Пример #1
0
        public override bool GetLocalRealignmentWithTwoRotationCenters(LineTrackingCoordinateSystem axis1, Vector3 center1, LineTrackingCoordinateSystem axis2, Vector3 center2, out LineTrackingCoordinateSystem realignedAxis1, out LineTrackingCoordinateSystem realignedAxis2, out float errorDegrees)
        {
            Vector3 dir1 = axis1.Direction;
            Vector3 dir2 = axis2.Direction;

            if (VectorMath.GetAngleRadians(dir1, dir2) > Math.PI)
            {
                dir1 = -dir1;
            }

            Vector3 average = Vector3.Normalize(dir1 + dir2);

            Matrix mat1 = VectorMath.GetRotationMatrix(dir1, average);

            mat1.Translation += center1 - Vector3.Transform(center1, mat1);

            Matrix mat2 = VectorMath.GetRotationMatrix(dir2, average);

            mat2.Translation += center2 - Vector3.Transform(center2, mat2);

            realignedAxis1 = new LineTrackingCoordinateSystem(axis1);
            realignedAxis2 = new LineTrackingCoordinateSystem(axis2);
            realignedAxis1.ApplyTransform(mat1);
            realignedAxis2.ApplyTransform(mat2);

            errorDegrees = (float)VectorMath.GetAngleDegrees(dir1, average);

            return(true);
        }
Пример #2
0
        public override bool GetGlobalRealignment(Line local1, Line local2, out Matrix matrix)
        {
            LineTrackingCoordinateSystem cs1 = new LineTrackingCoordinateSystem(local1);
            LineTrackingCoordinateSystem cs2 = new LineTrackingCoordinateSystem(local2);

            if (VectorMath.GetAngleRadians(local1.Direction, local2.Direction) > 0.001)
            {
                matrix = Matrix.Identity;
                return(false);
            }

            // Position the assembly so that
            // 1) the axes point in the same direction as Axis1
            Quaternion rotation1 = VectorMath.GetRotationQuaternion(local1.Direction, Axis1.Direction);

            cs1.ApplyRotation(rotation1);
            cs2.ApplyRotation(rotation1);

            // 2) axis1 local and desired overlap
            Vector3 translateToAxis1 = -cs1.Point;

            cs1.Translation += translateToAxis1;
            cs2.Translation += translateToAxis1;

            // 3) axis2 local is offset from Axis1 in the same direction as Axis2. The scaling is taken care of later.
            float angleDegrees = (float)VectorMath.GetDihedralAngleDegrees(cs2.Point, Axis1.Point, Axis1.Point + 50 * Axis1.Direction, Axis2.Point);

            cs2.ApplyRotationDegrees(Line.CreateFrom(cs1), angleDegrees);

            matrix = cs2.Transform;

            return(true);
        }
Пример #3
0
        public override bool GetGlobalRealignment(Line local1, Line local2, out Matrix matrix)
        {
            // Verify that local1 and local2 overlap
            if (VectorMath.GetAngleRadians(local1.Direction, local2.Direction) > 0.001)
            {
                matrix = Matrix.Identity;
                return(false);
            }

            // Move the line so that it intersects the origin and then rotate it such that it points in the Z direction
            LineTrackingCoordinateSystem cs1 = new LineTrackingCoordinateSystem(local1);

            cs1.Translation -= cs1.Origin;
            cs1.ApplyRotation(VectorMath.GetRotationQuaternion(cs1.Direction, Vector3.UnitZ));
            matrix = cs1.Transform;
            return(true);
        }
Пример #4
0
        public static bool GetAxesAfterAlignmentToAngleRadians(LineTrackingCoordinateSystem axis1, Vector3 rotationCenter1, LineTrackingCoordinateSystem axis2, Vector3 rotationCenter2, float angleRadians, out LineTrackingCoordinateSystem realignedAxis1, out LineTrackingCoordinateSystem realignedAxis2, out float angleErrorRadians)
        {
            realignedAxis1    = null;
            realignedAxis2    = null;
            angleErrorRadians = float.NaN;

            // Find the midpoint of where the lines are nearest to one another
            // Rotate the lines such that the point at the same distance from the rotation center on each line is now coincident with the midpoint
            // Rotate the second line about the normal from the center to plane formed by both lines by the desired number of degrees (i think that works and is def. equivalent to rotating both separately)

