skew method, minor things
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99b5edf89e
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b4139842a1
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@ -46,7 +46,7 @@ Matrix Sphere2::getBasis() const {
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b2 = b2 / b2.norm();
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// Create the basis matrix
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Matrix B(3,2);
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Matrix B(3, 2);
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B << b1.x(), b2.x(), b1.y(), b2.y(), b1.z(), b2.z();
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return B;
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}
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@ -54,8 +54,12 @@ Matrix Sphere2::getBasis() const {
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/* ************************************************************************* */
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/// The print fuction
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void Sphere2::print(const std::string& s) const {
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printf("%s(x, y, z): (%.3lf, %.3lf, %.3lf)\n", //
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s.c_str(), p_.x(), p_.y(), p_.z());
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printf("(%.3lf, %.3lf, %.3lf)\n", s.c_str(), p_.x(), p_.y(), p_.z());
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}
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/* ************************************************************************* */
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Matrix Sphere2::skew() const {
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return skewSymmetric(p_.x(), p_.y(), p_.z());
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}
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/* ************************************************************************* */
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@ -29,29 +29,21 @@ private:
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Point3 p_; ///< The location of the point on the unit sphere
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/// Returns the axis of rotations
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Matrix getBasis() const;
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public:
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/// The constructors
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/// @name Constructors
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/// @{
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/// Default constructor
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Sphere2() :
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p_(Point3(1.0, 0.0, 0.0)) {
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p_(1.0, 0.0, 0.0) {
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}
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/// Copy constructor
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Sphere2(const Sphere2& s) {
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p_ = s.p_ / s.p_.norm();
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}
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/// Destructor
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~Sphere2() {
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}
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/// Field constructor
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Sphere2(const Point3& p) {
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p_ = p / p.norm();
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/// Construct from point
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Sphere2(const Point3& p) :
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p_(p / p.norm()) {
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}
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/// @}
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/// @name Testable
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/// @{
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@ -65,6 +57,17 @@ public:
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}
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/// @}
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/// @name Other functionality
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/// @{
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/// Returns the local coordinate frame to tangent plane
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Matrix getBasis() const;
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/// Return skew-symmetric associated with 3D point on unit sphere
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Matrix skew() const;
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/// @}
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/// @name Manifold
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/// @{
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@ -85,7 +88,6 @@ public:
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Vector localCoordinates(const Sphere2& s) const;
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/// @}
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};
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} // namespace gtsam
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