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										 |  |  | /**
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							|  |  |  | * @file   Simulated3D.cpp | 
					
						
							|  |  |  | * @brief  measurement functions and derivatives for simulated 3D robot | 
					
						
							|  |  |  | * @author Alex Cunningham | 
					
						
							|  |  |  | **/ | 
					
						
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										 |  |  | #include <gtsam/slam/Simulated3D.h>
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										 |  |  | #include <gtsam/nonlinear/LieValues-inl.h>
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							|  |  |  | #include <gtsam/nonlinear/TupleValues-inl.h>
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										 |  |  | namespace gtsam { | 
					
						
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							|  |  |  | using namespace simulated3D; | 
					
						
							|  |  |  | INSTANTIATE_LIE_CONFIG(PointKey) | 
					
						
							|  |  |  | INSTANTIATE_LIE_CONFIG(PoseKey) | 
					
						
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										 |  |  | INSTANTIATE_TUPLE_CONFIG2(PoseValues, PointValues) | 
					
						
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												Large gtsam refactoring
To support faster development *and* better performance Richard and I pushed through a large refactoring of NonlinearFactors.
The following are the biggest changes:
1) NonLinearFactor1 and NonLinearFactor2 are now templated on Config, Key type, and X type, where X is the argument to the measurement function.
2) The measurement itself is no longer kept in the nonlinear factor. Instead, a derived class (see testVSLAMFactor, testNonlinearEquality, testPose3Factor etc...) has to implement a function to compute the errors, "evaluateErrors". Instead of (h(x)-z), it needs to return (z-h(x)), so Ax-b is an approximation of the error. IMPORTANT: evaluateErrors needs - if asked - *combine* the calculation of the function value h(x) and the derivatives dh(x)/dx. This was a major performance issue. To do this, boost::optional<Matrix&> arguments are provided, and tin EvaluateErrors you just  says something like
	if (H) *H = Matrix_(3,6,....);
3) We are no longer using int or strings for nonlinear factors. Instead, the preferred key type is now Symbol, defined in Key.h. This is both fast and cool: you can construct it from an int, and cast it to a strong. It also does type checking: a Symbol<Pose3,'x'> will not match a Symbol<Pose2,'x'>
4) minor: take a look at LieConfig.h: it help you avoid writing a lot of code bu automatically creating configs for a certain type. See e.g. Pose3Config.h. A "double" LieConfig is on the way - Thanks Richard and Manohar !
											
										 
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										 |  |  | namespace simulated3D { | 
					
						
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										 |  |  | Point3 prior (const Point3& x, boost::optional<Matrix&> H) { | 
					
						
							|  |  |  | 	if (H) *H = eye(3); | 
					
						
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										 |  |  | 	return x; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Point3 odo(const Point3& x1, const Point3& x2, | 
					
						
							|  |  |  | 		boost::optional<Matrix&> H1, boost::optional<Matrix&> H2) { | 
					
						
							|  |  |  | 	if (H1) *H1 = -1 * eye(3); | 
					
						
							|  |  |  | 	if (H2) *H2 = eye(3); | 
					
						
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										 |  |  | 	return x2 - x1; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Point3 mea(const Point3& x,  const Point3& l, | 
					
						
							|  |  |  | 		boost::optional<Matrix&> H1, boost::optional<Matrix&> H2) { | 
					
						
							|  |  |  | 	if (H1) *H1 = -1 * eye(3); | 
					
						
							|  |  |  | 	if (H2) *H2 = eye(3); | 
					
						
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										 |  |  | 	return l - x; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | }} // namespace gtsam::simulated3D
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