2022-05-06 08:41:23 -07:00
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// Copyright (c) FIRST and other WPILib contributors.
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// Open Source Software; you can modify and/or share it under the terms of
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// the WPILib BSD license file in the root directory of this project.
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#include "frc/geometry/Pose3d.h"
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#include <cmath>
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using namespace frc;
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namespace {
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/**
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* Applies the hat operator to a rotation vector.
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*
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* It takes a rotation vector and returns the corresponding matrix
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* representation of the Lie algebra element (a 3x3 rotation matrix).
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*
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* @param rotation The rotation vector.
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* @return The rotation vector as a 3x3 rotation matrix.
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*/
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Matrixd<3, 3> RotationVectorToMatrix(const Vectord<3>& rotation) {
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// Given a rotation vector <a, b, c>,
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// [ 0 -c b]
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// Omega = [ c 0 -a]
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// [-b a 0]
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return Matrixd<3, 3>{{0.0, -rotation(2), rotation(1)},
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{rotation(2), 0.0, -rotation(0)},
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{-rotation(1), rotation(0), 0.0}};
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}
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} // namespace
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Pose3d::Pose3d(Translation3d translation, Rotation3d rotation)
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: m_translation(std::move(translation)), m_rotation(std::move(rotation)) {}
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Pose3d::Pose3d(units::meter_t x, units::meter_t y, units::meter_t z,
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Rotation3d rotation)
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: m_translation(x, y, z), m_rotation(std::move(rotation)) {}
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Pose3d Pose3d::operator+(const Transform3d& other) const {
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return TransformBy(other);
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}
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Transform3d Pose3d::operator-(const Pose3d& other) const {
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const auto pose = this->RelativeTo(other);
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2022-08-17 13:42:36 -07:00
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return Transform3d{pose.Translation(), pose.Rotation()};
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2022-05-06 08:41:23 -07:00
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}
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bool Pose3d::operator==(const Pose3d& other) const {
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return m_translation == other.m_translation && m_rotation == other.m_rotation;
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}
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bool Pose3d::operator!=(const Pose3d& other) const {
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return !operator==(other);
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}
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2022-09-28 21:34:29 -07:00
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Pose3d Pose3d::operator*(double scalar) const {
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return Pose3d{m_translation * scalar, m_rotation * scalar};
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}
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Pose3d Pose3d::operator/(double scalar) const {
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return *this * (1.0 / scalar);
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}
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2022-05-06 08:41:23 -07:00
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Pose3d Pose3d::TransformBy(const Transform3d& other) const {
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return {m_translation + (other.Translation().RotateBy(m_rotation)),
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m_rotation + other.Rotation()};
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}
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Pose3d Pose3d::RelativeTo(const Pose3d& other) const {
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const Transform3d transform{other, *this};
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return {transform.Translation(), transform.Rotation()};
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}
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Pose3d Pose3d::Exp(const Twist3d& twist) const {
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Matrixd<3, 3> Omega = RotationVectorToMatrix(
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Vectord<3>{twist.rx.value(), twist.ry.value(), twist.rz.value()});
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Matrixd<3, 3> OmegaSq = Omega * Omega;
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double thetaSq =
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(twist.rx * twist.rx + twist.ry * twist.ry + twist.rz * twist.rz).value();
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// Get left Jacobian of SO3. See first line in right column of
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// http://asrl.utias.utoronto.ca/~tdb/bib/barfoot_ser17_identities.pdf
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Matrixd<3, 3> J;
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if (thetaSq < 1E-9 * 1E-9) {
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// V = I + 0.5ω
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J = Matrixd<3, 3>::Identity() + 0.5 * Omega;
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} else {
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double theta = std::sqrt(thetaSq);
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// J = I + (1 − std::cos(θ))/θ² ω + (θ − std::sin(θ))/θ³ ω²
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J = Matrixd<3, 3>::Identity() + (1.0 - std::cos(theta)) / thetaSq * Omega +
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(theta - std::sin(theta)) / (thetaSq * theta) * OmegaSq;
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}
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// Get translation component
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Vectord<3> translation =
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J * Vectord<3>{twist.dx.value(), twist.dy.value(), twist.dz.value()};
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const Transform3d transform{Translation3d{units::meter_t{translation(0)},
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units::meter_t{translation(1)},
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units::meter_t{translation(2)}},
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Rotation3d{twist.rx, twist.ry, twist.rz}};
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return *this + transform;
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}
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Twist3d Pose3d::Log(const Pose3d& end) const {
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const auto transform = end.RelativeTo(*this);
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Vectord<3> rotVec = transform.Rotation().GetQuaternion().ToRotationVector();
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Matrixd<3, 3> Omega = RotationVectorToMatrix(rotVec);
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Matrixd<3, 3> OmegaSq = Omega * Omega;
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double thetaSq = rotVec.squaredNorm();
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// Get left Jacobian inverse of SO3. See fourth line in right column of
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// http://asrl.utias.utoronto.ca/~tdb/bib/barfoot_ser17_identities.pdf
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Matrixd<3, 3> Jinv;
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if (thetaSq < 1E-9 * 1E-9) {
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// J⁻¹ = I − 0.5ω + 1/12 ω²
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Jinv = Matrixd<3, 3>::Identity() - 0.5 * Omega + 1.0 / 12.0 * OmegaSq;
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} else {
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double theta = std::sqrt(thetaSq);
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double halfTheta = 0.5 * theta;
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// J⁻¹ = I − 0.5ω + (1 − 0.5θ std::cos(θ/2) / std::sin(θ/2))/θ² ω²
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Jinv = Matrixd<3, 3>::Identity() - 0.5 * Omega +
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(1.0 - 0.5 * theta * std::cos(halfTheta) / std::sin(halfTheta)) /
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thetaSq * OmegaSq;
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}
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// Get dtranslation component
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Vectord<3> dtranslation =
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Jinv * Vectord<3>{transform.X().value(), transform.Y().value(),
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transform.Z().value()};
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return Twist3d{
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units::meter_t{dtranslation(0)}, units::meter_t{dtranslation(1)},
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units::meter_t{dtranslation(2)}, units::radian_t{rotVec(0)},
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units::radian_t{rotVec(1)}, units::radian_t{rotVec(2)}};
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}
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Pose2d Pose3d::ToPose2d() const {
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return Pose2d{m_translation.X(), m_translation.Y(), m_rotation.Z()};
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}
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