194 lines
5.7 KiB
C++
194 lines
5.7 KiB
C++
/**
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* @file Rot3.cpp
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* @brief Rotation (internal: 3*3 matrix representation*)
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* @author Alireza Fathi
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* @author Christian Potthast
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* @author Frank Dellaert
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*/
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#include "Rot3.h"
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using namespace std;
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namespace gtsam {
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/* ************************************************************************* */
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bool Rot3::equals(const Rot3 & R, double tol) const {
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return equal_with_abs_tol(matrix(), R.matrix(), tol);
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}
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/* ************************************************************************* */
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Rot3 Rot3::exmap(const Vector& v) const {
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if (zero(v)) return (*this);
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return rodriguez(v) * (*this);
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}
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/* ************************************************************************* */
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Vector Rot3::vector() const {
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double r[] = { r1_.x(), r1_.y(), r1_.z(),
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r2_.x(), r2_.y(), r2_.z(),
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r3_.x(), r3_.y(), r3_.z() };
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Vector v(9);
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copy(r,r+9,v.begin());
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return v;
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}
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/* ************************************************************************* */
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Matrix Rot3::matrix() const {
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double r[] = { r1_.x(), r2_.x(), r3_.x(),
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r1_.y(), r2_.y(), r3_.y(),
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r1_.z(), r2_.z(), r3_.z() };
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return Matrix_(3,3, r);
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}
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/* ************************************************************************* */
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Matrix Rot3::transpose() const {
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double r[] = { r1_.x(), r1_.y(), r1_.z(),
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r2_.x(), r2_.y(), r2_.z(),
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r3_.x(), r3_.y(), r3_.z()};
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return Matrix_(3,3, r);
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}
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/* ************************************************************************* */
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Point3 Rot3::column(int index) const{
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if(index == 3)
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return r3_;
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else if (index == 2)
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return r2_;
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else
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return r1_; // default returns r1
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}
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/* ************************************************************************* */
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Rot3 Rot3::inverse() const {
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return Rot3(
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r1_.x(), r1_.y(), r1_.z(),
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r2_.x(), r2_.y(), r2_.z(),
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r3_.x(), r3_.y(), r3_.z());
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}
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/* ************************************************************************* */
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Point3 Rot3::unrotate(const Point3& p) const {
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return Point3(
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r1_.x() * p.x() + r1_.y() * p.y() + r1_.z() * p.z(),
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r2_.x() * p.x() + r2_.y() * p.y() + r2_.z() * p.z(),
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r3_.x() * p.x() + r3_.y() * p.y() + r3_.z() * p.z()
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);
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}
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/* ************************************************************************* */
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Vector Rot3::ypr() const {
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Matrix I;Vector q;
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boost::tie(I,q)=RQ(matrix());
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return q;
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}
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/* ************************************************************************* */
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Rot3 rodriguez(const Vector& n, double t) {
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double n0 = n(0), n1=n(1), n2=n(2);
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double n00 = n0*n0, n11 = n1*n1, n22 = n2*n2;
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#ifndef NDEBUG
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double l_n = n00+n11+n22;
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if (fabs(l_n-1.0)>1e-9) throw domain_error("rodriguez: length of n should be 1");
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#endif
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double ct = cos(t), st = sin(t), ct_1 = 1 - ct;
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double s0 = n0 * st, s1 = n1 * st, s2 = n2 * st;
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double C01 = ct_1*n0*n1, C02 = ct_1*n0*n2, C12 = ct_1*n1*n2;
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double C00 = ct_1*n00, C11 = ct_1*n11, C22 = ct_1*n22;
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Point3 r1 = Point3( ct + C00, s2 + C01, -s1 + C02);
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Point3 r2 = Point3(-s2 + C01, ct + C11, s0 + C12);
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Point3 r3 = Point3( s1 + C02, -s0 + C12, ct + C22);
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return Rot3(r1, r2, r3);
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}
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/* ************************************************************************* */
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Rot3 rodriguez(const Vector& w) {
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double t = norm_2(w);
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if (t < 1e-5) return Rot3();
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return rodriguez(w/t, t);
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}
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/* ************************************************************************* */
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Rot3 exmap(const Rot3& R, const Vector& v) {
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return R.exmap(v);
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}
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/* ************************************************************************* */
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Point3 rotate(const Rot3& R, const Point3& p) {
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return R * p;
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}
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/* ************************************************************************* */
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Matrix Drotate1(const Rot3& R, const Point3& p) {
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Point3 q = R * p;
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return skewSymmetric(-q.x(), -q.y(), -q.z());
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}
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/* ************************************************************************* */
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Matrix Drotate2(const Rot3& R) {
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return R.matrix();
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}
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/* ************************************************************************* */
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Point3 unrotate(const Rot3& R, const Point3& p) {
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return R.unrotate(p);
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}
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/* ************************************************************************* */
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/** see libraries/caml/geometry/math.lyx, derivative of unrotate */
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/* ************************************************************************* */
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Matrix Dunrotate1(const Rot3 & R, const Point3 & p) {
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Point3 q = R.unrotate(p);
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return skewSymmetric(q.x(), q.y(), q.z()) * R.transpose();
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}
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/* ************************************************************************* */
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Matrix Dunrotate2(const Rot3 & R) {
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return R.transpose();
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}
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/* ************************************************************************* */
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pair<Matrix,Vector> RQ(const Matrix& A) {
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double A21 = A(2, 1), A22 = A(2, 2), a = sqrt(A21 * A21 + A22 * A22);
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double Cx = A22 / a; //cosX
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double Sx = -A21 / a; //sinX
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Matrix Qx = Matrix_(3, 3,
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1.0, 0.0, 0.0,
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0.0, Cx, -Sx,
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0.0, Sx, Cx);
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Matrix B = A * Qx;
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double B20 = B(2, 0), B22 = B(2, 2), b = sqrt(B20 * B20 + B22 * B22);
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double Cy = B22 / b; //cosY
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double Sy = B20 / b; //sinY
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Matrix Qy = Matrix_(3,3,
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Cy, 0.0, Sy,
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0.0, 1.0, 0.0,
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-Sy, 0.0, Cy);
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Matrix C = B * Qy;
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double C10 = C(1, 0), C11 = C(1, 1), c = sqrt(C10 * C10 + C11 * C11);
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double Cz = C11 / c; //cosZ
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double Sz = -C10 / c; //sinZ
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Matrix Qz = Matrix_(3, 3,
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Cz, -Sz, 0.0,
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Sz, Cz, 0.0,
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0.0, 0.0, 1.0);
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Matrix R = C * Qz;
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Vector angles(3);
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angles(0) = -atan2(Sx, Cx);
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angles(1) = -atan2(Sy, Cy);
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angles(2) = -atan2(Sz, Cz);
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return make_pair(R,angles);
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}
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/* ************************************************************************* */
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} // namespace gtsam
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