gtsam/gtsam/geometry/Rot3.h

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/* ----------------------------------------------------------------------------
* GTSAM Copyright 2010, Georgia Tech Research Corporation,
* Atlanta, Georgia 30332-0415
* All Rights Reserved
* Authors: Frank Dellaert, et al. (see THANKS for the full author list)
* See LICENSE for the license information
* -------------------------------------------------------------------------- */
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/**
* @file Rot3.h
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* @brief 3D rotation represented as a rotation matrix or quaternion
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* @author Alireza Fathi
* @author Christian Potthast
* @author Frank Dellaert
* @author Richard Roberts
* @author Luca Carlone
* @author Varun Agrawal
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*/
// \callgraph
#pragma once
#include <gtsam/geometry/Unit3.h>
#include <gtsam/geometry/Quaternion.h>
#include <gtsam/geometry/SO3.h>
#include <gtsam/base/concepts.h>
#include <gtsam/config.h> // Get GTSAM_USE_QUATERNIONS macro
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#include <random>
// You can override the default coordinate mode using this flag
#ifndef ROT3_DEFAULT_COORDINATES_MODE
#ifdef GTSAM_USE_QUATERNIONS
// Exponential map is very cheap for quaternions
#define ROT3_DEFAULT_COORDINATES_MODE Rot3::EXPMAP
#else
// If user doesn't require GTSAM_ROT3_EXPMAP in cmake when building
#ifndef GTSAM_ROT3_EXPMAP
// For rotation matrices, the Cayley transform is a fast retract alternative
#define ROT3_DEFAULT_COORDINATES_MODE Rot3::CAYLEY
#else
#define ROT3_DEFAULT_COORDINATES_MODE Rot3::EXPMAP
#endif
#endif
#endif
namespace gtsam {
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/**
* @brief Rot3 is a 3D rotation represented as a rotation matrix if the
* preprocessor symbol GTSAM_USE_QUATERNIONS is not defined, or as a quaternion
* if it is defined.
* @addtogroup geometry
*/
class GTSAM_EXPORT Rot3 : public LieGroup<Rot3, 3> {
private:
#ifdef GTSAM_USE_QUATERNIONS
/** Internal Eigen Quaternion */
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gtsam::Quaternion quaternion_;
#else
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SO3 rot_;
#endif
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public:
/// @name Constructors and named constructors
/// @{
/** default constructor, unit rotation */
Rot3();
/**
* Constructor from *columns*
* @param r1 X-axis of rotated frame
* @param r2 Y-axis of rotated frame
* @param r3 Z-axis of rotated frame
*/
Rot3(const Point3& col1, const Point3& col2, const Point3& col3);
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/// Construct from a rotation matrix, as doubles in *row-major* order !!!
Rot3(double R11, double R12, double R13,
double R21, double R22, double R23,
double R31, double R32, double R33);
/**
* Constructor from a rotation matrix
* Version for generic matrices. Need casting to Matrix3
* in quaternion mode, since Eigen's quaternion doesn't
* allow assignment/construction from a generic matrix.
* See: http://stackoverflow.com/questions/27094132/cannot-understand-if-this-is-circular-dependency-or-clang#tab-top
*/
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template <typename Derived>
#ifdef GTSAM_USE_QUATERNIONS
explicit Rot3(const Eigen::MatrixBase<Derived>& R) {
quaternion_ = Matrix3(R);
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}
#else
explicit Rot3(const Eigen::MatrixBase<Derived>& R) : rot_(R) {
}
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#endif
/**
* Constructor from a rotation matrix
* Overload version for Matrix3 to avoid casting in quaternion mode.
*/
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#ifdef GTSAM_USE_QUATERNIONS
explicit Rot3(const Matrix3& R) : quaternion_(R) {}
#else
explicit Rot3(const Matrix3& R) : rot_(R) {}
#endif
/**
* Constructor from an SO3 instance
*/
#ifdef GTSAM_USE_QUATERNIONS
explicit Rot3(const SO3& R) : quaternion_(R.matrix()) {}
#else
explicit Rot3(const SO3& R) : rot_(R) {}
#endif
/** Constructor from a quaternion. This can also be called using a plain
* Vector, due to implicit conversion from Vector to Quaternion
* @param q The quaternion
*/
Rot3(const Quaternion& q);
Rot3(double w, double x, double y, double z) : Rot3(Quaternion(w, x, y, z)) {}
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/**
* Random, generates a random axis, then random angle \in [-p,pi]
* Example:
* std::mt19937 engine(42);
* Unit3 unit = Unit3::Random(engine);
*/
static Rot3 Random(std::mt19937 & rng);
/** Virtual destructor */
virtual ~Rot3() {}
/* Static member function to generate some well known rotations */
/// Rotation around X axis as in http://en.wikipedia.org/wiki/Rotation_matrix, counterclockwise when looking from unchanging axis.
