forked from M-Labs/nalgebra
206 lines
6.6 KiB
Rust
206 lines
6.6 KiB
Rust
use std::f64;
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use alga::general::Real;
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use na::{self, Vector2, Vector3, Rotation2, Rotation3, Unit};
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#[test]
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fn angle_2() {
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let a = Vector2::new(4.0, 0.0);
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let b = Vector2::new(9.0, 0.0);
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assert_eq!(a.angle(&b), 0.0);
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}
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#[test]
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fn angle_3() {
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let a = Vector3::new(4.0, 0.0, 0.5);
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let b = Vector3::new(8.0, 0.0, 1.0);
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assert_eq!(a.angle(&b), 0.0);
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}
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#[cfg(feature = "arbitrary")]
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quickcheck!(
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/*
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*
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* Euler angles.
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*
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*/
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fn from_euler_angles(r: f64, p: f64, y: f64) -> bool {
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let roll = Rotation3::from_euler_angles(r, 0.0, 0.0);
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let pitch = Rotation3::from_euler_angles(0.0, p, 0.0);
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let yaw = Rotation3::from_euler_angles(0.0, 0.0, y);
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let rpy = Rotation3::from_euler_angles(r, p, y);
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roll[(0, 0)] == 1.0 && // rotation wrt. x axis.
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pitch[(1, 1)] == 1.0 && // rotation wrt. y axis.
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yaw[(2, 2)] == 1.0 && // rotation wrt. z axis.
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yaw * pitch * roll == rpy
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}
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fn to_euler_angles(r: f64, p: f64, y: f64) -> bool {
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let rpy = Rotation3::from_euler_angles(r, p, y);
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let (roll, pitch, yaw) = rpy.to_euler_angles();
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relative_eq!(Rotation3::from_euler_angles(roll, pitch, yaw), rpy, epsilon = 1.0e-7)
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}
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fn to_euler_angles_gimble_lock(r: f64, y: f64) -> bool {
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let pos = Rotation3::from_euler_angles(r, f64::frac_pi_2(), y);
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let neg = Rotation3::from_euler_angles(r, -f64::frac_pi_2(), y);
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let (pos_r, pos_p, pos_y) = pos.to_euler_angles();
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let (neg_r, neg_p, neg_y) = neg.to_euler_angles();
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relative_eq!(Rotation3::from_euler_angles(pos_r, pos_p, pos_y), pos, epsilon = 1.0e-7) &&
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relative_eq!(Rotation3::from_euler_angles(neg_r, neg_p, neg_y), neg, epsilon = 1.0e-7)
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}
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/*
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*
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* Inversion is transposition.
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*
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*/
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fn rotation_inv_3(a: Rotation3<f64>) -> bool {
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let ta = a.transpose();
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let ia = a.inverse();
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ta == ia &&
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relative_eq!(&ta * &a, Rotation3::identity(), epsilon = 1.0e-7) &&
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relative_eq!(&ia * a, Rotation3::identity(), epsilon = 1.0e-7) &&
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relative_eq!( a * &ta, Rotation3::identity(), epsilon = 1.0e-7) &&
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relative_eq!( a * ia, Rotation3::identity(), epsilon = 1.0e-7)
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}
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fn rotation_inv_2(a: Rotation2<f64>) -> bool {
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let ta = a.transpose();
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let ia = a.inverse();
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ta == ia &&
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relative_eq!(&ta * &a, Rotation2::identity(), epsilon = 1.0e-7) &&
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relative_eq!(&ia * a, Rotation2::identity(), epsilon = 1.0e-7) &&
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relative_eq!( a * &ta, Rotation2::identity(), epsilon = 1.0e-7) &&
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relative_eq!( a * ia, Rotation2::identity(), epsilon = 1.0e-7)
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}
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/*
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*
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* Angle between vectors.
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*
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*/
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fn angle_is_commutative_2(a: Vector2<f64>, b: Vector2<f64>) -> bool {
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a.angle(&b) == b.angle(&a)
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}
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fn angle_is_commutative_3(a: Vector3<f64>, b: Vector3<f64>) -> bool {
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a.angle(&b) == b.angle(&a)
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}
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/*
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*
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* Rotation matrix between vectors.
