r''' Euler angle rotations and their conversions for Tait-Bryan zyx convention See :mod:`euler` for general discussion of Euler angles and conventions. This module has specialized implementations of the extrinsic Z axis, Y axis, X axis rotation convention. The conventions in this module are therefore: * axes $i, j, k$ are the $z, y, x$ axes respectively. Thus an Euler angle vector $[ \alpha, \beta, \gamma ]$ in our convention implies a $\alpha$ radian rotation around the $z$ axis, followed by a $\beta$ rotation around the $y$ axis, followed by a $\gamma$ rotation around the $x$ axis. * the rotation matrix applies on the left, to column vectors on the right, so if ``R`` is the rotation matrix, and ``v`` is a 3 x N matrix with N column vectors, the transformed vector set ``vdash`` is given by ``vdash = np.dot(R, v)``. * extrinsic rotations - the axes are fixed, and do not move with the rotations. * a right-handed coordinate system The convention of rotation around ``z``, followed by rotation around ``y``, followed by rotation around ``x``, is known (confusingly) as "xyz", pitch-roll-yaw, Cardan angles, or Tait-Bryan angles. Terms used in function names: * *mat* : array shape (3, 3) (3D non-homogenous coordinates) * *euler* : (sequence of) rotation angles about the z, y, x axes (in that order) * *axangle* : rotations encoded by axis vector and angle scalar * *quat* : quaternion shape (4,) ''' import math from functools import reduce import numpy as np from .axangles import axangle2mat _FLOAT_EPS_4 = np.finfo(float).eps * 4.0 def euler2mat(z, y, x): ''' Return matrix for rotations around z, y and x axes Uses the convention of static-frame rotation around the z, then y, then x axis. Parameters ---------- z : scalar Rotation angle in radians around z-axis (performed first) y : scalar Rotation angle in radians around y-axis x : scalar Rotation angle in radians around x-axis (performed last) Returns ------- M : array shape (3,3) Rotation matrix giving same rotation as for given angles Examples -------- >>> zrot = 1.3 # radians >>> yrot = -0.1 >>> xrot = 0.2 >>> M = euler2mat(zrot, yrot, xrot) >>> M.shape == (3, 3) True The output rotation matrix is equal to the composition of the individual rotations >>> M1 = euler2mat(zrot, 0, 0) >>> M2 = euler2mat(0, yrot, 0) >>> M3 = euler2mat(0, 0, xrot) >>> composed_M = np.dot(M3, np.dot(M2, M1)) >>> np.allclose(M, composed_M) True When applying M to a vector, the vector should column vector to the right of M. If the right hand side is a 2D array rather than a vector, then each column of the 2D array represents a vector. >>> vec = np.array([1, 0, 0]).reshape((3,1)) >>> v2 = np.dot(M, vec) >>> vecs = np.array([[1, 0, 0],[0, 1, 0]]).T # giving 3x2 array >>> vecs2 = np.dot(M, vecs) Rotations are counter-clockwise. >>> zred = np.dot(euler2mat(np.pi/2, 0, 0), np.eye(3)) >>> np.allclose(zred, [[0, -1, 0],[1, 0, 0], [0, 0, 1]]) True >>> yred = np.dot(euler2mat(0, np.pi/2, 0), np.eye(3)) >>> np.allclose(yred, [[0, 0, 1],[0, 1, 0], [-1, 0, 0]]) True >>> xred = np.dot(euler2mat(0, 0, np.pi/2), np.eye(3)) >>> np.allclose(xred, [[1, 0, 0],[0, 0, -1], [0, 1, 0]]) True Notes ----- The direction of rotation is given by the right-hand rule. Orient the thumb of the right hand along the axis around which the rotation occurs, with the end of the thumb at the positive end of the axis; curl your fingers; the direction your fingers curl is the direction of rotation. Therefore, the rotations are counterclockwise if looking along the axis of rotation from positive to negative. ''' Ms = [] if z: cosz = math.cos(z) sinz = math.sin(z) Ms.append(np.array( [[cosz, -sinz, 0], [sinz, cosz, 0], [0, 0, 1]])) if y: cosy = math.cos(y) siny = math.sin(y) Ms.append(np.array( [[cosy, 0, siny], [0, 1, 0], [-siny, 0, cosy]])) if x: cosx = math.cos(x) sinx = math.sin(x) Ms.append(np.array( [[1, 0, 0], [0, cosx, -sinx], [0, sinx, cosx]])) if Ms: return reduce(np.dot, Ms[::-1]) return np.eye(3) def mat2euler(M, cy_thresh=None): ''' Discover Euler angle vector from 3x3 matrix Uses the conventions above. Parameters ---------- M : array-like, shape (3,3) cy_thresh : None or scalar, optional threshold below which to give up on straightforward arctan for estimating x rotation. If None (default), estimate from precision of input. Returns ------- z : scalar y : scalar x : scalar Rotations in radians around z, y, x axes, respectively Notes ----- If there was no numerical error, the routine could be derived using Sympy expression for z then y then x rotation matrix, (see ``eulerangles.py`` in ``derivations`` subdirectory):: [ cos(y)*cos(z), -cos(y)*sin(z), sin(y)], [cos(x)*sin(z) + cos(z)*sin(x)*sin(y), cos(x)*cos(z) - sin(x)*sin(y)*sin(z), -cos(y)*sin(x)], [sin(x)*sin(z) - cos(x)*cos(z)*sin(y), cos(z)*sin(x) + cos(x)*sin(y)*sin(z), cos(x)*cos(y)] This gives the following solutions for ``[z, y, x]``:: z = atan2(-r12, r11) y = asin(r13) x = atan2(-r23, r33) Problems arise when ``cos(y)`` is close to zero, because both of:: z = atan2(cos(y)*sin(z), cos(y)*cos(z)) x = atan2(cos(y)*sin(x), cos(x)*cos(y)) will be close to ``atan2(0, 0)``, and highly unstable. The ``cy`` fix for numerical instability in this code is from: *Euler Angle Conversion* by Ken Shoemake, p222-9 ; in: *Graphics Gems IV*, Paul Heckbert (editor), Academic Press, 1994, ISBN: 0123361559. Specifically it comes from ``EulerAngles.c`` and deals with the case where cos(y) is close to zero: * http://www.graphicsgems.org/ * https://github.com/erich666/GraphicsGems/blob/master/gemsiv/euler_angle/EulerAngles.c#L68 The code appears to be licensed (from the website) as "can be used without restrictions". ''' M = np.asarray(M) if cy_thresh is None: try: cy_thresh = np.finfo(M.dtype).eps * 4 except ValueError: cy_thresh = _FLOAT_EPS_4 r11, r12, r13, r21, r22, r23, r31, r32, r33 = M.flat # (-cos(y)*sin(x))**2 + (cos(x)*cos(y))**2) = # (cos(y)**2)(sin(x)**2 + cos(x)**2) ==> (Pythagoras) # cos(y) = sqrt((-cos(y)*sin(x))**2 + (cos(x)*cos(y))**2) cy = math.sqrt(r23 * r23 + r33 * r33) if cy > cy_thresh: # cos(y) not close to zero, standard form z = math.atan2(-r12, r11) # atan2(cos(y)*sin(z), cos(y)*cos(z)) y = math.atan2(r13, cy) # atan2(sin(y), cy) x = math.atan2(-r23, r33) # atan2(cos(y)*sin(x), cos(x)*cos(y)) else: # cos(y) (close to) zero, so x -> 0.0 (see above) # so r21 -> sin(z), r22 -> cos(z) and z = math.atan2(r21, r22) y = math.atan2(r13, cy) # atan2(sin(y), cy) x = 0.0 return z, y, x def euler2quat(z, y, x): ''' Return quaternion corresponding to these Euler angles Uses the z, then y, then x convention above Parameters ---------- z : scalar Rotation angle in radians around z-axis (performed first) y : scalar Rotation angle in radians around y-axis x : scalar Rotation angle in radians around x-axis (performed last) Returns ------- quat : array shape (4,) Quaternion in w, x, y z (real, then vector) format Notes ----- Formula from Sympy - see ``eulerangles.py`` in ``derivations`` subdirectory ''' z = z/2.0 y = y/2.0 x = x/2.0 cz = math.cos(z) sz = math.sin(z) cy = math.cos(y) sy = math.sin(y) cx = math.cos(x) sx = math.sin(x) return np.array([ cx*cy*cz - sx*sy*sz, cx*sy*sz + cy*cz*sx, cx*cz*sy - sx*cy*sz, cx*cy*sz + sx*cz*sy]) def quat2euler(q): ''' Return Euler angles corresponding to quaternion `q` Parameters ---------- q : 4 element sequence w, x, y, z of quaternion Returns ------- z : scalar Rotation angle in radians around z-axis (performed first) y : scalar Rotation angle in radians around y-axis x : scalar Rotation angle in radians around x-axis (performed last) Notes ----- It's possible to reduce the amount of calculation a little, by combining parts of the ``quat2mat`` and ``mat2euler`` functions, but the reduction in computation is small, and the code repetition is large. ''' # delayed import to avoid cyclic dependencies from . import quaternions as nq return mat2euler(nq.quat2mat(q)) def euler2axangle(z, y, x): ''' Return angle, axis corresponding to these Euler angles Uses the z, then y, then x convention above Parameters ---------- z : scalar Rotation angle in radians around z-axis (performed first) y : scalar Rotation angle in radians around y-axis x : scalar Rotation angle in radians around x-axis (performed last) Returns ------- vector : array shape (3,) axis around which rotation occurs theta : scalar angle of rotation Examples -------- >>> vec, theta = euler2axangle(0, 1.5, 0) >>> np.allclose(vec, [0, 1, 0]) True >>> theta 1.5 ''' # delayed import to avoid cyclic dependencies from . import quaternions as nq return nq.quat2axangle(euler2quat(z, y, x)) def axangle2euler(vector, theta): ''' Convert axis, angle pair to Euler angles Parameters ---------- vector : 3 element sequence vector specifying axis for rotation. theta : scalar angle of rotation Returns ------- z : scalar y : scalar x : scalar Rotations in radians around z, y, x axes, respectively Examples -------- >>> z, y, x = axangle2euler([1, 0, 0], 0) >>> np.allclose((z, y, x), 0) True Notes ----- It's possible to reduce the amount of calculation a little, by combining parts of the ``angle_axis2mat`` and ``mat2euler`` functions, but the reduction in computation is small, and the code repetition is large. ''' return mat2euler(axangle2mat(vector, theta))