1 /* 2 * Copyright 2020 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 #ifndef SURROUND_VIEW_SERVICE_IMPL_MATH_HELP_H_ 18 #define SURROUND_VIEW_SERVICE_IMPL_MATH_HELP_H_ 19 20 #include "Matrix4x4.h" 21 #include "core_lib.h" 22 23 #include <android-base/logging.h> 24 namespace android { 25 namespace hardware { 26 namespace automotive { 27 namespace sv { 28 namespace V1_0 { 29 namespace implementation { 30 31 using android_auto::surround_view::Mat4x4; 32 33 const int gMat4Size = 4 * 4 * sizeof(float); 34 35 const Mat4x4 gMat4Identity = {1, 0, 0, /*tx=*/0.0, 0, 1, 0, /*ty=*/0, 36 0, 0, 1, /*tz=*/0.0, 0, 0, 0, 1}; 37 38 inline float degToRad(float angleInDegrees) { 39 return 1.0f * angleInDegrees / 180 * M_PI; 40 } 41 42 typedef std::array<float, 3> VectorT; 43 typedef std::array<float, 4> HomVectorT; 44 typedef Matrix4x4<float> HomMatrixT; 45 46 // Create a Translation matrix. 47 inline HomMatrixT translationMatrix(const VectorT& v) { 48 HomMatrixT m = HomMatrixT::identity(); 49 m.setRow(3, HomVectorT{v[0], v[1], v[2], 1}); 50 return m; 51 } 52 53 // Create a Rotation matrix. 54 inline HomMatrixT rotationMatrix(const VectorT& v, float angle, int orientation) { 55 const float c = cos(angle); 56 const float s = orientation * sin(angle); 57 const float t = 1 - c; 58 const float tx = t * v[0]; 59 const float ty = t * v[1]; 60 const float tz = t * v[2]; 61 return HomMatrixT(tx * v[0] + c, tx * v[1] + s * v[2], tx * v[2] - s * v[1], 0, 62 tx * v[1] - s * v[2], ty * v[1] + c, ty * v[2] + s * v[0], 0, 63 tx * v[2] + s * v[1], ty * v[2] - s * v[0], tz * v[2] + c, 0, 0, 0, 0, 1); 64 } 65 66 inline Mat4x4 toMat4x4(const Matrix4x4F& matrix4x4F) { 67 Mat4x4 mat4x4; 68 memcpy(&mat4x4[0], matrix4x4F.transpose().data(), gMat4Size); 69 return mat4x4; 70 } 71 72 inline Matrix4x4F toMatrix4x4F(const Mat4x4& mat4x4) { 73 Matrix4x4F matrix4x4F; 74 memcpy(matrix4x4F.data(), &mat4x4[0], gMat4Size); 75 76 for (int i = 0; i < 4; i++) { 77 for (int j = 0; j < 4; j++) { 78 if (matrix4x4F(i, j) != mat4x4[i * 4 + j]) { 79 LOG(ERROR) << "Matrix error"; 80 } 81 } 82 } 83 return matrix4x4F.transpose(); 84 } 85 86 // Create a Rotation Matrix, around a unit vector by a ccw angle. 87 inline Mat4x4 rotationMatrix(float angleInDegrees, const VectorT& axis) { 88 return toMat4x4(rotationMatrix(axis, degToRad(angleInDegrees), 1)); 89 } 90 91 inline Mat4x4 appendRotation(float angleInDegrees, const VectorT& axis, const Mat4x4& mat4) { 92 return toMat4x4(toMatrix4x4F(mat4) * rotationMatrix(axis, degToRad(angleInDegrees), 1)); 93 } 94 95 // Append mat_l * mat_r; 96 inline Mat4x4 appendMat(const Mat4x4& matL, const Mat4x4& matR) { 97 return toMat4x4(toMatrix4x4F(matL) * toMatrix4x4F(matR)); 98 } 99 100 // Rotate about a point about a unit vector. 101 inline Mat4x4 rotationAboutPoint(float angleInDegrees, const VectorT& point, const VectorT& axis) { 102 VectorT pointInv = point; 103 pointInv[0] *= -1; 104 pointInv[1] *= -1; 105 pointInv[2] *= -1; 106 return toMat4x4(translationMatrix(pointInv) * 107 rotationMatrix(axis, degToRad(angleInDegrees), 1) * translationMatrix(point)); 108 } 109 110 inline Mat4x4 translationMatrixToMat4x4(const VectorT& translation) { 111 return toMat4x4(translationMatrix(translation)); 112 } 113 114 inline Mat4x4 appendTranslation(const VectorT& translation, const Mat4x4& mat4) { 115 return toMat4x4(toMatrix4x4F(mat4) * translationMatrix(translation)); 116 } 117 118 inline Mat4x4 appendMatrix(const Mat4x4& deltaMatrix, const Mat4x4& currentMatrix) { 119 return toMat4x4(toMatrix4x4F(deltaMatrix) * toMatrix4x4F(currentMatrix)); 120 } 121 122 } // namespace implementation 123 } // namespace V1_0 124 } // namespace sv 125 } // namespace automotive 126 } // namespace hardware 127 } // namespace android 128 129 #endif // SURROUND_VIEW_SERVICE_IMPL_MATH_HELP_H_ 130