// Copyright 2019-2021 Robotec.ai. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. using UnityEngine; namespace ROS2 { /// /// A set of transformation functions between coordinate systems of Unity and ROS /// public static class Transformations { public static Vector3 Ros2Unity(this Vector3 vector3) { return new Vector3(-vector3.y, vector3.z, vector3.x); } public static Vector3 Unity2Ros(this Vector3 vector3) { return new Vector3(vector3.z, -vector3.x, vector3.y); } public static Vector3 Ros2UnityScale(this Vector3 vector3) { return new Vector3(vector3.y, vector3.z, vector3.x); } public static Vector3 Unity2RosScale(this Vector3 vector3) { return new Vector3(vector3.z, vector3.x, vector3.y); } public static Quaternion Ros2Unity(this Quaternion quaternion) { return new Quaternion(quaternion.y, -quaternion.z, -quaternion.x, quaternion.w); } public static Quaternion Unity2Ros(this Quaternion quaternion) { return new Quaternion(-quaternion.z, quaternion.x, -quaternion.y, quaternion.w); } public static void Unity2Ros(ref Quaternion quaternion) { var z = quaternion.z; var x = quaternion.x; var y = quaternion.y; quaternion.x = -z; quaternion.y = x; quaternion.z = -y; } public static void Unity2Ros(ref Vector3 vector) { var z = vector.z; var x = vector.x; var y = vector.y; vector.x = z; vector.y = -x; vector.z = y; } public static Matrix4x4 Unity2RosMatrix4x4() { // Note: The matrix here is written as-if on paper, // but Unity's Matrix4x4 is constructed from column-vectors, hence the transpose. return new Matrix4x4( new Vector4( 0.0f, 0.0f, 1.0f, 0.0f), new Vector4(-1.0f, 0.0f, 0.0f, 0.0f), new Vector4( 0.0f, 1.0f, 0.0f, 0.0f), new Vector4( 0.0f, 0.0f, 0.0f, 1.0f) ).transpose; } } } // namespace ROS2