Fined-grained locking for PoseGraph3D constraints (#1279)
When preparing constraints make holding of the PoseGraph3D mutex fine-grained to address lock contention from issue #1250. That includes not holding the mutex when acquring the constraint builder mutex.master
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@ -245,8 +245,6 @@ void PoseGraph3D::AddLandmarkData(int trajectory_id,
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void PoseGraph3D::ComputeConstraint(const NodeId& node_id,
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void PoseGraph3D::ComputeConstraint(const NodeId& node_id,
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const SubmapId& submap_id) {
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const SubmapId& submap_id) {
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CHECK(data_.submap_data.at(submap_id).state == SubmapState::kFinished);
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const transform::Rigid3d global_node_pose =
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const transform::Rigid3d global_node_pose =
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optimization_problem_->node_data().at(node_id).global_pose;
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optimization_problem_->node_data().at(node_id).global_pose;
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@ -256,57 +254,58 @@ void PoseGraph3D::ComputeConstraint(const NodeId& node_id,
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const transform::Rigid3d global_submap_pose_inverse =
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const transform::Rigid3d global_submap_pose_inverse =
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global_submap_pose.inverse();
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global_submap_pose.inverse();
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bool maybe_add_local_constraint = false;
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bool maybe_add_global_constraint = false;
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const TrajectoryNode::Data* constant_data;
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const Submap3D* submap;
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std::vector<TrajectoryNode> submap_nodes;
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std::vector<TrajectoryNode> submap_nodes;
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for (const NodeId& submap_node_id :
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{
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data_.submap_data.at(submap_id).node_ids) {
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common::MutexLocker locker(&mutex_);
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submap_nodes.push_back(TrajectoryNode{
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CHECK(data_.submap_data.at(submap_id).state == SubmapState::kFinished);
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data_.trajectory_nodes.at(submap_node_id).constant_data,
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global_submap_pose_inverse *
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data_.trajectory_nodes.at(submap_node_id).global_pose});
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}
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const common::Time node_time = GetLatestNodeTime(node_id, submap_id);
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for (const NodeId& submap_node_id :
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const common::Time last_connection_time =
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data_.submap_data.at(submap_id).node_ids) {
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data_.trajectory_connectivity_state.LastConnectionTime(
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submap_nodes.push_back(TrajectoryNode{
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node_id.trajectory_id, submap_id.trajectory_id);
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data_.trajectory_nodes.at(submap_node_id).constant_data,
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if (node_id.trajectory_id == submap_id.trajectory_id ||
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global_submap_pose_inverse *
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node_time <
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data_.trajectory_nodes.at(submap_node_id).global_pose});
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last_connection_time +
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common::FromSeconds(
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options_.global_constraint_search_after_n_seconds())) {
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// If the node and the submap belong to the same trajectory or if there has
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// been a recent global constraint that ties that node's trajectory to the
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// submap's trajectory, it suffices to do a match constrained to a local
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// search window.
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constraint_builder_.MaybeAddConstraint(
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submap_id,
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static_cast<const Submap3D*>(
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data_.submap_data.at(submap_id).submap.get()),
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node_id, data_.trajectory_nodes.at(node_id).constant_data.get(),
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submap_nodes, global_node_pose, global_submap_pose);
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} else if (global_localization_samplers_[node_id.trajectory_id]->Pulse()) {
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// In this situation, 'global_node_pose' and 'global_submap_pose' have
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// orientations agreeing on gravity. Their relationship regarding yaw is
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// arbitrary. Finding the correct yaw component will be handled by the
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// matching procedure in the FastCorrelativeScanMatcher, and the given yaw
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// is essentially ignored.
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constraint_builder_.MaybeAddGlobalConstraint(
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submap_id,
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static_cast<const Submap3D*>(
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data_.submap_data.at(submap_id).submap.get()),
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node_id, data_.trajectory_nodes.at(node_id).constant_data.get(),
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submap_nodes, global_node_pose.rotation(),
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global_submap_pose.rotation());
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}
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}
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void PoseGraph3D::ComputeConstraintsForOldNodes(const SubmapId& submap_id) {
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const auto& submap_data = data_.submap_data.at(submap_id);
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for (const auto& node_id_data : optimization_problem_->node_data()) {
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const NodeId& node_id = node_id_data.id;
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if (submap_data.node_ids.count(node_id) == 0) {
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ComputeConstraint(node_id, submap_id);
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}
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}
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const common::Time node_time = GetLatestNodeTime(node_id, submap_id);
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const common::Time last_connection_time =
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data_.trajectory_connectivity_state.LastConnectionTime(
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node_id.trajectory_id, submap_id.trajectory_id);
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if (node_id.trajectory_id == submap_id.trajectory_id ||
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node_time <
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last_connection_time +
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common::FromSeconds(
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options_.global_constraint_search_after_n_seconds())) {
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// If the node and the submap belong to the same trajectory or if there
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// has been a recent global constraint that ties that node's trajectory to
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// the submap's trajectory, it suffices to do a match constrained to a
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// local search window.
