Exemple #1
0
 public static Z3Point3D operator *(Z3Point3D p3d, double value)
 {
     return(new Z3Point3D(
                Z3Math.Mul(p3d.X, Z3Math.Real(value)),
                Z3Math.Mul(p3d.Y, Z3Math.Real(value)),
                Z3Math.Mul(p3d.Z, Z3Math.Real(value))));
 }
Exemple #2
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 public static Z3Point3D operator *(Z3Point3D p3d, ArithExpr value)
 {
     return(new Z3Point3D(
                Z3Math.Mul(p3d.X, value),
                Z3Math.Mul(p3d.Y, value),
                Z3Math.Mul(p3d.Z, value)));
 }
Exemple #3
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        public RotateJointTransform(int degrees, BodyPlaneType plane, RotationDirection rotationDirection = RotationDirection.Clockwise)
            : base(
                joint =>
        {
            double cosInput = TrigonometryHelper.GetCosine(degrees);
            double sinInput = TrigonometryHelper.GetSine(degrees);

            if (rotationDirection == RotationDirection.CounterClockwise)
            {
                sinInput = -sinInput;
            }

            var cos    = Z3Math.Real(cosInput);
            var sin    = Z3Math.Real(sinInput);
            var sinNeg = Z3Math.Real(-sinInput);

            Z3Point3D result = new Z3Point3D(joint.X, joint.Y, joint.Z);

            switch (plane)
            {
            case BodyPlaneType.Frontal:
                result.Y = Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z));
                result.Z = Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z));
                break;

            case BodyPlaneType.Sagittal:
                result.X = Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y));
                result.Y = Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y));
                break;

            case BodyPlaneType.Horizontal:
                result.X = Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z));
                result.Z = Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z));
                break;

            default:
                break;
            }

            return(result);
        })
        { }
Exemple #4
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        ArithExpr CalcApproximateCoordFromManhattanToEuclidianSystem(
            ArithExpr firstCoord,
            ArithExpr secondCoord,
            ArithExpr thirdCoord)
        {
            // Work only with values length
            // Values sign will be assigned again in the end
            ArithExpr firstCoordLength  = Z3Math.Abs(firstCoord);
            ArithExpr secondCoordLength = Z3Math.Abs(secondCoord);
            ArithExpr thirdCoordLength  = Z3Math.Abs(thirdCoord);

            // The all common length will be weighted by this
            // This way for example a (1, 1, 1) vector will become
            // A (0.57, 0.57, 0.57) with norm near to 1
            //ArithExpr sqrt1div3 = Z3Math.Real(0.57735026918962576450914878050196);
            ArithExpr sqrt1div3 = Z3Math.Real(0.577);

            // The remaining common length will be weighted by this
            // This way for example a (1, 1, 0) vector will become
            // A (0.7, 0.7, 0.7) with norm near to 1
            //ArithExpr sin45 = Z3Math.Real(0.70710678118654752440084436210485)
            ArithExpr sin45 = Z3Math.Real(0.707);

            // Calc common length between x, y, z
            ArithExpr allCommonLength =
                Z3Math.Min(
                    firstCoordLength,
                    secondCoordLength,
                    thirdCoordLength);

            // Calc the common length between the target coord (firstCoord)
            // and the higher coord between the second and third coords
            ArithExpr lastTwoCommonLength =
                Z3Math.Max(
                    Z3Math.Min(secondCoordLength, firstCoordLength),
                    Z3Math.Min(thirdCoordLength, firstCoordLength));

            // Calc exclusevely common length with the remaining coordinate
            ArithExpr lastTwoExclusiveCommonLength =
                Z3Math.Sub(
                    lastTwoCommonLength,
                    allCommonLength);

            // Calc remaining length
            ArithExpr especificLength =
                Z3Math.Sub(firstCoordLength,
                           Z3Math.Add(lastTwoExclusiveCommonLength, allCommonLength));

            // Calc weighted lengths
            ArithExpr weigthedLength1 = Z3Math.Mul(lastTwoExclusiveCommonLength, sin45);
            ArithExpr weigthedLength2 = Z3Math.Mul(allCommonLength, sqrt1div3);

            // Calc weighted result length
            ArithExpr resultLength =
                Z3Math.Add(
                    especificLength,
                    weigthedLength1,
                    weigthedLength2);

            // The transform doesn't change the sign of the coordinate
            // Recover it from original data
            Expr result =
                Z3.Context.MkITE(
                    Z3.Context.MkGe(firstCoord, Z3Math.Zero),
                    resultLength,
                    Z3Math.Neg(resultLength));

            return(result as ArithExpr);
        }
Exemple #5
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        public static IBodyRestriction TestBodyRestriction()
        {
            var result = new SimpleBodyRestriction(body =>
            {
                double distanceThreshold = 0.4;

