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								/**
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								 * @file    Rot3.h
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								 * @brief   Rotation
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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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								// \callgraph
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								#pragma once
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								#include "Point3.h"
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								#include "Testable.h"
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								namespace gtsam {
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								  /* Rotation matrix */
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								  class Rot3: Testable<Rot3> {
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								  private:
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								    /** we store columns ! */
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								    Point3 r1_, r2_, r3_;  
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								  public:
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								  /** default coonstructor, unit rotation */
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								  Rot3() : r1_(Point3(1.0,0.0,0.0)), 
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								      r2_(Point3(0.0,1.0,0.0)),
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								      r3_(Point3(0.0,0.0,1.0)) {
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								    }
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								  /** constructor from columns */
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								  Rot3(const Point3& r1, const Point3& r2, const Point3& r3) :
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											r1_(r1), r2_(r2), r3_(r3) {
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										}
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								  /**  constructor from vector */
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								  Rot3(const Vector &v) : 
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								    r1_(Point3(v(0),v(1),v(2))),
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								      r2_(Point3(v(3),v(4),v(5))),
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								      r3_(Point3(v(6),v(7),v(8)))
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								      {  }
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								  /** constructor from doubles in *row* order !!! */ 
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								  Rot3(double R11, double R12, double R13,
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								       double R21, double R22, double R23,
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								       double R31, double R32, double R33) :
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								      	 r1_(Point3(R11, R21, R31)),
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								      	 r2_(Point3(R12, R22, R32)),
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								      	 r3_(Point3(R13, R23, R33)) {}
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								  /** constructor from matrix */
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								  Rot3(const Matrix& R):
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								    r1_(Point3(R(0,0), R(1,0), R(2,0))),
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								      r2_(Point3(R(0,1), R(1,1), R(2,1))),
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								      r3_(Point3(R(0,2), R(1,2), R(2,2))) {}
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								  /** print */
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								  void print(const std::string& s="R") const { gtsam::print(matrix(), s);}
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								  /** equals with an tolerance */
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								  bool equals(const Rot3& p, double tol = 1e-9) const;
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								    /** return DOF, dimensionality of tangent space */
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								    size_t dim() const { return 3;}
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								    /** Given 3-dim tangent vector, create new rotation */
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								    Rot3 exmap(const Vector& d) const;
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								    /** return vectorized form (column-wise)*/
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								    Vector 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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								    /** return 3*3 rotation matrix */
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								    Matrix 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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								    /** return 3*3 transpose (inverse) rotation matrix   */
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								    Matrix 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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								    /** returns column vector specified by index */
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								    Point3 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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								    /** inverse transformation  */
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								    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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								    /** composition */
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								    inline Rot3 operator*(const Rot3& B) const { return Rot3(matrix()*B.matrix());}
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								    /**  rotate from rotated to world, syntactic sugar = R*p  */
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								    inline Point3 operator*(const Point3& p) const {
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								    	return r1_ * p.x() + r2_ * p.y() + r3_ * p.z();
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								    }
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								    /** rotate from world to rotated = R'*p */
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								    Point3 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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								    /** friends */
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								    friend Matrix Dunrotate1(const Rot3& R, const Point3& p);
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								  private:
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								  	/** Serialization function */
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								  	friend class boost::serialization::access;
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								  	template<class Archive>
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								  	void serialize(Archive & ar, const unsigned int version)
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								  	{
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								  		ar & BOOST_SERIALIZATION_NVP(r1_);
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								  		ar & BOOST_SERIALIZATION_NVP(r2_);
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								  		ar & BOOST_SERIALIZATION_NVP(r3_);
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								  	}
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								  };
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								  /**
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								   * Rodriguez' formula to compute an incremental rotation matrix
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								   * @param   w is the rotation axis, unit length
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								   * @param   theta rotation angle
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								   * @return incremental rotation matrix
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								   */
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								  Rot3 rodriguez(const Vector& w, double theta);
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								  /**
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								   * Rodriguez' formula to compute an incremental rotation matrix
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								   * @param wx
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								   * @param wy
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								   * @param wz 
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								   * @return incremental rotation matrix
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								   */
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								  Rot3 rodriguez(double wx, double wy, double wz);
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								  /**
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								   * Rodriguez' formula to compute an incremental rotation matrix
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								   * @param v a vector of incremental roll,pitch,yaw
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								   * @return incremental rotation matrix
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								   */
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								  Rot3 rodriguez(const Vector& v);
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								  /**
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								   * Update Rotation with incremental rotation
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								   * @param v a vector of incremental roll,pitch,yaw
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								   * @param R a rotated frame
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								   * @return incremental rotation matrix
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								   */
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								  Rot3 exmap(const Rot3& R, const Vector& v);
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								  /**
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								   * rotate point from rotated coordinate frame to 
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								   * world = R*p
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								   */
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								  Point3    rotate(const Rot3& R, const Point3& p);
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								  Matrix Drotate1(const Rot3& R, const Point3& p);
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								  Matrix Drotate2(const Rot3& R); // does not depend on p !
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								  /**
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								   * rotate point from world to rotated 
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								   * frame = R'*p
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								   */
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								  Point3    unrotate(const Rot3& R, const Point3& p);
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								  Matrix Dunrotate1(const Rot3& R, const Point3& p);
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								  Matrix Dunrotate2(const Rot3& R); // does not depend on p !
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								  /** receives a rotation 3 by 3 matrix and returns 3 rotation angles.*/
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								  Vector RQ(Matrix R);
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								}
							 |