// Frame.cc - a coordinate system.
//
// Copyright (C) 2001--2019 Sam Varner
//
// This file is part of Vamos Automotive Simulator.
//
// Vamos is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Vamos is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Vamos. If not, see <http://www.gnu.org/licenses/>.
#include "Frame.hpp"
#include "../geometry/Constants.hpp"
#include <cassert>
#include <cmath>
using Vamos_Geometry::Three_Matrix;
using Vamos_Geometry::Three_Vector;
using namespace Vamos_Body;
Frame::Frame(const Three_Vector& position, const Three_Matrix& orientation, const Frame *parent)
: mp_parent(parent),
m_orientation(orientation),
m_position(position)
{}
Frame::Frame(const Three_Vector& position, const Frame *parent)
: mp_parent(parent),
m_position(position)
{}
Frame::Frame(const Frame *parent) : mp_parent(parent)
{}
Three_Vector Frame::transform_from_parent(const Three_Vector& r) const
{
return rotate_from_parent(r - m_position);
}
Three_Vector Frame::transform_velocity_from_parent(const Three_Vector& v) const
{
return rotate_from_parent(v - m_velocity);
}
Three_Vector Frame::transform_from_world(const Three_Vector& r) const
{
auto in = transform_from_parent(r);
return is_world_frame() ? in : mp_parent->transform_from_world(in);
}
Three_Vector Frame::transform_velocity_from_world(const Three_Vector& v) const
{
auto in = transform_velocity_from_parent(v);
return is_world_frame() ? in : mp_parent->transform_velocity_from_world(in);
}
Three_Vector Frame::transform_to_parent(const Three_Vector& r) const
{
return rotate_to_parent(r) + m_position;
}
Three_Vector Frame::transform_velocity_to_parent(const Three_Vector& v) const
{
return rotate_to_parent(v) + m_velocity;
}
Three_Vector Frame::transform_to_world(const Three_Vector& r) const
{
auto out = transform_to_parent(r);
return is_world_frame() ? out : mp_parent->transform_to_world(out);
}
Three_Vector Frame::transform_velocity_to_world(const Three_Vector& v) const
{
auto out = transform_velocity_to_parent(v);
return is_world_frame() ? out : mp_parent->transform_velocity_to_world(out);
}
Three_Vector Frame::rotate_to_parent(const Three_Vector& vector) const
{
return m_orientation * vector;
}
Three_Vector Frame::rotate_to_world(const Three_Vector& vector) const
{
auto out = rotate_to_parent(vector);
return is_world_frame() ? out : mp_parent->rotate_to_world(out);
}
Three_Vector Frame::rotate_from_parent(const Three_Vector& vector) const
{
return m_orientation.transpose() * vector;
}
Three_Vector Frame::rotate_from_world(const Three_Vector& vector) const
{
auto in = rotate_from_parent(vector);
return is_world_frame() ? in : mp_parent->rotate_from_world(in);
}
Three_Vector Frame::axis_angle(double *angle) const
{
// To convert the rotation matrix representation of the body's orientation to an
// axis-angle orientation, we transform first to a quaternion representation. The
// matrix-to-quaternion and quaternion-to-axis-angle transformations are described in
// the Matrix and Quaternion FAQ (matrixfaq.htm) in the doc directory.
// Make a local reference to the tranformation matrix for brevity.
const Three_Matrix& omat = m_orientation;
// Convert from matrix to quaternion
double trace = omat[0][0] + omat[1][1] + omat[2][2] + 1.0;
double s, w, x, y, z;
s = w = x = y = z = 0.0;
if (trace > 0.0)
{
s = 0.5 / sqrt(trace);
w = 0.25 / s;
x = (omat[2][1] - omat[1][2]) * s;
y = (omat[0][2] - omat[2][0]) * s;
z = (omat[1][0] - omat[0][1]) * s;
}
else
{
// Find the largest diagonal element and do the appropriate transformation.
double largest = omat[0][0];
int index = 0;
if (omat[1][1] > largest)
{
largest = omat[1][1];
index = 1;
}
if (omat[2][2] > largest)
{
largest = omat[2][2];
s = sqrt(1.0 - omat[0][0] - omat[1][1] + omat[2][2]) * 2.0;
w = (omat[0][1] + omat[1][0]) / s;
x = (omat[0][2] + omat[2][0]) / s;
y = (omat[1][2] + omat[2][1]) / s;
z = 0.5 / s;
}
else if (index == 0)
{
s = sqrt(1.0 + omat[0][0] - omat[1][1] - omat[2][2]) * 2.0;
w = (omat[1][2] + omat[2][1]) / s;
x = 0.5 / s;
y = (omat[0][1] + omat[1][0]) / s;
z = (omat[0][2] + omat[2][0]) / s;
}
else
{
assert(index == 1);
s = sqrt(1.0 - omat[0][0] + omat[1][1] - omat[2][2]) * 2.0;
w = (omat[0][2] + omat[2][0]) / s;
x = (omat[0][1] + omat[1][0]) / s;
y = 0.5 / s;
z = (omat[1][2] + omat[2][1]) / s;
}
}
// Convert from quaternion to angle-axis.
*angle = Vamos_Geometry::rad_to_deg(acos(w) * 2.0);
// The return value would be divided by sin (angle) to give a unit vector, but
// glRotate* () does not care about the length so we'll leave it as is.
return Three_Vector(x, y, z);
}