                ArithExpr distanceThresholdSquared = Z3Math.Real(distanceThreshold * distanceThreshold);

                ArithExpr x1 = body.Joints[JointType.SpineMid].X;
                ArithExpr y1 = body.Joints[JointType.SpineMid].Y;
                ArithExpr z1 = body.Joints[JointType.SpineMid].Z;

                ArithExpr x2 = Z3Math.Zero;
                ArithExpr y2 = Z3Math.One;
                ArithExpr z2 = Z3Math.Zero;

                //ArithExpr x2 = body.Joints[JointType.SpineBase].X;
                //ArithExpr y2 = body.Joints[JointType.SpineBase].Y;
                //ArithExpr z2 = body.Joints[JointType.SpineBase].Z;

                var xExpr = Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2));
                var yExpr = Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y1, y2));
                var zExpr = Z3Math.Mul(Z3Math.Sub(z1, z2), Z3Math.Sub(z1, z2));

                var distanceSquared = Z3Math.Add(xExpr, yExpr, zExpr);

                // This is runs fine
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), y2));

                // This runs fine
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y1, y1)));

                // This runs fine
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y2, y2)));

                // This runs fine
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Add(y1, y1)));

                // This runs fine
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Add(y1, y2)));

                // This runs fine
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Mul(y1, y2)));

                // This runs fine
                //var addExpr = Z3Math.Add(
                //    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                //    Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Add(y1, y2)));

                // But this does not
                //var addExpr = Z3Math.Add(
                //    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                //    Z3Math.Mul(Z3Math.Add(y1, y2), Z3Math.Add(y1, y2)));

                // This fine
                //var addExpr = Z3Math.Add(
                //    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                //    Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y1, Z3.Context.MkReal(0))));

                // This does not
                //var addExpr = Z3Math.Add(
                //    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                //    Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y1, Z3.Context.MkReal(1))));

                // This runs fine
                //var addExpr = Z3Math.Add(
                //    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                //    Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y1, Z3.Context.MkReal(1, 7))));

                // This runs fine
                //var addExpr = Z3Math.Add(
                //    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                //    Z3Math.Mul(Z3Math.Sub(y1, Z3.Context.MkReal(1, 6)), Z3Math.Sub(y1, Z3.Context.MkReal(1, 6))));

                // This runs fine
                //var addExpr = Z3Math.Add(
                //    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                //    Z3Math.Mul(Z3Math.Sub(y1, Z3.Context.MkReal(1, 3)), Z3Math.Sub(y1, Z3.Context.MkReal(1, 3))));

                // This does not
                // asserting: (x1 - 0)² + (y1 - 1/2)² <= 0.4²
                // which is x1² + y1² - y/2 - y/2 + 1/4 <= 0.16
                // which is x1² + y1² - y + 0.25 <= 0.16
                // which is x1² + y1² - y <= -0.09
                // if x1 = 0 and y1 = 0.1 we would have a solution
                // 0 + 0.01 - 0.1 <= 0.09
                // 0.09 <= 0.09
                // but z3 is taking too long to solve this.
                var addExpr = Z3Math.Add(
                    Z3Math.Mul(Z3Math.Sub(x1, x2), Z3Math.Sub(x1, x2)),
                    Z3Math.Mul(Z3Math.Sub(y1, Z3.Context.MkReal(1, 2)), Z3Math.Sub(y1, Z3.Context.MkReal(1, 2))));

                // But this is not (Z3 just stops while solving it)
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y1, y2)));
                //var addExpr = Z3Math.Add(xExpr, Z3Math.Mul(Z3Math.Sub(y1, y2), Z3Math.Sub(y1, y1)));

                //BoolExpr expr = Z3.Context.MkLt(distanceSquared, distanceThresholdSquared);
                BoolExpr expr = Z3.Context.MkLe(addExpr, distanceThresholdSquared);

                // Why it complains about this Greater-Than case?
                //BoolExpr expr = Z3.Context.MkGt(xExpr, distanceThresholdSquared);

                return(expr);
            },
                                                   body => { return(1.0); });

            return(result);
        }
Exemple #6
0
        // the rotation towards a direction is limited to the directive vector of that direction
        public RotateJointTransform(int degrees, Direction direction)
            : base(
                joint =>
        {
            // define current degrees
            var currentDegrees = 0.0;
            switch (direction)
            {
            case Direction.Right:
            case Direction.Left:
                currentDegrees = Math.Asin(joint.GetXValue()) * 180.0 / Math.PI;
                break;

            case Direction.Up:
            case Direction.Down:
                currentDegrees = Math.Asin(joint.GetYValue()) * 180.0 / Math.PI;
                break;

            case Direction.Front:
            case Direction.Back:
                currentDegrees = Math.Asin(joint.GetZValue()) * 180.0 / Math.PI;
                break;
            }

