DotCloud/Assets/Ros2ForUnity/Scripts/Transformations.cs

88 lines
2.5 KiB
C#

// 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
{
/// <summary>
/// A set of transformation functions between coordinate systems of Unity and ROS
/// </summary>
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