gtsam/gtsam/nonlinear/values.i

230 lines
11 KiB
OpenEdge ABL

//*************************************************************************
// nonlinear but only Values
//*************************************************************************
namespace gtsam {
#include <gtsam/geometry/Cal3_S2.h>
#include <gtsam/geometry/Cal3Bundler.h>
#include <gtsam/geometry/Cal3DS2.h>
#include <gtsam/geometry/Cal3f.h>
#include <gtsam/geometry/Cal3Fisheye.h>
#include <gtsam/geometry/Cal3Unified.h>
#include <gtsam/geometry/EssentialMatrix.h>
#include <gtsam/geometry/FundamentalMatrix.h>
#include <gtsam/geometry/PinholeCamera.h>
#include <gtsam/geometry/Point2.h>
#include <gtsam/geometry/Point3.h>
#include <gtsam/geometry/Pose2.h>
#include <gtsam/geometry/Pose3.h>
#include <gtsam/geometry/Rot2.h>
#include <gtsam/geometry/Rot3.h>
#include <gtsam/geometry/SO3.h>
#include <gtsam/geometry/SO4.h>
#include <gtsam/geometry/SOn.h>
#include <gtsam/geometry/StereoPoint2.h>
#include <gtsam/geometry/Unit3.h>
#include <gtsam/navigation/ImuBias.h>
#include <gtsam/navigation/NavState.h>
#include <gtsam/linear/VectorValues.h>
#include <gtsam/nonlinear/Values.h>
class Values {
Values();
Values(const gtsam::Values& other);
size_t size() const;
bool empty() const;
void clear();
size_t dim() const;
void print(string s = "", const gtsam::KeyFormatter& keyFormatter =
gtsam::DefaultKeyFormatter) const;
bool equals(const gtsam::Values& other, double tol) const;
void insert(const gtsam::Values& values);
void update(const gtsam::Values& values);
void insert_or_assign(const gtsam::Values& values);
void erase(size_t j);
void swap(gtsam::Values& values);
bool exists(size_t j) const;
gtsam::KeyVector keys() const;
gtsam::VectorValues zeroVectors() const;
gtsam::Values retract(const gtsam::VectorValues& delta) const;
gtsam::VectorValues localCoordinates(const gtsam::Values& cp) const;
// enabling serialization functionality
void serialize() const;
// New in 4.0, we have to specialize every insert/update/at
// to generate wrappers.
// Instead of the old:
// void insert(size_t j, const gtsam::Value& value);
// void update(size_t j, const gtsam::Value& val);
// gtsam::Value at(size_t j) const;
// The order is important: gtsam::Vector has to precede Point2/Point3 so `atVector`
// can work for those fixed-size vectors. Same apparently for Cal3Bundler and Cal3f.
void insert(size_t j, gtsam::Vector vector);
void insert(size_t j, gtsam::Matrix matrix);
void insert(size_t j, const gtsam::Point2& point2);
void insert(size_t j, const gtsam::Point3& point3);
void insert(size_t j, const gtsam::Rot2& rot2);
void insert(size_t j, const gtsam::Pose2& pose2);
void insert(size_t j, const gtsam::SO3& R);
void insert(size_t j, const gtsam::SO4& Q);
void insert(size_t j, const gtsam::SOn& P);
void insert(size_t j, const gtsam::Rot3& rot3);
void insert(size_t j, const gtsam::Pose3& pose3);
void insert(size_t j, const gtsam::Unit3& unit3);
void insert(size_t j, const gtsam::Cal3Bundler& cal3bundler);
void insert(size_t j, const gtsam::Cal3f& cal3f);
void insert(size_t j, const gtsam::Cal3_S2& cal3_s2);
void insert(size_t j, const gtsam::Cal3DS2& cal3ds2);
void insert(size_t j, const gtsam::Cal3Fisheye& cal3fisheye);
void insert(size_t j, const gtsam::Cal3Unified& cal3unified);
void insert(size_t j, const gtsam::EssentialMatrix& E);
void insert(size_t j, const gtsam::FundamentalMatrix& F);
void insert(size_t j, const gtsam::SimpleFundamentalMatrix& F);
void insert(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Bundler>& camera);
void insert(size_t j, const gtsam::PinholeCamera<gtsam::Cal3f>& camera);
void insert(size_t j, const gtsam::PinholeCamera<gtsam::Cal3_S2>& camera);
void insert(size_t j, const gtsam::PinholeCamera<gtsam::Cal3DS2>& camera);
void insert(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Fisheye>& camera);
void insert(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Unified>& camera);
void insert(size_t j, const gtsam::PinholePose<gtsam::Cal3Bundler>& camera);
void insert(size_t j, const gtsam::PinholePose<gtsam::Cal3f>& camera);
void insert(size_t j, const gtsam::PinholePose<gtsam::Cal3_S2>& camera);
void insert(size_t j, const gtsam::PinholePose<gtsam::Cal3DS2>& camera);
void insert(size_t j, const gtsam::PinholePose<gtsam::Cal3Fisheye>& camera);
void insert(size_t j, const gtsam::PinholePose<gtsam::Cal3Unified>& camera);
void insert(size_t j, const gtsam::imuBias::ConstantBias& constant_bias);
void insert(size_t j, const gtsam::NavState& nav_state);
void insert(size_t j, double c);
template <T = {gtsam::Point2, gtsam::Point3}>
void insert(size_t j, const T& val);
// The order is important: gtsam::Vector has to precede Point2/Point3 so `atVector`
// can work for those fixed-size vectors.
