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