 0.0 -- -- >>> trunc $ rotateXyzAboutZ (V3 0 1 0) (pi/2) -- V3 (-1.0) 0.0 0.0 -- rotateXyzAboutZ :: Floating a => V3 a -> a -> V3 a rotateXyzAboutZ (V3 ax ay az) rotAngle = V3 bx by bz where cosTheta = cos rotAngle sinTheta = sin rotAngle bx = ax*cosTheta - ay*sinTheta by = ax*sinTheta + ay*cosTheta bz = az -- | Convert quaternion to Euler angles -- -- >>> euler321OfQuat (Quaternion 1.0 (V3 0.0 0.0 0.0)) -- Euler {eYaw = 0.0, ePitch = -0.0, eRoll = 0.0} -- -- >>> euler321OfQuat (Quaternion (sqrt(2)/2) (V3 (sqrt(2)/2) 0.0 0.0)) -- Euler {eYaw = 0.0, ePitch = -0.0, eRoll = 1.5707963267948966} -- -- >>> euler321OfQuat (Quaternion (sqrt(2)/2) (V3 0.0 (sqrt(2)/2) 0.0)) -- Euler {eYaw = 0.0, ePitch = 1.5707963267948966, eRoll = 0.0} -- -- >>> euler321OfQuat (Quaternion (sqrt(2)/2) (V3 0.0 0.0 (sqrt(2)/2))) -- Euler {eYaw = 1.5707963267948966, ePitch = -0.0, eRoll = 0.0} -- euler321OfQuat :: RealFloat a => Quaternion a -> Euler a euler321OfQuat (Quaternion q0 (V3 q1 q2 q3)) = Euler yaw pitch roll where r11 = q0*q0 + q1*q1 - q2*q2 - q3*q3 r12 = 2.0*(q1*q2 + q0*q3) mr13' = -2.0*(q1*q3 - q0*q2) mr13 -- nan protect | mr13' > 1 = 1 | mr13' < -1 = -1 | otherwise = mr13' r23 = 2.0*(q2*q3 + q0*q1) r33 = q0*q0 - q1*q1 - q2*q2 + q3*q3 yaw = atan2 r12 r11 pitch = asin mr13 roll = atan2 r23 r33 -- | convert a DCM to a quaternion -- -- >>> quatOfDcm $ V3 (V3 1 0 0) (V3 0 1 0) (V3 0 0 1) -- Quaternion 1.0 (V3 0.0 0.0 0.0) -- -- >>> quatOfDcm $ V3 (V3 0 1 0) (V3 (-1) 0 0) (V3 0 0 1) -- Quaternion 0.7071067811865476 (V3 0.0 0.0 0.7071067811865475) -- -- >>> let s = sqrt(2)/2 in quatOfDcm $ V3 (V3 s s 0) (V3 (-s) s 0) (V3 0 0 1) -- Quaternion 0.9238795325112867 (V3 0.0 0.0 0.3826834323650898) -- quatOfDcm :: RealFloat a => M33 a -> Quaternion a quatOfDcm = quatOfEuler321 . euler321OfDcm quatOfDcmB2A :: (Conjugate a, RealFloat a) => M33 a -> Quaternion a quatOfDcmB2A = conjugate . quatOfDcm -- | Convert DCM to euler angles -- -- >>> euler321OfDcm $ V3 (V3 1 0 0) (V3 0 1 0) (V3 0 0 1) -- Euler {eYaw = 0.0, ePitch = -0.0, eRoll = 0.0} -- -- >>> euler321OfDcm $ V3 (V3 0 1 0) (V3 (-1) 0 0) (V3 0 0 1) -- Euler {eYaw = 1.5707963267948966, ePitch = -0.0, eRoll = 0.0} -- -- >>> let s = sqrt(2)/2 in euler321OfDcm $ V3 (V3 s s 0) (V3 (-s) s 0) (V3 0 0 1) -- Euler {eYaw = 0.7853981633974483, ePitch = -0.0, eRoll = 0.0} -- euler321OfDcm :: RealFloat a => M33 a -> Euler a euler321OfDcm (V3 (V3 r11 r12 r13) (V3 _ _ r23) (V3 _ _ r33)) = Euler yaw pitch roll where mr13' = -r13 mr13 -- nan protect | mr13' > 1 = 1 | mr13' < -1 = -1 | otherwise = mr13' yaw = atan2 r12 r11 pitch = asin mr13 roll = atan2 r23 r33 -- | Convert Euler angles to quaternion -- -- >>> quatOfEuler321 (Euler 0 0 0) -- Quaternion 1.0 (V3 0.0 0.0 0.0) -- -- >>> quatOfEuler321 (Euler (pi/2) 0 0) -- Quaternion 0.7071067811865476 (V3 0.0 0.0 