            // midpoint
            Line    line1    = Line.CreateFrom(axis1);
            Line    line2    = Line.CreateFrom(axis2);
            Vector3 midpoint = Line.GetMidpoint(line1, line2);

            // Find points on each line at the same distance from the rotation center as the rotation center is from the midpoint
            float   distance1 = Vector3.Distance(rotationCenter1, midpoint);
            float   distance2 = Vector3.Distance(rotationCenter2, midpoint);
            Vector3 neighbor11;
            Vector3 neighbor12;

            Line.GetPointsOnLineAtDistance(line1, rotationCenter1, distance1, out neighbor11, out neighbor12);
            Vector3 point1 = VectorMath.GetNearestPoint(midpoint, neighbor11, neighbor12);

            Vector3 neighbor21;
            Vector3 neighbor22;

            Line.GetPointsOnLineAtDistance(line2, rotationCenter2, distance2, out neighbor21, out neighbor22);
            Vector3 point2 = VectorMath.GetNearestPoint(midpoint, neighbor21, neighbor22);

            if (VectorMath.IsNaN(point1) || VectorMath.IsNaN(point2))
            {
                return(false);
            }

            // Rotate each line1 and line2 s.t. point1 and point2 are coincident with the midpoint
            realignedAxis1 = new LineTrackingCoordinateSystem(axis1);//.CreateFromPointDirection(line1.Point, line1.Direction);
            realignedAxis1.ApplyTranslation(-rotationCenter1);
            realignedAxis1.ApplyRotation(VectorMath.GetRotationQuaternion(Vector3.Normalize(point1 - rotationCenter1), Vector3.Normalize(midpoint - rotationCenter1)));
            realignedAxis1.ApplyTranslation(rotationCenter1);

            realignedAxis2 = new LineTrackingCoordinateSystem(axis2);//.CreateFromPointDirection(line2.Point, line2.Direction);
            realignedAxis2.ApplyTranslation(-rotationCenter2);
            realignedAxis2.ApplyRotation(VectorMath.GetRotationQuaternion(Vector3.Normalize(point2 - rotationCenter2), Vector3.Normalize(midpoint - rotationCenter2)));
            realignedAxis2.ApplyTranslation(rotationCenter2);

            if (Line.GetDistance(Line.CreateFrom(realignedAxis1), Line.CreateFrom(realignedAxis2)) > 0.5f)
            {
                // floating point error
                return(false);
            }

            // Rotate lines about the plane normal to achieve the desired angle between
            float   currentAngleRadians   = (float)VectorMath.GetAngleRadians(realignedAxis1.Point, midpoint, realignedAxis2.Point);
            float   requiredDelta         = (angleRadians - currentAngleRadians) / 2;
            Vector3 rotationAxisDirection = Vector3.Cross(Vector3.Normalize(realignedAxis1.Point - midpoint), Vector3.Normalize(realignedAxis2.Point - midpoint));
            Line    rotationAxis1         = Line.CreateFromPointAndDirection(rotationCenter1, -rotationAxisDirection);
            Line    rotationAxis2         = Line.CreateFromPointAndDirection(rotationCenter2, -rotationAxisDirection);

            realignedAxis1.ApplyRotationRadians(rotationAxis1, requiredDelta);
            realignedAxis2.ApplyRotationRadians(rotationAxis2, -requiredDelta);
            float newAngleRadians = (float)VectorMath.GetAngleRadians(realignedAxis1.Direction, realignedAxis2.Direction);

            if (Line.GetDistance(Line.CreateFrom(realignedAxis1), Line.CreateFrom(realignedAxis2)) >= 1)
            {
                // TODO: This should never happen - debug why it is

                return(false);
            }

            angleErrorRadians = Math.Abs(requiredDelta);
            return(true);
        }
Пример #5
0
        public static bool GetCoordinateSystemsAfterAlignmentToAngleDegrees2(CoordinateSystem unalignedSystem1, Vector3 rotationCenter1, CoordinateSystem unalignedSystem2, Vector3 rotationCenter2, float degrees, out CoordinateSystem alignedSystem1, out CoordinateSystem alignedSystem2, out float errorDegrees)
        {
#if DEBUG
            //ValidateGeometryUtilities();
#endif