void update(size_t j, gtsam::Vector vector);
void update(size_t j, gtsam::Matrix matrix);
void update(size_t j, const gtsam::Point2& point2);
void update(size_t j, const gtsam::Point3& point3);
void update(size_t j, const gtsam::Rot2& rot2);
void update(size_t j, const gtsam::Pose2& pose2);
void update(size_t j, const gtsam::SO3& R);
void update(size_t j, const gtsam::SO4& Q);
void update(size_t j, const gtsam::SOn& P);
void update(size_t j, const gtsam::Rot3& rot3);
void update(size_t j, const gtsam::Pose3& pose3);
void update(size_t j, const gtsam::Unit3& unit3);
void update(size_t j, const gtsam::Cal3Bundler& cal3bundler);
void update(size_t j, const gtsam::Cal3f& cal3f);
void update(size_t j, const gtsam::Cal3_S2& cal3_s2);
void update(size_t j, const gtsam::Cal3DS2& cal3ds2);
void update(size_t j, const gtsam::Cal3Fisheye& cal3fisheye);
void update(size_t j, const gtsam::Cal3Unified& cal3unified);
void update(size_t j, const gtsam::EssentialMatrix& E);
void update(size_t j, const gtsam::FundamentalMatrix& F);
void update(size_t j, const gtsam::SimpleFundamentalMatrix& F);
void update(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Bundler>& camera);
void update(size_t j, const gtsam::PinholeCamera<gtsam::Cal3f>& camera);
void update(size_t j, const gtsam::PinholeCamera<gtsam::Cal3_S2>& camera);
void update(size_t j, const gtsam::PinholeCamera<gtsam::Cal3DS2>& camera);
void update(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Fisheye>& camera);
void update(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Unified>& camera);
void update(size_t j, const gtsam::PinholePose<gtsam::Cal3Bundler>& camera);
void update(size_t j, const gtsam::PinholePose<gtsam::Cal3f>& camera);
void update(size_t j, const gtsam::PinholePose<gtsam::Cal3_S2>& camera);
void update(size_t j, const gtsam::PinholePose<gtsam::Cal3DS2>& camera);
void update(size_t j, const gtsam::PinholePose<gtsam::Cal3Fisheye>& camera);
void update(size_t j, const gtsam::PinholePose<gtsam::Cal3Unified>& camera);
void update(size_t j, const gtsam::imuBias::ConstantBias& constant_bias);
void update(size_t j, const gtsam::NavState& nav_state);
void update(size_t j, double c);
// The order is important: gtsam::Vector has to precede Point2/Point3 so `atVector`
// can work for those fixed-size vectors.