            // check if current degrees + input degrees is an overflow
            // which means the rotation is going towards the opposite direction
            if (currentDegrees + degrees > 90 ||
                currentDegrees - degrees < -90)
            {
                // if so, set degrees as the complement to the limit value
                degrees = (int)(90.0 - currentDegrees);
            }


            double cosInput = TrigonometryHelper.GetCosine(degrees);
            double sinInput = TrigonometryHelper.GetSine(degrees);

            var cos    = Z3Math.Real(cosInput);
            var sin    = Z3Math.Real(sinInput);
            var sinNeg = Z3Math.Real(-sinInput);

            Z3Point3D result = new Z3Point3D(joint.X, joint.Y, joint.Z);

            // The performed rotation depends on current values of X, Y and Z
            // The rotation plane and direction changes depending on the relation between the coordinates
            switch (direction)
            {
            case Direction.Back:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Front:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Down:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)))) as ArithExpr;
                break;

            case Direction.Up:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)))) as ArithExpr;
                break;

            case Direction.Right:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)))) as ArithExpr;
                break;

            case Direction.Left:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)))) as ArithExpr;
                break;

            default:
                break;
            }

            return(result);
        })
        { }
Exemple #7
0
        public RotateJointTransform(int angle, Direction direction)
            : base(
                joint =>
        {
            double cosInput = TrigonometryHelper.GetCosine(angle);
            double sinInput = TrigonometryHelper.GetSine(angle);

            var cos    = Z3Math.Real(cosInput);
            var sin    = Z3Math.Real(sinInput);
            var sinNeg = Z3Math.Real(-sinInput);

            Z3Point3D result = new Z3Point3D(joint.X, joint.Y, joint.Z);

            // The performed rotation depends on current values of X, Y and Z
            // The rotation plane and direction changes depending on the relation between the coordinates
            switch (direction)
            {
            case Direction.Back:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Front:
                result.X =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Z))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Y)
                    // then return Y
                    // else rotate Y
                    // if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     joint.Y,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.Z)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Y)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Y > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Y)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Z))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.Z)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.Z)))) as ArithExpr;
                break;

            case Direction.Down:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)))) as ArithExpr;
                break;

            case Direction.Up:
                result.X =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else return X
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.X), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.X), Z3Math.Mul(sin, joint.Y))),
                                     joint.X) as ArithExpr;

                result.Y =
                    // if Abs(X) >= Abs(Z)
                    // if X > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    // else if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.X, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.X), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.X), Z3Math.Mul(cos, joint.Y))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.Y)))) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate clockwise
                    // else rotate counter clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.X), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.Y)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.Y)))) as ArithExpr;
                break;

            case Direction.Right:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)))) as ArithExpr;
                break;

            case Direction.Left:
                result.X =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Y), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Y), Z3Math.Mul(cos, joint.X))),
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(sinNeg, joint.Z), Z3Math.Mul(cos, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(sin, joint.Z), Z3Math.Mul(cos, joint.X)))) as ArithExpr;

                result.Y =
                    // if Abs(Y) >= Abs(Z)
                    // if Y > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    // else return Y
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(result.Y), Z3Math.Abs(result.Z)),
                                     Z3.Context.MkITE(Z3.Context.MkGe(result.Y, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Y), Z3Math.Mul(sinNeg, joint.X))),
                                     joint.Y) as ArithExpr;

                result.Z =
                    // if Abs(X) >= Abs(Z)
                    // then return Z
                    // else rotate Z
                    // if Z > 0
                    // rotate counter clockwise
                    // else rotate clockwise
                    Z3.Context.MkITE(Z3.Context.MkGe(Z3Math.Abs(joint.Y), Z3Math.Abs(joint.Z)),
                                     joint.Z,
                                     Z3.Context.MkITE(Z3.Context.MkGe(joint.Z, Z3Math.Zero),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sin, joint.X)),
                                                      Z3Math.Add(Z3Math.Mul(cos, joint.Z), Z3Math.Mul(sinNeg, joint.X)))) as ArithExpr;
                break;

            default:
                break;
            }

            return(result);
        })
        { }