static Rot3 Rx(double t);
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/// Rotation around Y axis as in http://en.wikipedia.org/wiki/Rotation_matrix, counterclockwise when looking from unchanging axis.
static Rot3 Ry(double t);
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/// Rotation around Z axis as in http://en.wikipedia.org/wiki/Rotation_matrix, counterclockwise when looking from unchanging axis.
static Rot3 Rz(double t);
/// Rotations around Z, Y, then X axes as in http://en.wikipedia.org/wiki/Rotation_matrix, counterclockwise when looking from unchanging axis.
static Rot3 RzRyRx(double x, double y, double z,
OptionalJacobian<3, 1> Hx = boost::none,
OptionalJacobian<3, 1> Hy = boost::none,
OptionalJacobian<3, 1> Hz = boost::none);
/// Rotations around Z, Y, then X axes as in http://en.wikipedia.org/wiki/Rotation_matrix, counterclockwise when looking from unchanging axis.
inline static Rot3 RzRyRx(const Vector& xyz,
OptionalJacobian<3, 3> H = boost::none) {
assert(xyz.size() == 3);
Rot3 out;
if (H) {
Vector3 Hx, Hy, Hz;
out = RzRyRx(xyz(0), xyz(1), xyz(2), Hx, Hy, Hz);
(*H) << Hx, Hy, Hz;
} else
out = RzRyRx(xyz(0), xyz(1), xyz(2));
return out;
}
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/// Positive yaw is to right (as in aircraft heading). See ypr
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static Rot3 Yaw (double t) { return Rz(t); }
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/// Positive pitch is up (increasing aircraft altitude).See ypr
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static Rot3 Pitch(double t) { return Ry(t); }
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//// Positive roll is to right (increasing yaw in aircraft).
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static Rot3 Roll (double t) { return Rx(t); }
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/**
* Returns rotation nRb from body to nav frame.
* For vehicle coordinate frame X forward, Y right, Z down:
* Positive yaw is to right (as in aircraft heading).
* Positive pitch is up (increasing aircraft altitude).
* Positive roll is to right (increasing yaw in aircraft).
* Tait-Bryan system from Spatial Reference Model (SRM) (x,y,z) = (roll,pitch,yaw)
* as described in http://www.sedris.org/wg8home/Documents/WG80462.pdf.
*
* For vehicle coordinate frame X forward, Y left, Z up:
* Positive yaw is to left (as in aircraft heading).
* Positive pitch is down (decreasing aircraft altitude).
* Positive roll is to right (decreasing yaw in aircraft).
*/
static Rot3 Ypr(double y, double p, double r,
OptionalJacobian<3, 1> Hy = boost::none,
OptionalJacobian<3, 1> Hp = boost::none,
OptionalJacobian<3, 1> Hr = boost::none) {
return RzRyRx(r, p, y, Hr, Hp, Hy);
}
/** Create from Quaternion coefficients */
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static Rot3 Quaternion(double w, double x, double y, double z) {
gtsam::Quaternion q(w, x, y, z);
return Rot3(q);
}
/**
* Convert from axis/angle representation
* @param axis is the rotation axis, unit length
* @param angle rotation angle
* @return incremental rotation
*/
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static Rot3 AxisAngle(const Point3& axis, double angle) {
// Convert to unit vector.
