'''Functions to operate on, or return, quaternions. Quaternions here consist of 4 values ``w, x, y, z``, where ``w`` is the real (scalar) part, and ``x, y, z`` are the complex (vector) part. Note - rotation matrices here apply to column vectors, that is, they are applied on the left of the vector. For example: >>> import numpy as np >>> q = [0, 1, 0, 0] # 180 degree rotation around axis 0 >>> M = quat2mat(q) # from this module >>> vec = np.array([1, 2, 3]).reshape((3,1)) # column vector >>> tvec = np.dot(M, vec) Terms used in function names: * *mat* : array shape (3, 3) (3D non-homogenous coordinates) * *aff* : affine array shape (4, 4) (3D homogenous coordinates) * *quat* : quaternion shape (4,) * *axangle* : rotations encoded by axis vector and angle scalar ''' import math import numpy as np _FLOAT_EPS = np.finfo(np.float64).eps def fillpositive(xyz, w2_thresh=None): ''' Compute unit quaternion from last 3 values Parameters ---------- xyz : iterable iterable containing 3 values, corresponding to quaternion x, y, z w2_thresh : None or float, optional threshold to determine if w squared is really negative. If None (default) then w2_thresh set equal to ``-np.finfo(xyz.dtype).eps``, if possible, otherwise ``-np.finfo(np.float64).eps`` Returns ------- wxyz : array shape (4,) Full 4 values of quaternion Notes ----- If w, x, y, z are the values in the full quaternion, assumes w is positive. Gives error if w*w is estimated to be negative w = 0 corresponds to a 180 degree rotation The unit quaternion specifies that np.dot(wxyz, wxyz) == 1. If w is positive (assumed here), w is given by: w = np.sqrt(1.0-(x*x+y*y+z*z)) w2 = 1.0-(x*x+y*y+z*z) can be near zero, which will lead to numerical instability in sqrt. Here we use the system maximum float type to reduce numerical instability Examples -------- >>> import numpy as np >>> wxyz = fillpositive([0,0,0]) >>> assert np.all(wxyz == [1, 0, 0, 0]) >>> wxyz = fillpositive([1,0,0]) # Corner case; w is 0 >>> assert np.all(wxyz == [0, 1, 0, 0]) >>> assert np.dot(wxyz, wxyz) == 1 ''' # Check inputs (force error if < 3 values) if len(xyz) != 3: raise ValueError('xyz should have length 3') # If necessary, guess precision of input if w2_thresh is None: try: # trap errors for non-array, integer array w2_thresh = -np.finfo(xyz.dtype).eps * 3 except (AttributeError, ValueError): w2_thresh = -_FLOAT_EPS * 3 # Use maximum precision xyz = np.asarray(xyz, dtype=np.float64) # Calculate w w2 = 1.0 - np.dot(xyz, xyz) if w2 < 0: if w2 < w2_thresh: raise ValueError('w2 should be positive, but is %e' % w2) w = 0 else: w = np.sqrt(w2) return np.r_[w, xyz] def quat2mat(q): ''' Calculate rotation matrix corresponding to quaternion Parameters ---------- q : 4 element array-like Returns ------- M : (3,3) array Rotation matrix corresponding to input quaternion *q* Notes ----- Rotation matrix applies to column vectors, and is applied to the left of coordinate vectors. The algorithm here allows quaternions that have not been normalized. References ---------- Algorithm from http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion Examples -------- >>> import numpy as np >>> M = quat2mat([1, 0, 0, 0]) # Identity quaternion >>> np.allclose(M, np.eye(3)) True >>> M = quat2mat([0, 1, 0, 0]) # 180 degree rotn around axis 0 >>> np.allclose(M, np.diag([1, -1, -1])) True ''' w, x, y, z = q Nq = w*w + x*x + y*y + z*z if Nq < _FLOAT_EPS: return np.eye(3) s = 2.0/Nq X = x*s Y = y*s Z = z*s wX = w*X; wY = w*Y; wZ = w*Z xX = x*X; xY = x*Y; xZ = x*Z yY = y*Y; yZ = y*Z; zZ = z*Z return np.array( [[ 1.0-(yY+zZ), xY-wZ, xZ+wY ], [ xY+wZ, 1.0-(xX+zZ), yZ-wX ], [ xZ-wY, yZ+wX, 1.0-(xX+yY) ]]) def mat2quat(M): ''' Calculate quaternion corresponding to given rotation matrix Method claimed to be robust to numerical errors in `M`. Constructs quaternion by calculating maximum eigenvector for matrix ``K`` (constructed from input `M`). Although this is not tested, a maximum eigenvalue of 1 corresponds to a valid rotation. A quaternion ``q*-1`` corresponds to the same rotation as ``q``; thus the sign of the reconstructed quaternion is arbitrary, and we return quaternions with positive w (q[0]). See notes. Parameters ---------- M : array-like 3x3 rotation matrix Returns ------- q : (4,) array closest quaternion to input matrix, having positive q[0] References ---------- * http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion * Bar-Itzhack, Itzhack Y. (2000), "New method for extracting the quaternion from a rotation matrix", AIAA Journal of Guidance, Control and Dynamics 23(6):1085-1087 (Engineering Note), ISSN 0731-5090 Examples -------- >>> import numpy as np >>> q = mat2quat(np.eye(3)) # Identity rotation >>> np.allclose(q, [1, 0, 0, 0]) True >>> q = mat2quat(np.diag([1, -1, -1])) >>> np.allclose(q, [0, 1, 0, 0]) # 180 degree rotn around axis 0 True Notes ----- http://en.wikipedia.org/wiki/Rotation_matrix#Quaternion Bar-Itzhack, Itzhack Y. (2000), "New method for extracting the quaternion from a rotation matrix", AIAA Journal of Guidance, Control and Dynamics 23(6):1085-1087 (Engineering Note), ISSN 0731-5090 ''' # Qyx refers to the contribution of the y input vector component to # the x output vector component. Qyx is therefore the same as # M[0,1]. The notation is from the Wikipedia article. Qxx, Qyx, Qzx, Qxy, Qyy, Qzy, Qxz, Qyz, Qzz = M.flat # Fill only lower half of symmetric matrix K = np.array([ [Qxx - Qyy - Qzz, 0, 0, 0 ], [Qyx + Qxy, Qyy - Qxx - Qzz, 0, 0 ], [Qzx + Qxz, Qzy + Qyz, Qzz - Qxx - Qyy, 0 ], [Qyz - Qzy, Qzx - Qxz, Qxy - Qyx, Qxx + Qyy + Qzz]] ) / 3.0 # Use Hermitian eigenvectors, values for speed vals, vecs = np.linalg.eigh(K) # Select largest eigenvector, reorder to w,x,y,z quaternion q = vecs[[3, 0, 1, 2], np.argmax(vals)] # Prefer quaternion with positive w # (q * -1 corresponds to same rotation as q) if q[0] < 0: q *= -1 return q def qmult(q1, q2): ''' Multiply two quaternions Parameters ---------- q1 : 4 element sequence q2 : 4 element sequence Returns ------- q12 : shape (4,) array Notes ----- See : http://en.wikipedia.org/wiki/Quaternions#Hamilton_product ''' w1, x1, y1, z1 = q1 w2, x2, y2, z2 = q2 w = w1*w2 - x1*x2 - y1*y2 - z1*z2 x = w1*x2 + x1*w2 + y1*z2 - z1*y2 y = w1*y2 + y1*w2 + z1*x2 - x1*z2 z = w1*z2 + z1*w2 + x1*y2 - y1*x2 return np.array([w, x, y, z]) def qconjugate(q): ''' Conjugate of quaternion Parameters ---------- q : 4 element sequence w, i, j, k of quaternion Returns ------- conjq : array shape (4,) w, i, j, k of conjugate of `q` ''' return np.array(q) * np.array([1.0, -1, -1, -1]) def qnorm(q): ''' Return norm of quaternion Parameters ---------- q : 4 element sequence w, i, j, k of quaternion Returns ------- n : scalar quaternion norm Notes ----- http://mathworld.wolfram.com/QuaternionNorm.html ''' return