#pragma once #include #include namespace common { class Pose3d { public: Pose3d() { r_quat_.setIdentity(); t_vec_.setZero(); }; Pose3d(const Eigen::Quaterniond &r_quat, const Eigen::Vector3d &t_vec) : r_quat_(r_quat), t_vec_(t_vec) {} Pose3d(const Eigen::Matrix3d &r_mat, const Eigen::Vector3d &t_vec) : r_quat_(r_mat), t_vec_(t_vec) {} Pose3d(const double *const r_quat, const double *const t_vec) : r_quat_(r_quat), t_vec_(t_vec) {} void SetIdentity() { r_quat_.setIdentity(); t_vec_.setZero(); } const Eigen::Matrix4d TransMat() const { Eigen::Matrix4d trans_mat = Eigen::Matrix4d::Identity(); trans_mat.topLeftCorner<3, 3>() = r_quat_.toRotationMatrix(); trans_mat.topRightCorner<3, 1>() = t_vec_; return trans_mat; } Pose3d Inv() const { Eigen::Quaterniond r_inv = r_quat_.inverse(); Eigen::Vector3d t_inv = r_inv * t_vec_; return Pose3d(r_inv, -t_inv); } Pose3d operator*(const Pose3d &rhs) const { return Pose3d(r_quat_ * rhs.r_quat_, r_quat_ * rhs.t_vec_ + t_vec_); } Pose3d &operator*=(const Pose3d &rhs) { t_vec_ += r_quat_ * rhs.t_vec_; r_quat_ *= rhs.r_quat_; return *this; } Eigen::Vector3d Transform(const Eigen::Vector3d &point) const { return r_quat_ * point + t_vec_; } Eigen::Vector3d operator*(const Eigen::Vector3d &point) const { return Transform(point); } Eigen::Vector3d Rotate(const Eigen::Vector3d &vec) const { return r_quat_ * vec; } // Spherical linear interpolation to `pose_to`, t \belong [0,1] Pose3d Interpolate(const Pose3d &pose_to, double t) const { Eigen::Quaterniond r_interp = r_quat_.slerp(t, pose_to.r_quat_); Eigen::Vector3d t_interp = (pose_to.t_vec_ - t_vec_) * t + t_vec_; return Pose3d(r_interp, t_interp); } std::string ToString() const { std::ostringstream oss; double w = r_quat_.w(), a = r_quat_.x(), b = r_quat_.y(), c = r_quat_.z(); double x = t_vec_.x(), y = t_vec_.y(), z = t_vec_.z(); oss << std::setprecision(3) << "[Pose3d] r_quat = (" << w << " " << a << " " << b << " " << c << "), p = (" << x << " " << y << " " << z << ")"; return oss.str(); } // const Eigen::Quaterniond& r_quat() const { return r_quat_; } const Eigen::Quaterniond &r_quat() const { return r_quat_; } // const Eigen::Vector3d& t_vec() const { return t_vec_; } const Eigen::Vector3d &t_vec() const { return t_vec_; } protected: Eigen::Quaterniond r_quat_; // orientation/rotation Eigen::Vector3d t_vec_; // positon/translation }; inline Pose3d Interpolate(const Pose3d &pose_from, const Pose3d &pose_to, double t) { return pose_from.Interpolate(pose_to, t); } } // namespace common