Vector3 unitAxis = Unit3(axis).unitVector();
#ifdef GTSAM_USE_QUATERNIONS
return gtsam::Quaternion(Eigen::AngleAxis<double>(angle, unitAxis));
#else
return Rot3(SO3::AxisAngle(unitAxis,angle));
#endif
}
/**
* Convert from axis/angle representation
* @param axis is the rotation axis
* @param angle rotation angle
* @return incremental rotation
*/
static Rot3 AxisAngle(const Unit3& axis, double angle) {
return AxisAngle(axis.unitVector(),angle);
}
/**
* Rodrigues' formula to compute an incremental rotation
* @param w a vector of incremental roll,pitch,yaw
* @return incremental rotation
*/
static Rot3 Rodrigues(const Vector3& w) {
return Rot3::Expmap(w);
}
/**
* Rodrigues' formula to compute an incremental rotation
* @param wx Incremental roll (about X)
* @param wy Incremental pitch (about Y)
* @param wz Incremental yaw (about Z)
* @return incremental rotation
*/
static Rot3 Rodrigues(double wx, double wy, double wz) {
return Rodrigues(Vector3(wx, wy, wz));
}
/// Determine a rotation to bring two vectors into alignment, using the rotation axis provided
static Rot3 AlignPair(const Unit3& axis, const Unit3& a_p, const Unit3& b_p);
/// Calculate rotation from two pairs of homogeneous points using two successive rotations
static Rot3 AlignTwoPairs(const Unit3& a_p, const Unit3& b_p, //
const Unit3& a_q, const Unit3& b_q);
/**
* Static, named constructor that finds Rot3 element closest to M in Frobenius norm.
*
* Uses Full SVD to compute the orthogonal matrix, thus is highly accurate and robust.
*
* N. J. Higham. Matrix nearness problems and applications.
* In M. J. C. Gover and S. Barnett, editors, Applications of Matrix Theory, pages 127.
* Oxford University Press, 1989.
*/
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static Rot3 ClosestTo(const Matrix3& M) { return Rot3(SO3::ClosestTo(M)); }
/**
* Normalize rotation so that its determinant is 1.
* This means either re-orthogonalizing the Matrix representation or
* normalizing the quaternion representation.
*
* This method is akin to `ClosestTo` but uses a computationally cheaper
* algorithm.
*
* Ref: https://drive.google.com/file/d/0B9rLLz1XQKmaZTlQdV81QjNoZTA/view
*/
Rot3 normalized() const;
/// @}
/// @name Testable
/// @{
/** print */
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void print(const std::string& s="") const;
/** equals with an tolerance */
bool equals(const Rot3& p, double tol = 1e-9) const;
/// @}
/// @name Group
/// @{
/// identity rotation for group operation
inline static Rot3 identity() {
return Rot3();
}
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/// Syntatic sugar for composing two rotations
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Rot3 operator*(const Rot3& R2) const;
/// inverse of a rotation
Rot3 inverse() const {
#ifdef GTSAM_USE_QUATERNIONS
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return Rot3(quaternion_.inverse());
#else
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return Rot3(rot_.matrix().transpose());
#endif
}
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/**
* Conjugation: given a rotation acting in frame B, compute rotation c1Rc2 acting in a frame C
* @param cRb rotation from B frame to C frame
* @return c1Rc2 = cRb * b1Rb2 * cRb'
*/
Rot3 conjugate(const Rot3& cRb) const {
// TODO: do more efficiently by using Eigen or quaternion properties
return cRb * (*this) * cRb.inverse();
}
/// @}
/// @name Manifold
/// @{
/**
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* The method retract() is used to map from the tangent space back to the manifold.
* Its inverse, is localCoordinates(). For Lie groups, an obvious retraction is the
* exponential map, but this can be expensive to compute. The following Enum is used
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* to indicate which method should be used. The default
* is determined by ROT3_DEFAULT_COORDINATES_MODE, which may be set at compile time,
* and itself defaults to Rot3::CAYLEY, or if GTSAM_USE_QUATERNIONS is defined,
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* to Rot3::EXPMAP.
*/
enum CoordinatesMode {
EXPMAP, ///< Use the Lie group exponential map to retract
#ifndef GTSAM_USE_QUATERNIONS
CAYLEY, ///< Retract and localCoordinates using the Cayley transform.