np.sqrt(np.dot(q, q)) def qisunit(q): ''' Return True is this is very nearly a unit quaternion ''' return np.allclose(qnorm(q), 1) def qinverse(q): ''' Return multiplicative inverse of quaternion `q` Parameters ---------- q : 4 element sequence w, i, j, k of quaternion Returns ------- invq : array shape (4,) w, i, j, k of quaternion inverse ''' return qconjugate(q) / qnorm(q) def qeye(dtype=np.float64): ''' Return identity quaternion ''' return np.array([1.0,0,0,0], dtype = dtype) def qexp(q): ''' Return exponential of quaternion Parameters ---------- q : 4 element sequence w, i, j, k of quaternion Returns ------- q_exp : array shape (4,) The quaternion exponential Notes ----- See: * https://en.wikipedia.org/wiki/Quaternion#Exponential,_logarithm,_and_power * https://math.stackexchange.com/questions/1030737/exponential-function-of-quaternion-derivation ''' q = np.array(q) # to ensure there is a dtype w, v = q[0], q[1:] norm = np.sqrt(np.dot(v, v)) result = np.zeros((4,), q.dtype) if norm == 0.: return qeye(q.dtype) result[0] = np.cos(norm) result[1:] = np.sin(norm)/norm * v return result * np.exp(w) def qlog(q): ''' Return natural logarithm of quaternion Parameters ---------- q : 4 element sequence w, i, j, k of quaternion Returns ------- q_log : array shape (4,) Natual logarithm of quaternion Notes ----- See: https://en.wikipedia.org/wiki/Quaternion#Exponential,_logarithm,_and_power ''' q = np.array(q) # To ensure there is a dtype qnorm_ = qnorm(q) if qnorm_ == 0.: return qeye(q.dtype) w, v = q[0], q[1:] vnorm = np.sqrt(np.dot(v, v)) result = np.zeros((4,), q.dtype) if vnorm == 0.: return qeye(q.dtype) result[0] = np.log(qnorm_) result[1:] = v/vnorm * np.arccos(w/qnorm_) return result def qpow(q, n): r''' Return the `n` th power of quaternion `q` Parameters ---------- q : 4 element sequence w, i, j, k of quaternion n : int or float A real number Returns ------- q_pow : array shape (4,) The quaternion `q` to `n` th power. Notes ----- See: https://en.wikipedia.org/wiki/Quaternion#Exponential,_logarithm,_and_power ''' q = np.array(q) # To ensure there is a dtype. qnorm_ = qnorm(q) if qnorm_ == 0.: return qeye(q.dtype) w, v = q[0], q[1:] nnorm = np.sqrt(np.dot(v, v)) result = np.zeros((4,), q.dtype) if nnorm == 0.: return qeye(q.dtype) theta = np.arccos(w/qnorm_) n_hat = v/nnorm result[0] = np.cos(n*theta) result[1:] = n_hat * np.sin(n*theta) return result * np.power(qnorm_, n) def rotate_vector(v, q, is_normalized=True): ''' Apply transformation in quaternion `q` to vector `v` Parameters ---------- v : 3 element sequence 3 dimensional vector q : 4 element sequence w, i, j, k of quaternion is_normalized : {True, False}, optional If True, assume `q` is normalized. If False, normalize `q` before applying. Returns ------- vdash : array shape (3,) `v` rotated by quaternion `q` Notes ----- See: http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation#Describing_rotations_with_quaternions ''' if not is_normalized: q = q / qnorm(q) varr = np.zeros((4,)) varr[1:] = v return qmult(q, qmult(varr, qconjugate(q)))[1:] def nearly_equivalent(q1, q2, rtol=1e-5, atol=1e-8): ''' Returns True if `q1` and `q2` give near equivalent transforms `q1` may be nearly numerically equal to `q2`, or nearly equal to `q2` * -1 (because a quaternion multiplied by -1 gives the same transform). Parameters ---------- q1 : 4 element sequence w, x, y, z of first quaternion q2 : 4 element sequence w, x, y, z of second quaternion Returns ------- equiv : bool True if `q1` and `q2` are nearly equivalent, False otherwise Examples -------- >>> q1 = [1, 0, 0, 0] >>> nearly_equivalent(q1, [0, 1, 0, 0]) False >>> nearly_equivalent(q1, [1, 0, 0, 0]) True >>> nearly_equivalent(q1, [-1, 0, 0, 0]) True ''' q1 = np.array(q1) q2 = np.array(q2) if np.allclose(q1, q2, rtol, atol): return True return np.allclose(q1 * -1, q2, rtol, atol) def axangle2quat(vector, theta, is_normalized=False): ''' Quaternion for rotation of angle `theta` around `vector` Parameters ---------- vector : 3 element sequence vector specifying axis for rotation. theta : scalar angle of rotation in radians. is_normalized : bool, optional True if vector is already normalized (has norm of 1). Default False. Returns ------- quat : 4 element sequence of symbols quaternion giving specified rotation Examples -------- >>> q = axangle2quat([1, 0, 0], np.pi) >>> np.allclose(q, [0, 1, 0, 0]) True Notes ----- Formula from http://mathworld.wolfram.com/EulerParameters.html ''' vector = np.array(vector) if not is_normalized: # Cannot divide in-place because input vector may be integer type, # whereas output will be float type; this may raise an error in versions # of numpy > 1.6.1 vector = vector / math.sqrt(np.dot(vector, vector)) t2 = theta / 2.0 st2 = math.sin(t2) return np.concatenate(([math.cos(t2)], vector * st2)) def quat2axangle(quat, identity_thresh=None): ''' Convert quaternion to rotation of angle around axis Parameters ---------- quat : 4 element sequence w, x, y, z forming quaternion. identity_thresh : None or scalar, optional Threshold below which the norm of the vector part of the quaternion (x, y, z) is deemed to be 0, leading to the identity rotation. None (the default) leads to a threshold estimated based on the precision of the input. Returns ------- theta : scalar angle of rotation. vector : array shape (3,) axis around which rotation occurs. Examples -------- >>> vec, theta = quat2axangle([0, 1, 0, 0]) >>> vec array([1., 0., 0.]) >>> np.allclose(theta, np.pi) True If this is an identity rotation, we return a zero angle and an arbitrary vector: >>> quat2axangle([1, 0, 0, 0]) (array([1., 0., 0.]), 0.0) If any of the quaternion values are not finite, we return a NaN in the angle, and an arbitrary vector: >>> quat2axangle([1, np.inf, 0, 0]) (array([1., 0., 0.]), nan) Notes ----- A quaternion for which x, y, z are all equal to 0, is an identity rotation. In this case we return a 0 angle and an arbitrary vector, here [1, 0, 0]. The algorithm allows for quaternions that have not been normalized. ''' quat = np.asarray(quat) Nq = np.sum(quat ** 2) if not np.isfinite(Nq): return np.array([1.0, 0, 0]), float('nan') if identity_thresh is None: try: identity_thresh = np.finfo(Nq.type).eps * 3 except (AttributeError, ValueError): # Not a numpy type or not float identity_thresh = _FLOAT_EPS * 3 if Nq < _FLOAT_EPS ** 2: # Results unreliable after normalization return np.array([1.0, 0, 0]), 0.0 if Nq != 1: # Normalize if not normalized s = math.sqrt(Nq) quat = quat / s xyz = quat[1:] len2 = np.sum(xyz ** 2) if len2 < identity_thresh ** 2: # if vec is nearly 0,0,0, this is an identity rotation return np.array([1.0, 0, 0]), 0.0 # Make sure w is not slightly above 1 or below -1 theta = 2 * math.acos(max(min(quat[0], 1), -1)) return xyz / math.sqrt(len2), theta