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maybe_add_local_constraint = true;
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} else if (global_localization_samplers_[node_id.trajectory_id]->Pulse()) {
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// In this situation, 'global_node_pose' and 'global_submap_pose' have
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// orientations agreeing on gravity. Their relationship regarding yaw is
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// arbitrary. Finding the correct yaw component will be handled by the
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// matching procedure in the FastCorrelativeScanMatcher, and the given yaw
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// is essentially ignored.
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maybe_add_global_constraint = true;
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}
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constant_data = data_.trajectory_nodes.at(node_id).constant_data.get();
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submap = static_cast<const Submap3D*>(
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data_.submap_data.at(submap_id).submap.get());
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}
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if (maybe_add_local_constraint) {
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constraint_builder_.MaybeAddConstraint(
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submap_id, submap, node_id, constant_data, submap_nodes,
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global_node_pose, global_submap_pose);
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} else if (maybe_add_global_constraint) {
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constraint_builder_.MaybeAddGlobalConstraint(
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submap_id, submap, node_id, constant_data, submap_nodes,
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global_node_pose.rotation(), global_submap_pose.rotation());
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}
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}
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}
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}
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@ -314,53 +313,73 @@ WorkItem::Result PoseGraph3D::ComputeConstraintsForNode(
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const NodeId& node_id,
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const NodeId& node_id,
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std::vector<std::shared_ptr<const Submap3D>> insertion_submaps,
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std::vector<std::shared_ptr<const Submap3D>> insertion_submaps,
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const bool newly_finished_submap) {
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const bool newly_finished_submap) {
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common::MutexLocker locker(&mutex_);
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std::vector<SubmapId> submap_ids;
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const auto& constant_data = data_.trajectory_nodes.at(node_id).constant_data;
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std::vector<SubmapId> finished_submap_ids;
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const std::vector<SubmapId> submap_ids = InitializeGlobalSubmapPoses(
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std::set<NodeId> newly_finished_submap_node_ids;
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node_id.trajectory_id, constant_data->time, insertion_submaps);
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{
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CHECK_EQ(submap_ids.size(), insertion_submaps.size());
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common::MutexLocker locker(&mutex_);
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const SubmapId matching_id = submap_ids.front();
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const auto& constant_data =
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const transform::Rigid3d& local_pose = constant_data->local_pose;
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data_.trajectory_nodes.at(node_id).constant_data;
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const transform::Rigid3d global_pose =
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submap_ids = InitializeGlobalSubmapPoses(
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optimization_problem_->submap_data().at(matching_id).global_pose *
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node_id.trajectory_id, constant_data->time, insertion_submaps);
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insertion_submaps.front()->local_pose().inverse() * local_pose;
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CHECK_EQ(submap_ids.size(), insertion_submaps.size());
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optimization_problem_->AddTrajectoryNode(
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const SubmapId matching_id = submap_ids.front();
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matching_id.trajectory_id,
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const transform::Rigid3d& local_pose = constant_data->local_pose;
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optimization::NodeSpec3D{constant_data->time, local_pose, global_pose});
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const transform::Rigid3d global_pose =
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for (size_t i = 0; i < insertion_submaps.size(); ++i) {
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optimization_problem_->submap_data().at(matching_id).global_pose *
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const SubmapId submap_id = submap_ids[i];
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insertion_submaps.front()->local_pose().inverse() * local_pose;
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// Even if this was the last node added to 'submap_id', the submap will only
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optimization_problem_->AddTrajectoryNode(
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// be marked as finished in 'data_.submap_data' further below.