#endif
};
#ifndef GTSAM_USE_QUATERNIONS
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// Cayley chart around origin
struct CayleyChart {
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static Rot3 Retract(const Vector3& v, OptionalJacobian<3, 3> H = boost::none);
static Vector3 Local(const Rot3& r, OptionalJacobian<3, 3> H = boost::none);
};
/// Retraction from R^3 to Rot3 manifold using the Cayley transform
Rot3 retractCayley(const Vector& omega) const {
return compose(CayleyChart::Retract(omega));
}
/// Inverse of retractCayley
Vector3 localCayley(const Rot3& other) const {
return CayleyChart::Local(between(other));
}
#endif
/// @}
/// @name Lie Group
/// @{
/**
* Exponential map at identity - create a rotation from canonical coordinates
* \f$ [R_x,R_y,R_z] \f$ using Rodrigues' formula
*/
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static Rot3 Expmap(const Vector3& v, OptionalJacobian<3,3> H = boost::none) {
if(H) *H = Rot3::ExpmapDerivative(v);
#ifdef GTSAM_USE_QUATERNIONS
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return traits<gtsam::Quaternion>::Expmap(v);
#else
return Rot3(traits<SO3>::Expmap(v));
#endif
}
/**
* Log map at identity - returns the canonical coordinates
* \f$ [R_x,R_y,R_z] \f$ of this rotation
*/
static Vector3 Logmap(const Rot3& R, OptionalJacobian<3,3> H = boost::none);
/// Derivative of Expmap
static Matrix3 ExpmapDerivative(const Vector3& x);
/// Derivative of Logmap
static Matrix3 LogmapDerivative(const Vector3& x);
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/** Calculate Adjoint map */
Matrix3 AdjointMap() const { return matrix(); }
// Chart at origin, depends on compile-time flag ROT3_DEFAULT_COORDINATES_MODE
struct ChartAtOrigin {
static Rot3 Retract(const Vector3& v, ChartJacobian H = boost::none);
static Vector3 Local(const Rot3& r, ChartJacobian H = boost::none);
};
using LieGroup<Rot3, 3>::inverse; // version with derivative
/// @}
/// @name Group Action on Point3
/// @{
/**
* rotate point from rotated coordinate frame to world \f$ p^w = R_c^w p^c \f$
*/
Point3 rotate(const Point3& p, OptionalJacobian<3,3> H1 = boost::none,
OptionalJacobian<3,3> H2 = boost::none) const;
/// rotate point from rotated coordinate frame to world = R*p
Point3 operator*(const Point3& p) const;
/// rotate point from world to rotated frame \f$ p^c = (R_c^w)^T p^w \f$
Point3 unrotate(const Point3& p, OptionalJacobian<3,3> H1 = boost::none,
OptionalJacobian<3,3> H2=boost::none) const;
/// @}
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/// @name Group Action on Unit3
/// @{
/// rotate 3D direction from rotated coordinate frame to world frame
Unit3 rotate(const Unit3& p, OptionalJacobian<2,3> HR = boost::none,
OptionalJacobian<2,2> Hp = boost::none) const;
/// unrotate 3D direction from world frame to rotated coordinate frame
Unit3 unrotate(const Unit3& p, OptionalJacobian<2,3> HR = boost::none,
OptionalJacobian<2,2> Hp = boost::none) const;
/// rotate 3D direction from rotated coordinate frame to world frame
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Unit3 operator*(const Unit3& p) const;
/// @}
/// @name Standard Interface
/// @{
/** return 3*3 rotation matrix */
Matrix3 matrix() const;
/**
* Return 3*3 transpose (inverse) rotation matrix
*/
Matrix3 transpose() const;
/// @deprecated, this is base 1, and was just confusing
Point3 column(int index) const;
Point3 r1() const; ///< first column
Point3 r2() const; ///< second column
Point3 r3() const; ///< third column
/**
* Use RQ to calculate xyz angle representation
* @return a vector containing x,y,z s.t. R = Rot3::RzRyRx(x,y,z)
*/
Vector3 xyz(OptionalJacobian<3, 3> H = boost::none) const;
/**
* Use RQ to calculate yaw-pitch-roll angle representation
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* @return a vector containing ypr s.t. R = Rot3::Ypr(y,p,r)
*/
Vector3 ypr(OptionalJacobian<3, 3> H = boost::none) const;
/**
* Use RQ to calculate roll-pitch-yaw angle representation
* @return a vector containing rpy s.t. R = Rot3::Ypr(y,p,r)
*/
Vector3 rpy(OptionalJacobian<3, 3> H = boost::none) const;
/**
* Accessor to get to component of angle representations
* NOTE: these are not efficient to get to multiple separate parts,
* you should instead use xyz() or ypr()
* TODO: make this more efficient
*/
double roll(OptionalJacobian<1, 3> H = boost::none) const;
/**
* Accessor to get to component of angle representations
* NOTE: these are not efficient to get to multiple separate parts,
* you should instead use xyz() or ypr()
* TODO: make this more efficient
*/
double pitch(OptionalJacobian<1, 3> H = boost::none) const;
/**
* Accessor to get to component of angle representations
* NOTE: these are not efficient to get to multiple separate parts,
* you should instead use xyz() or ypr()
* TODO: make this more efficient
*/
double yaw(OptionalJacobian<1, 3> H = boost::none) const;
/// @}
/// @name Advanced Interface
/// @{
/**
* Compute the Euler axis and angle (in radians) representation
* of this rotation.
