2013-03-24 04:19:30 +08:00
										 
									 
								 
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								/**
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								 * @file Pose3Upright.cpp
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								 *
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								 * @date Jan 24, 2012
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								 * @author Alex Cunningham
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								 */
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								#include <iostream>
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								#include <gtsam_unstable/geometry/Pose3Upright.h>
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								using namespace std;
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								namespace gtsam {
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								/* ************************************************************************* */
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								Pose3Upright::Pose3Upright(const Rot2& bearing, const Point3& t)
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								: T_(bearing, Point2(t.x(), t.y())), z_(t.z())
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								{
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								}
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								/* ************************************************************************* */
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								Pose3Upright::Pose3Upright(double x, double y, double z, double theta)
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								: T_(x, y, theta), z_(z)
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								{
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								}
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								/* ************************************************************************* */
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								Pose3Upright::Pose3Upright(const Pose2& pose, double z)
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								: T_(pose), z_(z)
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								{
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								}
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								/* ************************************************************************* */
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								Pose3Upright::Pose3Upright(const Pose3& x)
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								: T_(x.x(), x.y(), x.rotation().yaw()), z_(x.z())
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								{
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								}
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								/* ************************************************************************* */
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								void Pose3Upright::print(const std::string& s) const {
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								  cout << s << "(" << T_.x() << ", " << T_.y() << ", " << z_ << ", " << T_.theta() << ")" << endl;
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								}
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								/* ************************************************************************* */
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								bool Pose3Upright::equals(const Pose3Upright& x, double tol) const {
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								  return T_.equals(x.T_, tol) && fabs(z_ - x.z_) < tol;
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								}
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								/* ************************************************************************* */
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								Point3 Pose3Upright::translation() const {
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								  return Point3(x(), y(), z());
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								}
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								/* ************************************************************************* */
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								Point2 Pose3Upright::translation2() const {
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								  return T_.t();
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								}
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								/* ************************************************************************* */
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								Rot2 Pose3Upright::rotation2() const {
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								  return T_.r();
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								}
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								/* ************************************************************************* */
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								Rot3 Pose3Upright::rotation() const {
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								  return Rot3::Yaw(theta());
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								}
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								/* ************************************************************************* */
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								Pose2 Pose3Upright::pose2() const {
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								  return T_;
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								}
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								/* ************************************************************************* */
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								Pose3 Pose3Upright::pose() const {
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								  return Pose3(rotation(), translation());
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								}
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								/* ************************************************************************* */
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								Pose3Upright Pose3Upright::inverse(boost::optional<Matrix&> H1) const {
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								  Pose3Upright result(T_.inverse(H1), -z_);
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								  if (H1) {
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								    Matrix H1_ = -I_4x4;
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								    H1_.topLeftCorner(2,2) = H1->topLeftCorner(2,2);
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								    H1_.topRightCorner(2, 1) = H1->topRightCorner(2, 1);
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								    *H1 = H1_;
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								  }
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								  return result;
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								}
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								/* ************************************************************************* */
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								Pose3Upright Pose3Upright::compose(const Pose3Upright& p2,
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								    boost::optional<Matrix&> H1, boost::optional<Matrix&> H2) const {
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								  if (!H1 && !H2)
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								    return Pose3Upright(T_.compose(p2.T_), z_ + p2.z_);
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								  Pose3Upright result(T_.compose(p2.T_, H1), z_ + p2.z_);
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								  if (H1) {
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								    Matrix H1_ = I_4x4;
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								    H1_.topLeftCorner(2,2) = H1->topLeftCorner(2,2);
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								    H1_.topRightCorner(2, 1) = H1->topRightCorner(2, 1);
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								    *H1 = H1_;
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								  }
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								  if (H2) *H2 = I_4x4;
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								  return result;
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								}
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								/* ************************************************************************* */
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								Pose3Upright Pose3Upright::between(const Pose3Upright& p2,
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								    boost::optional<Matrix&> H1, boost::optional<Matrix&> H2) const {
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								  if (!H1 && !H2)
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								    return Pose3Upright(T_.between(p2.T_), p2.z_ - z_);
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								  Pose3Upright result(T_.between(p2.T_, H1, H2), p2.z_ - z_);
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								  if (H1) {
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								    Matrix H1_ = -I_4x4;
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								    H1_.topLeftCorner(2,2) = H1->topLeftCorner(2,2);
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								    H1_.topRightCorner(2, 1) = H1->topRightCorner(2, 1);
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								    *H1 = H1_;
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								  }
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								  if (H2) *H2 = I_4x4;
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								  return result;
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								}
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								/* ************************************************************************* */
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								Pose3Upright Pose3Upright::retract(const Vector& v) const {
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								  assert(v.size() == 4);
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								  Vector v1(3); v1 << v(0), v(1), v(3);
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								  return Pose3Upright(T_.retract(v1), z_ + v(2));
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								}
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								/* ************************************************************************* */
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								Vector Pose3Upright::localCoordinates(const Pose3Upright& p2) const {
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								  Vector pose2 = T_.localCoordinates(p2.pose2());
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								  Vector result(4);
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								  result << pose2(0), pose2(1), p2.z() - z_, pose2(2);
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								  return result;
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								}
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								/* ************************************************************************* */
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								Pose3Upright Pose3Upright::Expmap(const Vector& xi) {
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								  assert(xi.size() == 4);
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								  Vector v1(3); v1 << xi(0), xi(1), xi(3);
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								  return Pose3Upright(Pose2::Expmap(v1), xi(2));
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								}
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								/* ************************************************************************* */
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								Vector Pose3Upright::Logmap(const Pose3Upright& p) {
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								  Vector pose2 = Pose2::Logmap(p.pose2());
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								  Vector result(4);
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								  result << pose2(0), pose2(1), p.z(), pose2(2);
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								  return result;
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								}
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								/* ************************************************************************* */
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								} // \namespace gtsam
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