Cleanup
parent
c7f651d98d
commit
82e1380603
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@ -168,14 +168,14 @@ Pose3 Pose3::Expmap(const Vector6& xi, OptionalJacobian<6, 6> Hxi) {
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const Vector3 w = xi.head<3>(), v = xi.tail<3>();
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// Compute rotation using Expmap
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Rot3 R = Rot3::Expmap(w);
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Matrix3 Jw;
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Rot3 R = Rot3::Expmap(w, Hxi ? &Jw : nullptr);
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// Compute translation and optionally its Jacobian in w
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Matrix3 Q;
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const Vector3 t = ExpmapTranslation(w, v, Hxi ? &Q : nullptr, R);
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if (Hxi) {
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const Matrix3 Jw = Rot3::ExpmapDerivative(w);
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*Hxi << Jw, Z_3x3,
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Q, Jw;
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}
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@ -246,34 +246,27 @@ class ExpmapFunctor : public so3::DexpFunctor {
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static constexpr double one_one_hundred_twentieth = 1.0 / 120.0;
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public:
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ExpmapFunctor(const Vector3& omega, bool nearZeroApprox = false,
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bool includeHigherOrder = false)
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: so3::DexpFunctor(omega, nearZeroApprox),
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includeHigherOrder(includeHigherOrder) {}
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ExpmapFunctor(const Vector3& omega, bool nearZeroApprox = false)
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: so3::DexpFunctor(omega, nearZeroApprox) {}
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// Compute the bottom-left 3x3 block of the SE(3) Expmap derivative
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// TODO(Frank): t = applyLeftJacobian(v), it would be nice to understand
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// how to compute mess below from its derivatives in w and v.
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Matrix3 computeQ(const Vector3& v) const {
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const Matrix3 V = skewSymmetric(v);
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const Matrix3 WVW = W * V * W;
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if (!nearZero) {
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// Simplified from closed-form formula in Barfoot14tro eq. (102)
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// Note dexp = I_3x3 - B * W + C * WW and t = dexp * v
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return -0.5 * V + C * (W * V + V * W - WVW) +
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(B - 0.5) / theta2 * (WW * V + V * WW - 3 * WVW) -
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0.5 * (B - 3 * C) / theta2 * (WVW * W + W * WVW);
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} else {
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Matrix3 Q = -0.5 * V + one_sixth * (W * V + V * W - WVW);
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Q -= one_twenty_fourth * (WW * V + V * WW - 3 * WVW);
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if (includeHigherOrder) {
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Q += one_one_hundred_twentieth * (WVW * W + W * WVW);
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}
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return Q;
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return -0.5 * V + one_sixth * (W * V + V * W - WVW) -
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one_twenty_fourth * (WW * V + V * WW - 3 * WVW) +
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one_one_hundred_twentieth * (WVW * W + W * WVW);
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}
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}
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private:
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bool includeHigherOrder;
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};
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} // namespace pose3
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@ -298,7 +291,8 @@ Vector3 Pose3::ExpmapTranslation(const Vector3& w, const Vector3& v,
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if (nearZero) {
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return v + 0.5 * w.cross(v);
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} else {
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// Geometric intuition and faster than using functor.
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// NOTE(Frank): t can also be computed by calling applyLeftJacobian(v), but
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// formulas below convey geometric insight and creating functor is not free.
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Vector3 t_parallel = w * w.dot(v); // translation parallel to axis
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Vector3 w_cross_v = w.cross(v); // translation orthogonal to axis
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Rot3 rotation = R.value_or(Rot3::Expmap(w));
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@ -18,8 +18,6 @@
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#include <gtsam/base/Testable.h>
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#include <gtsam/base/numericalDerivative.h>
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#include <gtsam/geometry/Point3.h>
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#include "gtsam/base/Matrix.h"
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#include "gtsam/base/OptionalJacobian.h"
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using namespace std::placeholders;
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using namespace gtsam;
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@ -19,7 +19,6 @@
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#include <gtsam/base/Testable.h>
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#include <gtsam/base/testLie.h>
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#include <gtsam/geometry/SO3.h>
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#include <iostream>
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using namespace std::placeholders;
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using namespace std;
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