* The angle is in the range [0, π]. If the angle is not in the range,
* the axis is flipped around accordingly so that the returned angle is
* within the specified range.
* @return pair consisting of Unit3 axis and angle in radians
*/
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std::pair<Unit3, double> axisAngle() const;
/** Compute the quaternion representation of this rotation.
* @return The quaternion
*/
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gtsam::Quaternion toQuaternion() const;
#ifdef GTSAM_ALLOW_DEPRECATED_SINCE_V42
/**
* Converts to a generic matrix to allow for use with matlab
* In format: w x y z
* @deprecated: use Rot3::toQuaternion() instead.
* If still using this API, remind that in the returned Vector `V`,
* `V.x()` denotes the actual `qw`, `V.y()` denotes 'qx', `V.z()` denotes `qy`, and `V.w()` denotes 'qz'.
*/
Vector GTSAM_DEPRECATED quaternion() const;
#endif
/**
* @brief Spherical Linear intERPolation between *this and other
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* @param t a value between 0 and 1
* @param other final point of iterpolation geodesic on manifold
*/
Rot3 slerp(double t, const Rot3& other) const;
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/// Output stream operator
GTSAM_EXPORT friend std::ostream &operator<<(std::ostream &os, const Rot3& p);
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/// @}
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private:
/** Serialization function */
friend class boost::serialization::access;
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template <class ARCHIVE>
void serialize(ARCHIVE& ar, const unsigned int /*version*/) {
#ifndef GTSAM_USE_QUATERNIONS
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Matrix3& M = rot_.matrix_;
ar& boost::serialization::make_nvp("rot11", M(0, 0));
ar& boost::serialization::make_nvp("rot12", M(0, 1));
ar& boost::serialization::make_nvp("rot13", M(0, 2));
ar& boost::serialization::make_nvp("rot21", M(1, 0));
ar& boost::serialization::make_nvp("rot22", M(1, 1));
ar& boost::serialization::make_nvp("rot23", M(1, 2));
ar& boost::serialization::make_nvp("rot31", M(2, 0));
ar& boost::serialization::make_nvp("rot32", M(2, 1));
ar& boost::serialization::make_nvp("rot33", M(2, 2));
#else
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ar& boost::serialization::make_nvp("w", quaternion_.w());
ar& boost::serialization::make_nvp("x", quaternion_.x());
ar& boost::serialization::make_nvp("y", quaternion_.y());
ar& boost::serialization::make_nvp("z", quaternion_.z());
#endif
}
#ifdef GTSAM_USE_QUATERNIONS
// only align if quaternion, Matrix3 has no alignment requirements
public:
GTSAM_MAKE_ALIGNED_OPERATOR_NEW
#endif
};
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/// std::vector of Rot3s, mainly for wrapper
using Rot3Vector = std::vector<Rot3, Eigen::aligned_allocator<Rot3> >;
/**
* [RQ] receives a 3 by 3 matrix and returns an upper triangular matrix R
* and 3 rotation angles corresponding to the rotation matrix Q=Qz'*Qy'*Qx'
* such that A = R*Q = R*Qz'*Qy'*Qx'. When A is a rotation matrix, R will
* be the identity and Q is a yaw-pitch-roll decomposition of A.
* The implementation uses Givens rotations and is based on Hartley-Zisserman.
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* @param A 3 by 3 matrix A=RQ
* @return an upper triangular matrix R
* @return a vector [thetax, thetay, thetaz] in radians.
*/
GTSAM_EXPORT std::pair<Matrix3, Vector3> RQ(
const Matrix3& A, OptionalJacobian<3, 9> H = boost::none);
template<>
struct traits<Rot3> : public internal::LieGroup<Rot3> {};
template<>
struct traits<const Rot3> : public internal::LieGroup<Rot3> {};
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} // namespace gtsam