5-fold performance improvement in combined between function
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51281ea78f
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dd9446993a
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@ -13,6 +13,8 @@ namespace gtsam {
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/** Explicit instantiation of base class to export members */
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/** Explicit instantiation of base class to export members */
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INSTANTIATE_LIE(Pose2);
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INSTANTIATE_LIE(Pose2);
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static const Matrix I3 = eye(3);
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/* ************************************************************************* */
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/* ************************************************************************* */
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Matrix Pose2::matrix() const {
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Matrix Pose2::matrix() const {
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Matrix R = r_.matrix();
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Matrix R = r_.matrix();
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@ -57,22 +59,32 @@ namespace gtsam {
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/* ************************************************************************* */
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/* ************************************************************************* */
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Pose2 between(const Pose2& p1, const Pose2& p2, boost::optional<Matrix&> H1,
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Pose2 between(const Pose2& p1, const Pose2& p2, boost::optional<Matrix&> H1,
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boost::optional<Matrix&> H2) {
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boost::optional<Matrix&> H2) {
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Rot2 dR = between(p1.r(), p2.r());
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// get cosines and sines from rotation matrices
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const Rot2& R1 = p1.r(), R2 = p2.r();
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double c1=R1.c(), s1=R1.s(), c2=R2.c(), s2=R2.s();
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// Calculate delta rotation = between(R1,R2)
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double c = c1 * c2 + s1 * s2, s = -s1 * c2 + c1 * s2;
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Rot2 R(c,s);
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// Calculate delta translation = unrotate(R1, dt);
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Point2 dt = p2.t() - p1.t();
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Point2 dt = p2.t() - p1.t();
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Point2 q = unrotate(p1.r(), dt);
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double x = dt.x(), y = dt.y();
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Pose2 dp(dR, q);
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Point2 t(c1 * x + s1 * y, -s1 * x + c1 * y);
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// FD: I don't understand this code (a performance-driven transformation
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// from Richard's heavier code) but it works.
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if (H1) {
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if (H1) {
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Matrix dT1 = -invcompose(p2.r(), p1.r()).matrix();
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double dt1 = -s2 * x + c2 * y;
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Matrix dR1;
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double dt2 = -c2 * x - s2 * y;
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unrotate(p2.r(), dt, dR1); // FD to Richard: I do *not* understand this
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*H1 = Matrix_(3,3,
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*H1 = Matrix_(3,3,
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dT1(0,0), dT1(0,1), dR1(0,0),
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-c, -s, dt1,
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dT1(1,0), dT1(1,1), dR1(1,0),
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s, -c, dt2,
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0.0, 0.0, -1.0);
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0.0, 0.0, -1.0);
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}
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}
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static const Matrix I3 = eye(3);
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if (H2) *H2 = I3;
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if (H2) *H2 = I3;
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return dp;
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return Pose2(R,t);
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}
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}
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/* ************************************************************************* */
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/* ************************************************************************* */
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