            // Copy the original coordinate systems as a starting point for the aligned systems
            alignedSystem1 = new CoordinateSystem(unalignedSystem1);
            alignedSystem2 = new CoordinateSystem(unalignedSystem2);


            // Track the lever lengths throughout to ensure coordinate system origin w.r.t. rotation coordinates remains the same
            float lengthORC1 = (rotationCenter1 - alignedSystem1.Translation).Length();
            float lengthORC2 = (rotationCenter2 - alignedSystem2.Translation).Length();

            // Fix the rotation angle
            {
                Quaternion localRotation = VectorMath.GetLocalRotation(alignedSystem1.Rotation, alignedSystem2.Rotation);
                float      desiredRad    = (float)VectorMath.DegreesToRad(degrees);
                float      currentRad;
                Vector3    uaxis = VectorMath.GetRotationVector(localRotation); // axis of rotation unit vector
                Vector3    uAxis;
                VectorMath.GetRotationVectorAndAngleRadians(localRotation, out uAxis, out currentRad);
                //uAxis = Vector3.Transform(localRotation, alignedSystem1.Rotation);
                float delta = (desiredRad - currentRad) / 2; // divide by two because both systems will have the same rotation applied


                Quaternion fix1 = Quaternion.CreateFromAxisAngle(uAxis, -delta);
                Quaternion fix2 = Quaternion.CreateFromAxisAngle(uAxis, delta);

                alignedSystem1.RotateLocal(rotationCenter1, fix1);
                alignedSystem2.RotateLocal(rotationCenter2, fix2);

                //Debug.Assert(Vector3.Dot(uAxis, VectorMath.GetRotationVector(Quaternion.Normalize(VectorMath.GetQuaternion(alignedSystem1.Rotation, alignedSystem2.Rotation)))) > 0.99);
                Debug.Assert(Math.Abs(Vector3.Dot(uAxis, VectorMath.GetRotationVector(Quaternion.Normalize(VectorMath.GetLocalRotation(alignedSystem1.Rotation, alignedSystem2.Rotation))))) > 0.99);


                Debug.Assert(Math.Abs(lengthORC1 - (rotationCenter1 - alignedSystem1.Translation).Length()) < 0.1);
                Debug.Assert(Math.Abs(lengthORC2 - (rotationCenter2 - alignedSystem2.Translation).Length()) < 0.1);

#if DEBUG
                float newDegrees = (float)VectorMath.GetRotationAngleDegrees(alignedSystem1.Rotation, alignedSystem2.Rotation);
                Debug.Assert(float.IsNaN(newDegrees) || Math.Abs(newDegrees - degrees) < 1 || Math.Abs(360 - newDegrees - degrees) < 1);
                float deltaDegrees = (float)VectorMath.RadToDegrees(delta);
#endif
            }

            // Apply a second rotation - **the same rotation** - to both coordinate systems s.t. their origins project onto the same
            // point on the new axis. This eliminates translation and allows a straight up measurement of rotation angle delta and also eliminates
            // the need for moving the spacer via RMSD-minimization alignment with the moved other two systems.
            {
                Quaternion rotation = VectorMath.GetLocalRotation(alignedSystem1.Rotation, alignedSystem2.Rotation);
                Vector3    uAxis;
                float      rad;
                VectorMath.GetRotationVectorAndAngleRadians(rotation, out uAxis, out rad);
                Vector3 vX12  = alignedSystem2.Translation - alignedSystem1.Translation;
                Vector3 vRC12 = rotationCenter2 - rotationCenter1;
                Vector3 uRC12 = Vector3.Normalize(vRC12);
                float   lRC12 = vRC12.Length();

                float xHeightAlongAxis     = Vector3.Dot(vX12, uAxis);
                float rcHeightAlongAxis    = Vector3.Dot(vRC12, uAxis);
                float leverHeightAlongAxis = xHeightAlongAxis - rcHeightAlongAxis;