0.7071067811865475) -- -- >>> quatOfEuler321 (Euler 0 (pi/2) 0) -- Quaternion 0.7071067811865476 (V3 0.0 0.7071067811865475 0.0) -- -- >>> quatOfEuler321 (Euler 0 0 (pi/2)) -- Quaternion 0.7071067811865476 (V3 0.7071067811865475 0.0 0.0) -- quatOfEuler321 :: (Floating a, Ord a) => Euler a -> Quaternion a quatOfEuler321 (Euler yaw pitch roll) = normalize' q where sr2 = sin $ 0.5*roll cr2 = cos $ 0.5*roll sp2 = sin $ 0.5*pitch cp2 = cos $ 0.5*pitch sy2 = sin $ 0.5*yaw cy2 = cos $ 0.5*yaw q0 = cr2*cp2*cy2 + sr2*sp2*sy2 q1 = sr2*cp2*cy2 - cr2*sp2*sy2 q2 = cr2*sp2*cy2 + sr2*cp2*sy2 q3 = cr2*cp2*sy2 - sr2*sp2*cy2 q' = Quaternion q0 (V3 q1 q2 q3) q | q0 < 0 = Quaternion (-q0) (V3 (-q1) (-q2) (-q3)) | otherwise = q' -- | convert a quaternion to a DCM -- -- >>> dcmOfQuat $ Quaternion 1.0 (V3 0.0 0.0 0.0) -- V3 (V3 1.0 0.0 0.0) (V3 0.0 1.0 0.0) (V3 0.0 0.0 1.0) -- -- >>> let s = sqrt(2)/2 in fmap trunc $ dcmOfQuat $ Quaternion s (V3 0.0 0.0 s) -- V3 (V3 0.0 1.0 0.0) (V3 (-1.0) 0.0 0.0) (V3 0.0 0.0 1.0) -- -- >>> dcmOfQuat $ Quaternion 0.9238795325112867 (V3 0.0 0.0 0.3826834323650898) -- V3 (V3 0.7071067811865475 0.7071067811865476 0.0) (V3 (-0.7071067811865476) 0.7071067811865475 0.0) (V3 0.0 0.0 1.0) -- dcmOfQuat :: Num a => Quaternion a -> M33 a dcmOfQuat q = V3 (V3 m11 m21 m31) (V3 m12 m22 m32) (V3 m13 m23 m33) where V3 (V3 m11 m12 m13) (V3 m21 m22 m23) (V3 m31 m32 m33) = fromQuaternion q -- | Convert DCM to euler angles -- -- >>> dcmOfEuler321 $ Euler {eYaw = 0.0, ePitch = 0, eRoll = 0} -- V3 (V3 1.0 0.0 0.0) (V3 0.0 1.0 0.0) (V3 0.0 0.0 1.0) -- -- >>> fmap trunc $ dcmOfEuler321 $ Euler {eYaw = pi/2, ePitch = 0, eRoll = 0} -- V3 (V3 0.0 1.0 0.0) (V3 (-1.0) 0.0 0.0) (V3 0.0 0.0 1.0) -- -- >>> dcmOfEuler321 $ Euler {eYaw = pi/4, ePitch = 0, eRoll = 0} -- V3 (V3 0.7071067811865475 0.7071067811865476 0.0) (V3 (-0.7071067811865476) 0.7071067811865475 0.0) (V3 0.0 0.0 1.0) -- dcmOfEuler321 :: (Floating a, Ord a) => Euler a -> M33 a dcmOfEuler321 = dcmOfQuat . quatOfEuler321 dcmOfQuatB2A :: (Conjugate a, RealFloat a) => Quaternion a -> M33 a dcmOfQuatB2A = dcmOfQuat . conjugate -- | vec_b = R_a2b * vec_a rotVecByDcm :: Num a => M33 a -> V3 a -> V3 a rotVecByDcm dcm vec = dcm !* vec -- | vec_a = R_a2b^T * vec_b rotVecByDcmB2A :: Num a => M33 a -> V3 a -> V3 a rotVecByDcmB2A dcm vec = vec *! dcm -- | vec_b = q_a2b * vec_a * q_a2b^(-1) -- vec_b = R(q_a2b) * vec_a rotVecByQuat :: Num a => Quaternion a -> V3 a -> V3 a rotVecByQuat q = rotVecByDcm (dcmOfQuat q) rotVecByQuatB2A :: Num a => Quaternion a -> V3 a -> V3 a rotVecByQuatB2A q = rotVecByDcmB2A (dcmOfQuat q) rotVecByEuler :: (Floating a, Ord a) => Euler a -> V3 a -> V3 a rotVecByEuler = rotVecByDcm . dcmOfEuler321 rotVecByEulerB2A :: (Floating a, Ord a) => Euler a -> V3 a -> V3 a rotVecByEulerB2A = rotVecByDcmB2A . dcmOfEuler321