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*
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*/
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fn rotation_between_is_anticommutative_2(a: Vector2<f64>, b: Vector2<f64>) -> bool {
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let rab = Rotation2::rotation_between(&a, &b);
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let rba = Rotation2::rotation_between(&b, &a);
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relative_eq!(rab * rba, Rotation2::identity())
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}
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fn rotation_between_is_anticommutative_3(a: Vector3<f64>, b: Vector3<f64>) -> bool {
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let rots = (Rotation3::rotation_between(&a, &b), Rotation3::rotation_between(&b, &a));
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if let (Some(rab), Some(rba)) = rots {
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relative_eq!(rab * rba, Rotation3::identity(), epsilon = 1.0e-7)
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}
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else {
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true
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}
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}
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fn rotation_between_is_identity(v2: Vector2<f64>, v3: Vector3<f64>) -> bool {
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let vv2 = 3.42 * v2;
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let vv3 = 4.23 * v3;
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relative_eq!(v2.angle(&vv2), 0.0, epsilon = 1.0e-7) &&
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relative_eq!(v3.angle(&vv3), 0.0, epsilon = 1.0e-7) &&
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relative_eq!(Rotation2::rotation_between(&v2, &vv2), Rotation2::identity()) &&
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Rotation3::rotation_between(&v3, &vv3).unwrap() == Rotation3::identity()
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}
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fn rotation_between_2(a: Vector2<f64>, b: Vector2<f64>) -> bool {
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if !relative_eq!(a.angle(&b), 0.0, epsilon = 1.0e-7) {
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let r = Rotation2::rotation_between(&a, &b);
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relative_eq!((r * a).angle(&b), 0.0, epsilon = 1.0e-7)
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}
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else {
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true
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}
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}
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fn rotation_between_3(a: Vector3<f64>, b: Vector3<f64>) -> bool {
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if !relative_eq!(a.angle(&b), 0.0, epsilon = 1.0e-7) {
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let r = Rotation3::rotation_between(&a, &b).unwrap();
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relative_eq!((r * a).angle(&b), 0.0, epsilon = 1.0e-7)
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}
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else {
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true
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}
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}
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/*
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*
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* Rotation construction.
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*
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*/
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fn new_rotation_2(angle: f64) -> bool {
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let r = Rotation2::new(angle);
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let angle = na::wrap(angle, -f64::pi(), f64::pi());
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relative_eq!(r.angle(), angle, epsilon = 1.0e-7)
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}
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fn new_rotation_3(axisangle: Vector3<f64>) -> bool {
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let r = Rotation3::new(axisangle);
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if let Some((axis, angle)) = Unit::try_new_and_get(axisangle, 0.0) {
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let angle = na::wrap(angle, -f64::pi(), f64::pi());
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(relative_eq!(r.angle(), angle, epsilon = 1.0e-7) &&
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relative_eq!(r.axis().unwrap(), axis, epsilon = 1.0e-7)) ||
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(relative_eq!(r.angle(), -angle, epsilon = 1.0e-7) &&
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relative_eq!(r.axis().unwrap(), -axis, epsilon = 1.0e-7))
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}
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else {
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r == Rotation3::identity()
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}
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}
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/*
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*
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* Rotation pow.
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*
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*/
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fn powf_rotation_2(angle: f64, pow: f64) -> bool {
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let r = Rotation2::new(angle).powf(pow);
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let angle = na::wrap(angle, -f64::pi(), f64::pi());
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let pangle = na::wrap(angle * pow, -f64::pi(), f64::pi());
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relative_eq!(r.angle(), pangle, epsilon = 1.0e-7)
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}
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fn powf_rotation_3(axisangle: Vector3<f64>, pow: f64) -> bool {
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let r = Rotation3::new(axisangle).powf(pow);
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if let Some((axis, angle)) = Unit::try_new_and_get(axisangle, 0.0) {
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let angle = na::wrap(angle, -f64::pi(), f64::pi());
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let pangle = na::wrap(angle * pow, -f64::pi(), f64::pi());
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(relative_eq!(r.angle(), pangle, epsilon = 1.0e-7) &&
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relative_eq!(r.axis().unwrap(), axis, epsilon = 1.0e-7)) ||
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(relative_eq!(r.angle(), -pangle, epsilon = 1.0e-7) &&
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relative_eq!(r.axis().unwrap(), -axis, epsilon = 1.0e-7))
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}
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else {
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r == Rotation3::identity()
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}
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}
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);
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