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matching_id.trajectory_id,
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CHECK(data_.submap_data.at(submap_id).state == SubmapState::kActive);
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optimization::NodeSpec3D{constant_data->time, local_pose, global_pose});
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data_.submap_data.at(submap_id).node_ids.emplace(node_id);
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for (size_t i = 0; i < insertion_submaps.size(); ++i) {
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const transform::Rigid3d constraint_transform =
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const SubmapId submap_id = submap_ids[i];
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insertion_submaps[i]->local_pose().inverse() * local_pose;
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// Even if this was the last node added to 'submap_id', the submap will
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data_.constraints.push_back(
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// only be marked as finished in 'data_.submap_data' further below.
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Constraint{submap_id,
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CHECK(data_.submap_data.at(submap_id).state == SubmapState::kActive);
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node_id,
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data_.submap_data.at(submap_id).node_ids.emplace(node_id);
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{constraint_transform, options_.matcher_translation_weight(),
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const transform::Rigid3d constraint_transform =
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options_.matcher_rotation_weight()},
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insertion_submaps[i]->local_pose().inverse() * local_pose;
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Constraint::INTRA_SUBMAP});
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data_.constraints.push_back(Constraint{
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}
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submap_id,
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node_id,
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// TODO(gaschler): Consider not searching for constraints against trajectories
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{constraint_transform, options_.matcher_translation_weight(),
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// scheduled for deletion.
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options_.matcher_rotation_weight()},
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for (const auto& submap_id_data : data_.submap_data) {
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Constraint::INTRA_SUBMAP});
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if (submap_id_data.data.state == SubmapState::kFinished) {
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}
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CHECK_EQ(submap_id_data.data.node_ids.count(node_id), 0);
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// TODO(gaschler): Consider not searching for constraints against
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ComputeConstraint(node_id, submap_id_data.id);
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// trajectories scheduled for deletion.
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// TODO(danielsievers): Add a member variable and avoid having to copy
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// them out here.
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for (const auto& submap_id_data : data_.submap_data) {
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if (submap_id_data.data.state == SubmapState::kFinished) {
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CHECK_EQ(submap_id_data.data.node_ids.count(node_id), 0);
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finished_submap_ids.emplace_back(submap_id_data.id);
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}
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}
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if (newly_finished_submap) {
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const SubmapId newly_finished_submap_id = submap_ids.front();
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InternalSubmapData& finished_submap_data =
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data_.submap_data.at(newly_finished_submap_id);
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CHECK(finished_submap_data.state == SubmapState::kActive);
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finished_submap_data.state = SubmapState::kFinished;
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newly_finished_submap_node_ids = finished_submap_data.node_ids;
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}
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}
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}
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}
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for (const auto& submap_id : finished_submap_ids) {
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ComputeConstraint(node_id, submap_id);
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}
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if (newly_finished_submap) {
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if (newly_finished_submap) {
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const SubmapId finished_submap_id = submap_ids.front();
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const SubmapId newly_finished_submap_id = submap_ids.front();
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InternalSubmapData& finished_submap_data =
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data_.submap_data.at(finished_submap_id);
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CHECK(finished_submap_data.state == SubmapState::kActive);
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finished_submap_data.state = SubmapState::kFinished;
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// We have a new completed submap, so we look into adding constraints for
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// We have a new completed submap, so we look into adding constraints for
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// old nodes.
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// old nodes.
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ComputeConstraintsForOldNodes(finished_submap_id);
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for (const auto& node_id_data : optimization_problem_->node_data()) {
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const NodeId& node_id = node_id_data.id;
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if (newly_finished_submap_node_ids.count(node_id) == 0) {
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ComputeConstraint(node_id, newly_finished_submap_id);
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}
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}
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}
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}
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constraint_builder_.NotifyEndOfNode();
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constraint_builder_.NotifyEndOfNode();
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++num_nodes_since_last_loop_closure_;
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++num_nodes_since_last_loop_closure_;
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@ -189,11 +189,7 @@ class PoseGraph3D : public PoseGraph {
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// Computes constraints for a node and submap pair.
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// Computes constraints for a node and submap pair.
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void ComputeConstraint(const NodeId& node_id, const SubmapId& submap_id)
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void ComputeConstraint(const NodeId& node_id, const SubmapId& submap_id)
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REQUIRES(mutex_);
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EXCLUDES(mutex_);
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// Adds constraints for older nodes whenever a new submap is finished.
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void ComputeConstraintsForOldNodes(const SubmapId& submap_id)
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REQUIRES(mutex_);
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// Deletes trajectories waiting for deletion. Must not be called during
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// Deletes trajectories waiting for deletion. Must not be called during
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// constraint search.
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// constraint search.
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