movimento / kimodo /geometry.py
Kimodo Bot
Add core kimodo package modules required by native demo
6d5047c
# SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
"""Rotation and representation conversions: axis-angle, quaternion, matrix, 6D continuous."""
import torch
import torch.nn.functional as F
def angle_to_Y_rotation_matrix(angle: torch.Tensor) -> torch.Tensor:
"""Build a rotation matrix around the Y axis from a scalar angle (radians).
Shape: angle.shape + (3, 3).
"""
cos, sin = torch.cos(angle), torch.sin(angle)
one, zero = torch.ones_like(angle), torch.zeros_like(angle)
mat = torch.stack((cos, zero, sin, zero, one, zero, -sin, zero, cos), -1)
mat = mat.reshape(angle.shape + (3, 3))
return mat
def matrix_to_cont6d(matrix: torch.Tensor) -> torch.Tensor:
"""Convert rotation matrix to 6D continuous representation (first two columns).
Shape: (..., 3, 3) -> (..., 6).
"""
cont_6d = torch.concat([matrix[..., 0], matrix[..., 1]], dim=-1)
return cont_6d
def cont6d_to_matrix(cont6d: torch.Tensor) -> torch.Tensor:
"""Convert 6D continuous representation to rotation matrix (Gram–Schmidt on two columns).
Last dim must be 6.
"""
assert cont6d.shape[-1] == 6, "The last dimension must be 6"
x_raw = cont6d[..., 0:3]
y_raw = cont6d[..., 3:6]
x = x_raw / torch.norm(x_raw, dim=-1, keepdim=True)
z = torch.cross(x, y_raw, dim=-1)
z = z / torch.norm(z, dim=-1, keepdim=True)
y = torch.cross(z, x, dim=-1)
x = x[..., None]
y = y[..., None]
z = z[..., None]
mat = torch.cat([x, y, z], dim=-1)
return mat
def axis_angle_to_matrix(axis_angle: torch.Tensor) -> torch.Tensor:
"""Convert axis-angle to rotation matrix.
Args:
axis_angle: (..., 3) axis-angle vectors (angle = norm, axis = normalized)
Returns:
rotmat: (..., 3, 3) rotation matrices
"""
eps = 1e-6
angle = torch.norm(axis_angle, dim=-1, keepdim=True) # (..., 1)
axis = axis_angle / (angle + eps)
x, y, z = axis.unbind(-1)
zero = torch.zeros_like(x)
K = torch.stack([zero, -z, y, z, zero, -x, -y, x, zero], dim=-1).reshape(*axis.shape[:-1], 3, 3)
eye = torch.eye(3, device=axis.device, dtype=axis.dtype)
eye = eye.expand(*axis.shape[:-1], 3, 3)
sin = torch.sin(angle)[..., None]
cos = torch.cos(angle)[..., None]
R = eye + sin * K + (1 - cos) * (K @ K)
return R
def matrix_to_axis_angle(R: torch.Tensor) -> torch.Tensor:
"""Convert rotation matrix to axis-angle via quaternions (more numerically stable).
Args:
R: (..., 3, 3) rotation matrices
Returns:
axis_angle: (..., 3)
"""
# Go through quaternions for numerical stability
quat = matrix_to_quaternion(R) # (..., 4) with (w, x, y, z)
return quaternion_to_axis_angle(quat)
def quaternion_to_axis_angle(quat: torch.Tensor) -> torch.Tensor:
"""Convert quaternion to axis-angle representation.