                Debug.Assert(Math.Abs(Vector3.Dot((alignedSystem2.Translation - rotationCenter2) - (alignedSystem1.Translation - rotationCenter1), uAxis) - leverHeightAlongAxis) < 0.1);
                Debug.Assert(VectorMath.GetRotationVector(VectorMath.GetLocalRotation(alignedSystem1.Rotation, alignedSystem2.Rotation)) == uAxis);

                if (lRC12 < Math.Abs(leverHeightAlongAxis))
                {
                    // No change in direction of the rotation axis can place the two aligned systems at the same height, because one lever arm
                    // is so much longer than the other
                    errorDegrees = -1;
                    return(false);
                }

                // Figure out the angle between axis and rc1->rc2 that will make the rc1->rc2 projection cancel out the lever arm projection
                float      desiredRcHeightAlongAxis = -leverHeightAlongAxis;
                float      radDesired      = (float)Math.Acos(desiredRcHeightAlongAxis / lRC12);
                Quaternion rotationOption1 = Quaternion.CreateFromAxisAngle(Vector3.Normalize(Vector3.Cross(uRC12, uAxis)), radDesired);
                Quaternion rotationOption2 = Quaternion.CreateFromAxisAngle(Vector3.Normalize(Vector3.Cross(uRC12, uAxis)), -radDesired);
                Vector3    axisOption1     = Vector3.Transform(uRC12, rotationOption1);
                Vector3    axisOption2     = Vector3.Transform(uRC12, rotationOption2);
                Vector3    uAxisFinal      = Vector3.Distance(uAxis, axisOption1) < Vector3.Distance(uAxis, axisOption2)? axisOption1 : axisOption2;

                float      angle = (float)VectorMath.GetAngleRadians(uAxis, uAxisFinal);
                Quaternion quat  = Quaternion.CreateFromAxisAngle(Vector3.Normalize(Vector3.Cross(uAxis, uAxisFinal)), angle);
                if (Vector3.Dot(Vector3.Transform(uAxis, quat), uAxisFinal) < 0.99)
                {
                    throw new Exception();
                }

                //Quaternion alternateRotation = Quaternion.CreateFromAxisAngle(Vector3.Normalize(Vector3.Cross(uAxis, uRC12)), angle);
                Quaternion rotationToMakePlanar = quat; // VectorMath.GetRotationQuaternion(uAxis, uAxisFinal);
                if (Vector3.Dot(Vector3.Transform(uAxis, rotationToMakePlanar), uAxisFinal) < 0.99)
                {
                    throw new Exception();
                }



                Vector3 rotationVector = VectorMath.GetRotationVector(rotationToMakePlanar);
                if (Math.Abs(VectorMath.GetRotationAngleDegrees(rotationToMakePlanar)) < 0.1)
                {
                    errorDegrees = (float)Math.Max(VectorMath.GetRotationAngleDegrees(unalignedSystem1.Rotation, alignedSystem1.Rotation), VectorMath.GetRotationAngleDegrees(unalignedSystem2.Rotation, alignedSystem2.Rotation));
                    Debug.Assert(Math.Abs(Vector3.Dot((alignedSystem2.Translation - rotationCenter2) - (alignedSystem1.Translation - rotationCenter1), uAxis) - leverHeightAlongAxis) < 0.5); // any rotation should preserve lever height along the axis
                    return(true);
                }

                // Do it
                Debug.Assert(Vector3.Cross(rotationVector, uAxis).Length() > 0.99);
                Debug.Assert(Math.Abs(Vector3.Dot(uAxis, VectorMath.GetRotationVector(Quaternion.Normalize(VectorMath.GetLocalRotation(alignedSystem1.Rotation, alignedSystem2.Rotation))))) > 0.99);
                rotationToMakePlanar.W = -rotationToMakePlanar.W;
                alignedSystem1.RotateLocal(rotationCenter1, rotationToMakePlanar);
                alignedSystem2.RotateLocal(rotationCenter2, rotationToMakePlanar);

                Vector3 uAxisQuat = Vector3.Transform(uAxis, rotationToMakePlanar);
                uAxis = VectorMath.GetRotationVector(VectorMath.GetLocalRotation(alignedSystem1.Rotation, alignedSystem2.Rotation));

                float newRadAxisRC12 = (float)VectorMath.GetAngleRadians(uRC12, uAxis);
                //Debug.Assert(Math.Abs(newRadAxisRC12 - radDesired2) < 0.001);
                //Debug.Assert(Math.Abs(Vector3.Dot((alignedSystem2.Translation - rotationCenter2) - (alignedSystem1.Translation - rotationCenter1), uAxis) - leverHeightAlongAxis) < 0.1); // any rotation should preserve lever height along the axis


