239 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
			
		
		
	
	
			239 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			C++
		
	
	
/**
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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 <boost/math/constants/constants.hpp>
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#include "Point3.h"
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#include "Testable.h"
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#include "Lie.h"
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namespace gtsam {
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  /* 3D Rotation */
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  class Rot3: Testable<Rot3>, public Lie<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 constructor, unit rotation */
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    Rot3() :
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      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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    /** 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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    /**  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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    /** 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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    /** Static member function to generate some well known rotations */
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    /**
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     * Rotations around axes as in http://en.wikipedia.org/wiki/Rotation_matrix
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     * Counterclockwise when looking from unchanging axis.
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     */
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    static Rot3 Rx(double t);
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    static Rot3 Ry(double t);
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    static Rot3 Rz(double t);
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    static Rot3 RzRyRx(double x, double y, double z);
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    /**
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     * Tait-Bryan system from Spatial Reference Model (SRM) (x,y,z) = (roll,pitch,yaw)
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     * as described in http://www.sedris.org/wg8home/Documents/WG80462.pdf
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     * Assumes vehicle coordinate frame X forward, Y right, Z down
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     */
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    static Rot3 yaw  (double t) { return Rz(t);} // positive yaw is to right (as in aircraft heading)
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    static Rot3 pitch(double t) { return Ry(t);} // positive pitch is up (increasing aircraft altitude)
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    static Rot3 roll (double t) { return Rx(t);} // positive roll is to right (increasing yaw in aircraft)
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    static Rot3 ypr  (double y, double p, double r) { return RzRyRx(r,p,y);}
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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 3*3 rotation matrix */
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    Matrix matrix() const;
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    /** return 3*3 transpose (inverse) rotation matrix   */
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    Matrix transpose() const;
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    /** returns column vector specified by index */
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    Point3 column(int index) const;
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    Point3 r1() const { return r1_; }
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    Point3 r2() const { return r2_; }
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    Point3 r3() const { return r3_; }
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    /**
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     * Use RQ to calculate xyz angle representation
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     * @return a vector containing x,y,z s.t. R = Rot3::RzRyRx(x,y,z)
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     */
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    Vector xyz() const;
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    /**
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     * 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)
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     */
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    Vector ypr() const;
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    /** get the dimension by the type */
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    static inline size_t dim() { return 3; };
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    /* Find the inverse rotation R^T s.t. inverse(R)*R = I */
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    inline 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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    /** compose two rotations */
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    Rot3 operator*(const Rot3& R2) const {
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      return Rot3(rotate(R2.r1_), rotate(R2.r2_), rotate(R2.r3_));
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    }
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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 Point3& p) const
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			{return r1_ * p.x() + r2_ * p.y() + r3_ * p.z();}
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    inline Point3 operator*(const Point3& p) const { return rotate(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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  /** Global print calls member function */
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  inline void print(const Rot3& r, std::string& s) { r.print(s); }
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  inline void print(const Rot3& r) { r.print(); }
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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 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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   * 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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  inline Rot3 rodriguez(double wx, double wy, double wz)
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		{ return rodriguez(Vector_(3,wx,wy,wz));}
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  /** return DOF, dimensionality of tangent space */
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  inline size_t dim(const Rot3&) { return 3; }
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  // Exponential map at identity - create a rotation from canonical coordinates
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  // using Rodriguez' formula
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  template<> inline Rot3 expmap(const Vector& v) {
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    if(zero(v)) return Rot3();
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    else return rodriguez(v);
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  }
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  // Log map at identity - return the canonical coordinates of this rotation
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  Vector logmap(const Rot3& R);
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  // Compose two rotations
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  inline Rot3 compose(const Rot3& R1, const Rot3& R2) { return R1*R2;}
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  // Find the inverse rotation R^T s.t. inverse(R)*R = Rot3()
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  inline Rot3 inverse(const Rot3& R) { return R.inverse();}
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  // and its derivative
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  inline Matrix Dinverse(Rot3 R) { return -R.matrix();}
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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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  inline Point3 rotate(const Rot3& R, const Point3& p) { return R*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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  Point3 unrotate(const Rot3& R, const Point3& p,
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  	boost::optional<Matrix&> H1, boost::optional<Matrix&> H2);
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  /**
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   * compose two rotations i.e., R=R1*R2
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   */
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  //Rot3    compose (const Rot3& R1, const Rot3& R2);
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  Matrix Dcompose1(const Rot3& R1, const Rot3& R2);
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  Matrix Dcompose2(const Rot3& R1, const Rot3& R2);
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  /**
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   * Return relative rotation D s.t. R2=D*R1, i.e. D=R2*R1'
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   */
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  //Rot3    between (const Rot3& R1, const Rot3& R2);
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  Matrix Dbetween1(const Rot3& R1, const Rot3& R2);
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  Matrix Dbetween2(const Rot3& R1, const Rot3& R2);
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  /**
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   * [RQ] receives a 3 by 3 matrix and returns an upper triangular matrix R
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   * and 3 rotation angles corresponding to the rotation matrix Q=Qz'*Qy'*Qx'
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   * such that A = R*Q = R*Qz'*Qy'*Qx'. When A is a rotation matrix, R will
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   * be the identity and Q is a yaw-pitch-roll decomposition of A.
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   * The implementation uses Givens rotations and is based on Hartley-Zisserman.
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   * @param a 3 by 3 matrix A=RQ
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   * @return an upper triangular matrix R
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   * @return a vector [thetax, thetay, thetaz] in radians.
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   */
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  std::pair<Matrix,Vector> RQ(const Matrix& A);
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}
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