public void Should_SetRotationMatrixFromQuaternion(tf.Quaternion quaternion, tf.Vector3 vector, tf.Vector3 expectedResult = null) { //Utils.WaitForDebugger(); Console.WriteLine(""); Console.WriteLine("Test: SetRotationMatrixFromQuaternion"); Console.WriteLine("====================================="); //var matrix = new tf.Matrix3x3(quaternion); var matrix = new tf.Matrix3x3(); matrix.SetRotation(quaternion); Console.WriteLine("Quaternion for rotation:"); Console.WriteLine(quaternion.ToString()); Console.WriteLine("Corresponding rotation matrix:"); Console.WriteLine(matrix.ToString()); Console.WriteLine("Vector to be rotated:"); Console.WriteLine(vector.ToString()); Console.WriteLine("Result of rotation via quaternion-vector-mult (qpq^-1):"); var resultQuaternion = quaternion * vector; //Console.WriteLine(resultQuaternion.ToString()); var resultVector1 = new tf.Vector3(resultQuaternion.X, resultQuaternion.Y, resultQuaternion.Z); Console.WriteLine(resultVector1.ToString()); Console.WriteLine("Result of rotation via quaternion conversion into rotation matrix:"); var resultVector2 = matrix * vector; Console.WriteLine(resultVector2.ToString()); var tolerance = 1E-05; Assert.InRange(Math.Abs(resultVector1.X - resultVector2.X), 0.0, tolerance); Assert.InRange(Math.Abs(resultVector1.Y - resultVector2.Y), 0.0, tolerance); Assert.InRange(Math.Abs(resultVector1.Z - resultVector2.Z), 0.0, tolerance); if (expectedResult != null) { Assert.InRange(Math.Abs(resultVector1.X - expectedResult.X), 0.0, tolerance); Assert.InRange(Math.Abs(resultVector1.Y - expectedResult.Y), 0.0, tolerance); Assert.InRange(Math.Abs(resultVector1.Z - expectedResult.Z), 0.0, tolerance); } }
public void Should_QuaternionToRPYToQuaternion(tf.Quaternion quaternion, tf.Vector3 expectedResult = null) { //Utils.WaitForDebugger(); Console.WriteLine(""); Console.WriteLine("Test: QuaternionToRPYToQuaternion"); Console.WriteLine("================================="); var rpy = quaternion.RPY; var resultQuaternion = tf.Quaternion.FromRPY(rpy); Console.WriteLine("Input quaternion:"); Console.WriteLine(quaternion.ToString()); Console.WriteLine("Roll, Pitch, Yaw:"); Console.WriteLine(rpy.ToString()); Console.WriteLine("Output quaternion:"); Console.WriteLine(resultQuaternion.ToString()); // The output of conversion to rpy and back is a unit quaternion. // Hence, for comparison of input and output quaternion, // the input quaternion has to be normalized. var unitQuaternion = quaternion / quaternion.Abs; Console.WriteLine("Normalized input quaternion:"); Console.WriteLine(unitQuaternion.ToString()); var tolerance = 1E-05; Assert.InRange(Math.Abs(unitQuaternion.X - resultQuaternion.X), 0.0, tolerance); Assert.InRange(Math.Abs(unitQuaternion.Y - resultQuaternion.Y), 0.0, tolerance); Assert.InRange(Math.Abs(unitQuaternion.Z - resultQuaternion.Z), 0.0, tolerance); Assert.InRange(Math.Abs(unitQuaternion.W - resultQuaternion.W), 0.0, tolerance); if (expectedResult != null) { Assert.InRange(Math.Abs(rpy.X - expectedResult.X), 0.0, tolerance); Assert.InRange(Math.Abs(rpy.Y - expectedResult.Y), 0.0, tolerance); Assert.InRange(Math.Abs(rpy.Z - expectedResult.Z), 0.0, tolerance); } }