use I_3x3 and Matrix3
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1694a56194
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662eb77a88
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@ -34,7 +34,6 @@ INSTANTIATE_LIE(Pose2);
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GTSAM_CONCEPT_POSE_INST(Pose2);
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GTSAM_CONCEPT_POSE_INST(Pose2);
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static const Rot2 R_PI_2(Rot2::fromCosSin(0., 1.));
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static const Rot2 R_PI_2(Rot2::fromCosSin(0., 1.));
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static const Matrix3 I3 = eye(3);
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/* ************************************************************************* */
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/* ************************************************************************* */
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Matrix3 Pose2::matrix() const {
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Matrix3 Pose2::matrix() const {
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@ -140,8 +139,8 @@ Matrix3 Pose2::dexpL(const Vector3& v) {
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// See Iserles05an, pg. 33.
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// See Iserles05an, pg. 33.
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// TODO: Duplicated code. Maybe unify them at higher Lie level?
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// TODO: Duplicated code. Maybe unify them at higher Lie level?
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static const int N = 10; // order of approximation
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static const int N = 10; // order of approximation
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Matrix res = I3;
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Matrix3 res = I_3x3;
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Matrix3 ad_i = I3;
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Matrix3 ad_i = I_3x3;
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Matrix3 ad = adjointMap(v);
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Matrix3 ad = adjointMap(v);
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double fac = 1.0;
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double fac = 1.0;
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for (int i = 1; i < N; ++i) {
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for (int i = 1; i < N; ++i) {
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@ -163,8 +162,8 @@ Matrix3 Pose2::dexpInvL(const Vector3& v) {
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static const Vector B = (Vector(9) << 1.0, -1.0 / 2.0, 1. / 6., 0.0, -1.0 / 30.0,
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static const Vector B = (Vector(9) << 1.0, -1.0 / 2.0, 1. / 6., 0.0, -1.0 / 30.0,
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0.0, 1.0 / 42.0, 0.0, -1.0 / 30).finished();
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0.0, 1.0 / 42.0, 0.0, -1.0 / 30).finished();
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static const int N = 5; // order of approximation
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static const int N = 5; // order of approximation
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Matrix res = I3;
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Matrix3 res = I_3x3;
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Matrix3 ad_i = I3;
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Matrix3 ad_i = I_3x3;
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Matrix3 ad = adjointMap(v);
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Matrix3 ad = adjointMap(v);
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double fac = 1.0;
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double fac = 1.0;
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for (int i = 1; i < N; ++i) {
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for (int i = 1; i < N; ++i) {
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