#if DEBUG && BROKEN
                uAxis = new Vector3(1, 2, 3);
                uAxis.Normalize();
                Quaternion testRotation = Quaternion.CreateFromAxisAngle(Vector3.Normalize(uAxis), (float)Math.PI / 4);
                Console.WriteLine("PRE  rc1->x1 dot uaxis = " + Vector3.Dot((alignedSystem1.Translation - rotationCenter1), uAxis));
                Console.WriteLine("PRE  rc2->x2 dot uaxis = " + Vector3.Dot((alignedSystem2.Translation - rotationCenter2), uAxis));
                Console.WriteLine("PRE  rc1->x1 distance = " + (alignedSystem1.Translation - rotationCenter1).Length());
                Console.WriteLine("PRE  rc2->x2 distance = " + (alignedSystem2.Translation - rotationCenter2).Length());

                alignedSystem1.RotateRadians(rotationCenter1, uAxis, (float)Math.PI / 4);
                alignedSystem2.RotateRadians(rotationCenter2, uAxis, (float)Math.PI / 4);
                //alignedSystem1.Rotate(rotationCenter1, testRotation);
                //alignedSystem2.Rotate(rotationCenter2, testRotation);
                //uAxis = Vector3.Transform(uAxis, testRotation);

                Console.WriteLine("POST rc1->x1 dot uaxis = " + Vector3.Dot((alignedSystem1.Translation - rotationCenter1), uAxis));
                Console.WriteLine("POST rc2->x2 dot uaxis = " + Vector3.Dot((alignedSystem2.Translation - rotationCenter2), uAxis));
                Console.WriteLine("POST rc1->x1 distance = " + (alignedSystem1.Translation - rotationCenter1).Length());
                Console.WriteLine("POST rc2->x2 distance = " + (alignedSystem2.Translation - rotationCenter2).Length());
#endif

#if DEBUG
                float newDegrees = (float)VectorMath.GetRotationAngleDegrees(alignedSystem1.Rotation, alignedSystem2.Rotation);
                Debug.Assert(float.IsNaN(newDegrees) || Math.Abs(newDegrees - degrees) < 1 || Math.Abs(360 - newDegrees - degrees) < 1);
                //float deltaDegrees = (float)VectorMath.RadToDegrees(delta);
#endif


                Debug.Assert(Math.Abs(uAxis.Length() - 1) < 0.001);
                Debug.Assert(Math.Abs(lengthORC1 - (rotationCenter1 - alignedSystem1.Translation).Length()) < 0.1);
                Debug.Assert(Math.Abs(lengthORC2 - (rotationCenter2 - alignedSystem2.Translation).Length()) < 0.1);
                //Debug.Assert(Math.Abs(Vector3.Dot((alignedSystem2.Translation - rotationCenter2) - (alignedSystem1.Translation - rotationCenter1), uAxis) - leverHeightAlongAxis) < 0.1); // any rotation should preserve lever height along the axis

                if (Vector3.Dot(uAxis, uAxisFinal) < 0.99)
                {
                    errorDegrees = -1;
                    return(false);
                }

                if (Math.Abs(Vector3.Dot(uAxis, alignedSystem2.Translation - alignedSystem1.Translation)) > 0.1)
                {
                    errorDegrees = -1;
                    return(false);
                }
                Debug.Assert(Math.Abs(Vector3.Dot(uAxis, alignedSystem2.Translation) - Vector3.Dot(uAxis, alignedSystem1.Translation)) < 0.1);

                errorDegrees = (float)Math.Max(VectorMath.GetRotationAngleDegrees(unalignedSystem1.Rotation, alignedSystem1.Rotation), VectorMath.GetRotationAngleDegrees(unalignedSystem2.Rotation, alignedSystem2.Rotation));
                if (errorDegrees < 5)
                {
                    return(true);
                }
            }

            errorDegrees = (float)Math.Max(VectorMath.GetRotationAngleDegrees(unalignedSystem1.Rotation, alignedSystem1.Rotation), VectorMath.GetRotationAngleDegrees(unalignedSystem2.Rotation, alignedSystem2.Rotation));
            return(true);
        }