Args:
quat: (..., 4) quaternions with real part first (w, x, y, z)
Returns:
axis_angle: (..., 3)
"""
eps = 1e-6
# Ensure canonical form to avoid sign ambiguity.
# Primary: prefer w > 0. When w β‰ˆ 0 (angle β‰ˆ Ο€), prefer first nonzero xyz > 0.
w = quat[..., 0:1]
xyz = quat[..., 1:]
# Find first significant component of xyz for tie-breaking when w β‰ˆ 0
first_significant = xyz[..., 0:1] # use x component as tie-breaker
# Flip if: w < 0, OR (w β‰ˆ 0 AND first xyz component < 0)
should_flip = (w < -eps) | ((w.abs() <= eps) & (first_significant < 0))
quat = torch.where(should_flip, -quat, quat)
w = quat[..., 0]
xyz = quat[..., 1:]
# sin(angle/2) = ||xyz||
sin_half_angle = xyz.norm(dim=-1)
# angle = 2 * atan2(sin(angle/2), cos(angle/2))
# This is more stable than 2 * acos(w) near angle=0
angle = 2.0 * torch.atan2(sin_half_angle, w)
# axis = xyz / sin(angle/2), but handle small angles
# For small angles: axis-angle β‰ˆ 2 * xyz (since sin(x) β‰ˆ x for small x)
small_angle = sin_half_angle.abs() < eps
# Safe division
scale = torch.where(
small_angle,
2.0 * torch.ones_like(angle), # small angle: axis_angle β‰ˆ 2 * xyz
angle / sin_half_angle.clamp(min=eps),
)
return xyz * scale.unsqueeze(-1)
def _sqrt_positive_part(x: torch.Tensor) -> torch.Tensor:
"""Returns torch.sqrt(torch.max(0, x)) subgradient is zero where x is 0."""
return torch.sqrt(x * (x > 0).to(x.dtype))
def matrix_to_quaternion(matrix: torch.Tensor) -> torch.Tensor:
"""Convert rotations given as rotation matrices to quaternions.
Args:
matrix: Rotation matrices as tensor of shape (..., 3, 3).
Returns:
quaternions with real part first, as tensor of shape (..., 4).
"""
if matrix.size(-1) != 3 or matrix.size(-2) != 3:
raise ValueError(f"Invalid rotation matrix shape {matrix.shape}.")
batch_dim = matrix.shape[:-2]
m00, m01, m02, m10, m11, m12, m20, m21, m22 = torch.unbind(matrix.reshape(batch_dim + (9,)), dim=-1)
q_abs = _sqrt_positive_part(
torch.stack(
[
1.0 + m00 + m11 + m22,
1.0 + m00 - m11 - m22,
1.0 - m00 + m11 - m22,
1.0 - m00 - m11 + m22,
],
dim=-1,
)
)
quat_by_rijk = torch.stack(
[
torch.stack([q_abs[..., 0] ** 2, m21 - m12, m02 - m20, m10 - m01], dim=-1),
torch.stack([m21 - m12, q_abs[..., 1] ** 2, m10 + m01, m02 + m20], dim=-1),
torch.stack([m02 - m20, m10 + m01, q_abs[..., 2] ** 2, m12 + m21], dim=-1),
torch.stack([m10 - m01, m20 + m02, m21 + m12, q_abs[..., 3] ** 2], dim=-1),
],
dim=-2,
)
flr = torch.tensor(0.1).to(dtype=q_abs.dtype, device=q_abs.device)
quat_candidates = quat_by_rijk / (2.0 * q_abs[..., None].max(flr))
return (
(F.one_hot(q_abs.argmax(dim=-1), num_classes=4)[..., None] * quat_candidates)
.sum(dim=-2)
.reshape(batch_dim + (4,))
)
def quaternion_to_matrix(quaternions: torch.Tensor) -> torch.Tensor:
"""Convert rotations given as quaternions to rotation matrices.
Args:
quaternions: quaternions with real part first,
as tensor of shape (..., 4).
Returns:
Rotation matrices as tensor of shape (..., 3, 3).
"""
r, i, j, k = torch.unbind(quaternions, -1)
two_s = 2.0 / (quaternions * quaternions).sum(-1)
o = torch.stack(
(
1 - two_s * (j * j + k * k),
two_s * (i * j - k * r),
two_s * (i * k + j * r),
two_s * (i * j + k * r),
1 - two_s * (i * i + k * k),
two_s * (j * k - i * r),
two_s * (i * k - j * r),
two_s * (j * k + i * r),
1 - two_s * (i * i + j * j),
),
-1,
)
return o.reshape(quaternions.shape[:-1] + (3, 3))