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1 /*
2  * Copyright (C) 2021 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include <gtest/gtest.h>
18 
19 #include "media/QuaternionUtil.h"
20 #include "TestUtil.h"
21 
22 using Eigen::Quaternionf;
23 using Eigen::Vector3f;
24 
25 namespace android {
26 namespace media {
27 namespace {
28 
TEST(QuaternionUtil,RotationVectorToQuaternion)29 TEST(QuaternionUtil, RotationVectorToQuaternion) {
30     // 90 degrees around Z.
31     Vector3f rot = {0, 0, M_PI_2};
32     Quaternionf quat = rotationVectorToQuaternion(rot);
33     ASSERT_EQ(quat * Vector3f(1, 0, 0), Vector3f(0, 1, 0));
34     ASSERT_EQ(quat * Vector3f(0, 1, 0), Vector3f(-1, 0, 0));
35     ASSERT_EQ(quat * Vector3f(0, 0, 1), Vector3f(0, 0, 1));
36 }
37 
TEST(QuaternionUtil,QuaternionToRotationVector)38 TEST(QuaternionUtil, QuaternionToRotationVector) {
39     Quaternionf quat = Quaternionf::FromTwoVectors(Vector3f(1, 0, 0), Vector3f(0, 1, 0));
40     Vector3f rot = quaternionToRotationVector(quat);
41     ASSERT_EQ(rot, Vector3f(0, 0, M_PI_2));
42 }
43 
TEST(QuaternionUtil,RoundTripFromQuaternion)44 TEST(QuaternionUtil, RoundTripFromQuaternion) {
45     Quaternionf quaternion = Quaternionf::UnitRandom();
46     EXPECT_EQ(quaternion, rotationVectorToQuaternion(quaternionToRotationVector(quaternion)));
47 }
48 
TEST(QuaternionUtil,RoundTripFromVector)49 TEST(QuaternionUtil, RoundTripFromVector) {
50     Vector3f vec{0.1, 0.2, 0.3};
51     EXPECT_EQ(vec, quaternionToRotationVector(rotationVectorToQuaternion(vec)));
52 }
53 
54 // Float precision necessitates this precision (1e-4f fails)
55 constexpr float NEAR = 1e-3f;
56 
TEST(QuaternionUtil,quaternionToAngles_basic)57 TEST(QuaternionUtil, quaternionToAngles_basic) {
58     float pitch, roll, yaw;
59 
60    // angles as reported.
61    // choose 11 angles between -M_PI / 2 to M_PI / 2
62     for (int step = -5; step <= 5; ++step) {
63         const float angle = M_PI * step * 0.1f;
64 
65         quaternionToAngles(rotationVectorToQuaternion({angle, 0.f, 0.f}), &pitch, &roll, &yaw);
66         EXPECT_NEAR(angle, pitch, NEAR);
67         EXPECT_NEAR(0.f, roll, NEAR);
68         EXPECT_NEAR(0.f, yaw, NEAR);
69 
70         quaternionToAngles(rotationVectorToQuaternion({0.f, angle, 0.f}), &pitch, &roll, &yaw);
71         EXPECT_NEAR(0.f, pitch, NEAR);
72         EXPECT_NEAR(angle, roll, NEAR);
73         EXPECT_NEAR(0.f, yaw, NEAR);
74 
75         quaternionToAngles(rotationVectorToQuaternion({0.f, 0.f, angle}), &pitch, &roll, &yaw);
76         EXPECT_NEAR(0.f, pitch, NEAR);
77         EXPECT_NEAR(0.f, roll, NEAR);
78         EXPECT_NEAR(angle, yaw, NEAR);
79     }
80 
81     // Generates a debug string
82     const std::string s = quaternionToAngles<true /* DEBUG */>(
83             rotationVectorToQuaternion({M_PI, 0.f, 0.f}), &pitch, &roll, &yaw);
84     ASSERT_FALSE(s.empty());
85 }
86 
TEST(QuaternionUtil,quaternionToAngles_zaxis)87 TEST(QuaternionUtil, quaternionToAngles_zaxis) {
88     float pitch, roll, yaw;
89 
90     for (int rot_step = -10; rot_step <= 10; ++rot_step) {
91         const float rot_angle = M_PI * rot_step * 0.1f;
92         // pitch independent of world Z rotation
93 
94         // We don't test the boundaries of pitch +-M_PI/2 as roll can become
95         // degenerate and atan(0, 0) may report 0, PI, or -PI.
96         for (int step = -4; step <= 4; ++step) {
97             const float angle = M_PI * step * 0.1f;
98             auto q = rotationVectorToQuaternion({angle, 0.f, 0.f});
99             auto world_z = rotationVectorToQuaternion({0.f, 0.f, rot_angle});
100 
101             // Sequential active rotations (on world frame) compose as R_2 * R_1.
102             quaternionToAngles(world_z * q, &pitch, &roll, &yaw);
103 
104             EXPECT_NEAR(angle, pitch, NEAR);
105             EXPECT_NEAR(0.f, roll, NEAR);
106        }
107 
108         // roll independent of world Z rotation
109         for (int step = -5; step <= 5; ++step) {
110             const float angle = M_PI * step * 0.1f;
111             auto q = rotationVectorToQuaternion({0.f, angle, 0.f});
112             auto world_z = rotationVectorToQuaternion({0.f, 0.f, rot_angle});
113 
114             // Sequential active rotations (on world frame) compose as R_2 * R_1.
115             quaternionToAngles(world_z * q, &pitch, &roll, &yaw);
116 
117             EXPECT_NEAR(0.f, pitch, NEAR);
118             EXPECT_NEAR(angle, roll, NEAR);
119 
120             // Convert extrinsic (world-based) active rotations to a sequence of
121             // intrinsic rotations (each rotation based off of previous rotation
122             // frame).
123             //
124             // R_1 * R_intrinsic = R_extrinsic * R_1
125             //    implies
126             // R_intrinsic = (R_1)^-1 R_extrinsic R_1
127             //
128             auto world_z_intrinsic = rotationVectorToQuaternion(
129                     q.inverse() * Vector3f(0.f, 0.f, rot_angle));
130 
131             // Sequential intrinsic rotations compose as R_1 * R_2.
132             quaternionToAngles(q * world_z_intrinsic, &pitch, &roll, &yaw);
133 
134             EXPECT_NEAR(0.f, pitch, NEAR);
135             EXPECT_NEAR(angle, roll, NEAR);
136         }
137     }
138 }
139 
140 }  // namespace
141 }  // namespace media
142 }  // namespace android
143