void insert_or_assign(size_t j, gtsam::Vector vector);
void insert_or_assign(size_t j, gtsam::Matrix matrix);
void insert_or_assign(size_t j, const gtsam::Point2& point2);
void insert_or_assign(size_t j, const gtsam::Point3& point3);
void insert_or_assign(size_t j, const gtsam::Rot2& rot2);
void insert_or_assign(size_t j, const gtsam::Pose2& pose2);
void insert_or_assign(size_t j, const gtsam::SO3& R);
void insert_or_assign(size_t j, const gtsam::SO4& Q);
void insert_or_assign(size_t j, const gtsam::SOn& P);
void insert_or_assign(size_t j, const gtsam::Rot3& rot3);
void insert_or_assign(size_t j, const gtsam::Pose3& pose3);
void insert_or_assign(size_t j, const gtsam::Unit3& unit3);
void insert_or_assign(size_t j, const gtsam::Cal3Bundler& cal3bundler);
void insert_or_assign(size_t j, const gtsam::Cal3f& cal3f);
void insert_or_assign(size_t j, const gtsam::Cal3_S2& cal3_s2);
void insert_or_assign(size_t j, const gtsam::Cal3DS2& cal3ds2);
void insert_or_assign(size_t j, const gtsam::Cal3Fisheye& cal3fisheye);
void insert_or_assign(size_t j, const gtsam::Cal3Unified& cal3unified);
void insert_or_assign(size_t j, const gtsam::EssentialMatrix& E);
void insert_or_assign(size_t j, const gtsam::FundamentalMatrix& F);
void insert_or_assign(size_t j, const gtsam::SimpleFundamentalMatrix& F);
void insert_or_assign(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Bundler>& camera);
void insert_or_assign(size_t j, const gtsam::PinholeCamera<gtsam::Cal3f>& camera);
void insert_or_assign(size_t j, const gtsam::PinholeCamera<gtsam::Cal3_S2>& camera);
void insert_or_assign(size_t j, const gtsam::PinholeCamera<gtsam::Cal3DS2>& camera);
void insert_or_assign(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Fisheye>& camera);
void insert_or_assign(size_t j, const gtsam::PinholeCamera<gtsam::Cal3Unified>& camera);
void insert_or_assign(size_t j, const gtsam::PinholePose<gtsam::Cal3Bundler>& camera);
void insert_or_assign(size_t j, const gtsam::PinholePose<gtsam::Cal3f>& camera);
void insert_or_assign(size_t j, const gtsam::PinholePose<gtsam::Cal3_S2>& camera);
void insert_or_assign(size_t j, const gtsam::PinholePose<gtsam::Cal3DS2>& camera);
void insert_or_assign(size_t j, const gtsam::PinholePose<gtsam::Cal3Fisheye>& camera);
void insert_or_assign(size_t j, const gtsam::PinholePose<gtsam::Cal3Unified>& camera);
void insert_or_assign(size_t j, const gtsam::imuBias::ConstantBias& constant_bias);
void insert_or_assign(size_t j, const gtsam::NavState& nav_state);
void insert_or_assign(size_t j, double c);
template <T = {gtsam::Point2,
gtsam::Point3,
gtsam::Rot2,
gtsam::Pose2,
gtsam::SO3,
gtsam::SO4,
gtsam::SOn,
gtsam::Rot3,
gtsam::Pose3,
gtsam::Unit3,
gtsam::Cal3Bundler,
gtsam::Cal3f,
gtsam::Cal3_S2,
gtsam::Cal3DS2,
gtsam::Cal3Fisheye,
gtsam::Cal3Unified,
gtsam::EssentialMatrix,
gtsam::FundamentalMatrix,
gtsam::SimpleFundamentalMatrix,
gtsam::PinholeCamera<gtsam::Cal3Bundler>,
gtsam::PinholeCamera<gtsam::Cal3f>,
gtsam::PinholeCamera<gtsam::Cal3_S2>,
gtsam::PinholeCamera<gtsam::Cal3DS2>,
gtsam::PinholeCamera<gtsam::Cal3Fisheye>,
gtsam::PinholeCamera<gtsam::Cal3Unified>,
gtsam::PinholePose<gtsam::Cal3Bundler>,
gtsam::PinholePose<gtsam::Cal3f>,
gtsam::PinholePose<gtsam::Cal3_S2>,
gtsam::PinholePose<gtsam::Cal3DS2>,
gtsam::PinholePose<gtsam::Cal3Fisheye>,
gtsam::PinholePose<gtsam::Cal3Unified>,
gtsam::imuBias::ConstantBias,
gtsam::NavState,
gtsam::Vector,
gtsam::Matrix,
double}>
T at(size_t j);
};
} // namespace gtsam