/* * Copyright (C) 2021 The Android Open Source Project * * 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 #include "media/QuaternionUtil.h" #include "TestUtil.h" using Eigen::Quaternionf; using Eigen::Vector3f; namespace android { namespace media { namespace { TEST(QuaternionUtil, RotationVectorToQuaternion) { // 90 degrees around Z. Vector3f rot = {0, 0, M_PI_2}; Quaternionf quat = rotationVectorToQuaternion(rot); ASSERT_EQ(quat * Vector3f(1, 0, 0), Vector3f(0, 1, 0)); ASSERT_EQ(quat * Vector3f(0, 1, 0), Vector3f(-1, 0, 0)); ASSERT_EQ(quat * Vector3f(0, 0, 1), Vector3f(0, 0, 1)); } TEST(QuaternionUtil, QuaternionToRotationVector) { Quaternionf quat = Quaternionf::FromTwoVectors(Vector3f(1, 0, 0), Vector3f(0, 1, 0)); Vector3f rot = quaternionToRotationVector(quat); ASSERT_EQ(rot, Vector3f(0, 0, M_PI_2)); } TEST(QuaternionUtil, RoundTripFromQuaternion) { Quaternionf quaternion = Quaternionf::UnitRandom(); EXPECT_EQ(quaternion, rotationVectorToQuaternion(quaternionToRotationVector(quaternion))); } TEST(QuaternionUtil, RoundTripFromVector) { Vector3f vec{0.1, 0.2, 0.3}; EXPECT_EQ(vec, quaternionToRotationVector(rotationVectorToQuaternion(vec))); } // Float precision necessitates this precision (1e-4f fails) constexpr float NEAR = 1e-3f; TEST(QuaternionUtil, quaternionToAngles_basic) { float pitch, roll, yaw; // angles as reported. // choose 11 angles between -M_PI / 2 to M_PI / 2 for (int step = -5; step <= 5; ++step) { const float angle = M_PI * step * 0.1f; quaternionToAngles(rotationVectorToQuaternion({angle, 0.f, 0.f}), &pitch, &roll, &yaw); EXPECT_NEAR(angle, pitch, NEAR); EXPECT_NEAR(0.f, roll, NEAR); EXPECT_NEAR(0.f, yaw, NEAR); quaternionToAngles(rotationVectorToQuaternion({0.f, angle, 0.f}), &pitch, &roll, &yaw); EXPECT_NEAR(0.f, pitch, NEAR); EXPECT_NEAR(angle, roll, NEAR); EXPECT_NEAR(0.f, yaw, NEAR); quaternionToAngles(rotationVectorToQuaternion({0.f, 0.f, angle}), &pitch, &roll, &yaw); EXPECT_NEAR(0.f, pitch, NEAR); EXPECT_NEAR(0.f, roll, NEAR); EXPECT_NEAR(angle, yaw, NEAR); } // Generates a debug string const std::string s = quaternionToAngles( rotationVectorToQuaternion({M_PI, 0.f, 0.f}), &pitch, &roll, &yaw); ASSERT_FALSE(s.empty()); } TEST(QuaternionUtil, quaternionToAngles_zaxis) { float pitch, roll, yaw; for (int rot_step = -10; rot_step <= 10; ++rot_step) { const float rot_angle = M_PI * rot_step * 0.1f; // pitch independent of world Z rotation // We don't test the boundaries of pitch +-M_PI/2 as roll can become // degenerate and atan(0, 0) may report 0, PI, or -PI. for (int step = -4; step <= 4; ++step) { const float angle = M_PI * step * 0.1f; auto q = rotationVectorToQuaternion({angle, 0.f, 0.f}); auto world_z = rotationVectorToQuaternion({0.f, 0.f, rot_angle}); // Sequential active rotations (on world frame) compose as R_2 * R_1. quaternionToAngles(world_z * q, &pitch, &roll, &yaw); EXPECT_NEAR(angle, pitch, NEAR); EXPECT_NEAR(0.f, roll, NEAR); } // roll independent of world Z rotation for (int step = -5; step <= 5; ++step) { const float angle = M_PI * step * 0.1f; auto q = rotationVectorToQuaternion({0.f, angle, 0.f}); auto world_z = rotationVectorToQuaternion({0.f, 0.f, rot_angle}); // Sequential active rotations (on world frame) compose as R_2 * R_1. quaternionToAngles(world_z * q, &pitch, &roll, &yaw); EXPECT_NEAR(0.f, pitch, NEAR); EXPECT_NEAR(angle, roll, NEAR); // Convert extrinsic (world-based) active rotations to a sequence of // intrinsic rotations (each rotation based off of previous rotation // frame). // // R_1 * R_intrinsic = R_extrinsic * R_1 // implies // R_intrinsic = (R_1)^-1 R_extrinsic R_1 // auto world_z_intrinsic = rotationVectorToQuaternion( q.inverse() * Vector3f(0.f, 0.f, rot_angle)); // Sequential intrinsic rotations compose as R_1 * R_2. quaternionToAngles(q * world_z_intrinsic, &pitch, &roll, &yaw); EXPECT_NEAR(0.f, pitch, NEAR); EXPECT_NEAR(angle, roll, NEAR); } } } } // namespace } // namespace media } // namespace android