/** * @file Pose3.cpp * @brief 3D Pose */ #include #include "Pose3.h" #include "Lie-inl.h" #include "LieConfig.h" using namespace std; using namespace boost::numeric::ublas; namespace gtsam { /** Explicit instantiation of base class to export members */ INSTANTIATE_LIE(Pose3); /* ************************************************************************* */ void Pose3::print(const string& s) const { R_.print(s + ".R"); t_.print(s + ".t"); } /* ************************************************************************* */ bool Pose3::equals(const Pose3& pose, double tol) const { return R_.equals(pose.R_,tol) && t_.equals(pose.t_,tol); } /* ************************************************************************* */ #ifdef SLOW_BUT_CORRECT_EXPMAP /** Agrawal06iros versions of expmap and logmap*/ template<> Pose3 expmap(const Vector& d) { Vector w = vector_range(d, range(0,3)); Vector u = vector_range(d, range(3,6)); double t = norm_2(w); if (t < 1e-5) return Pose3(Rot3(), expmap (u)); else { Matrix W = skewSymmetric(w/t); Matrix A = eye(3, 3) + ((1 - cos(t)) / t) * W + ((t - sin(t)) / t) * (W * W); return Pose3(expmap (w), expmap (A * u)); } } Vector logmap(const Pose3& p) { Vector w = logmap(p.rotation()), T = p.translation().vector(); double t = norm_2(w); if (t < 1e-5) return concatVectors(2, &w, &T); else { Matrix W = skewSymmetric(w/t); Matrix Ainv = eye(3, 3) - 0.5*t* W + ((2*sin(t)-t*(1+cos(t)))/2*sin(t)) * (W * W); Vector u = Ainv*T; return concatVectors(2, &w, &u); } } #else /* incorrect versions for which we know how to compute derivatives */ template<> Pose3 expmap(const Vector& d) { Vector w = sub(d, 0,3); Vector u = sub(d, 3,6); return Pose3(expmap (w), expmap (u)); } // Log map at identity - return the translation and canonical rotation // coordinates of a pose. Vector logmap(const Pose3& p) { const Vector w = logmap(p.rotation()), u = logmap(p.translation()); return concatVectors(2, &w, &u); } #endif /* ************************************************************************* */ Matrix Pose3::matrix() const { const Matrix R = R_.matrix(), T = Matrix_(3,1, t_.vector()); const Matrix A34 = collect(2, &R, &T); const Matrix A14 = Matrix_(1,4, 0.0, 0.0, 0.0, 1.0); return stack(2, &A34, &A14); } /* ************************************************************************* */ Pose3 Pose3::transform_to(const Pose3& pose) const { Rot3 cRv = R_ * Rot3(inverse(pose.R_)); Point3 t = gtsam::transform_to(pose, t_); return Pose3(cRv, t); } /* ************************************************************************* */ Point3 transform_from(const Pose3& pose, const Point3& p) { return pose.rotation() * p + pose.translation(); } /* ************************************************************************* */ Matrix Dtransform_from1(const Pose3& pose, const Point3& p) { #ifdef NEW_EXMAP Point3 q = transform_from(pose,p); Matrix DR = skewSymmetric(-q.x(), -q.y(), -q.z()); #else Matrix DR = Drotate1(pose.rotation(), p); #endif Matrix Dt = eye(3); return collect(2,&DR,&Dt); } /* ************************************************************************* */ Matrix Dtransform_from2(const Pose3& pose) { return pose.rotation().matrix(); } /* ************************************************************************* */ Point3 transform_to(const Pose3& pose, const Point3& p) { Point3 sub = p - pose.translation(); return unrotate(pose.rotation(), sub); } /* ************************************************************************* */ Matrix Dtransform_to1(const Pose3& pose, const Point3& p) { Point3 q = transform_to(pose,p); Matrix Rt = pose.rotation().transpose(); Matrix DR = skewSymmetric(q.x(), q.y(), q.z()) * Rt; Matrix DT = - Rt; // negative because of sub return collect(2,&DR,&DT); } /* ************************************************************************* */ Matrix Dtransform_to2(const Pose3& pose, const Point3& p) { return pose.rotation().transpose(); } /* ************************************************************************* */ // compose = Pose3(compose(R1,R2),transform_from(p1,t2); Matrix Dcompose1(const Pose3& p1, const Pose3& p2) { static const Matrix DR_R1 = eye(3); Matrix DR_t1 = zeros(3, 3); Matrix DR = collect(2, &DR_R1, &DR_t1); Matrix Dt = Dtransform_from1(p1, p2.translation()); return stack(2, &DR, &Dt); } Matrix Dcompose2(const Pose3& p1, const Pose3& p2) { Matrix R1 = p1.rotation().matrix(), Z3 = zeros(3, 3); Matrix DR = collect(2, &R1, &Z3); Matrix Dt = collect(2, &Z3, &R1); return stack(2, &DR, &Dt); } /* ************************************************************************* */ // inverse = Pose3(inverse(R),-unrotate(R,t)); Matrix Dinverse(const Pose3& p) { Matrix Rt = p.rotation().transpose(); Matrix DR_R1 = -Rt; Matrix DR_t1 = zeros(3, 3); Matrix DR = collect(2, &DR_R1, &DR_t1); Matrix Dt_R1 = -(skewSymmetric(Rt * p.translation().vector()) * Rt); Matrix Dt_t1 = -Rt; Matrix Dt = collect(2, &Dt_R1, &Dt_t1); return stack(2, &DR, &Dt); } /* ************************************************************************* */ // between = compose(p2,inverse(p1)); Pose3 between(const Pose3& p1, const Pose3& p2, boost::optional H1, boost::optional H2) { Pose3 invp1 = inverse(p1); Pose3 result = compose(p2, invp1); if (H1) *H1 = Dcompose2(p2, invp1) * Dinverse(p1); if (H2) *H2 = Dcompose1(p2, invp1); return result; } /* ************************************************************************* */ } // namespace gtsam