// Copyright (c) FIRST and other WPILib contributors. // Open Source Software; you can modify and/or share it under the terms of // the WPILib BSD license file in the root directory of this project. #pragma once #include #include #include #include #include #include #include "frc/ct_matrix.h" #include "frc/geometry/Pose2d.h" #include "frc/geometry/Rotation3d.h" #include "frc/geometry/Translation3d.h" #include "frc/geometry/Twist3d.h" namespace frc { class Transform3d; /** * Represents a 3D pose containing translational and rotational elements. */ class WPILIB_DLLEXPORT Pose3d { public: /** * Constructs a pose at the origin facing toward the positive X axis. */ constexpr Pose3d() = default; /** * Constructs a pose with the specified translation and rotation. * * @param translation The translational component of the pose. * @param rotation The rotational component of the pose. */ constexpr Pose3d(Translation3d translation, Rotation3d rotation) : m_translation{std::move(translation)}, m_rotation{std::move(rotation)} {} /** * Constructs a pose with x, y, and z translations instead of a separate * Translation3d. * * @param x The x component of the translational component of the pose. * @param y The y component of the translational component of the pose. * @param z The z component of the translational component of the pose. * @param rotation The rotational component of the pose. */ constexpr Pose3d(units::meter_t x, units::meter_t y, units::meter_t z, Rotation3d rotation) : m_translation{x, y, z}, m_rotation{std::move(rotation)} {} /** * Constructs a pose with the specified affine transformation matrix. * * @param matrix The affine transformation matrix. * @throws std::domain_error if the affine transformation matrix is invalid. */ constexpr explicit Pose3d(const Eigen::Matrix4d& matrix) : m_translation{Eigen::Vector3d{ {matrix(0, 3)}, {matrix(1, 3)}, {matrix(2, 3)}}}, m_rotation{ Eigen::Matrix3d{{matrix(0, 0), matrix(0, 1), matrix(0, 2)}, {matrix(1, 0), matrix(1, 1), matrix(1, 2)}, {matrix(2, 0), matrix(2, 1), matrix(2, 2)}}} { if (matrix(3, 0) != 0.0 || matrix(3, 1) != 0.0 || matrix(3, 2) != 0.0 || matrix(3, 3) != 1.0) { throw std::domain_error("Affine transformation matrix is invalid"); } } /** * Constructs a 3D pose from a 2D pose in the X-Y plane. * * @param pose The 2D pose. * @see Rotation3d(Rotation2d) * @see Translation3d(Translation2d) */ constexpr explicit Pose3d(const Pose2d& pose) : m_translation{pose.X(), pose.Y(), 0_m}, m_rotation{0_rad, 0_rad, pose.Rotation().Radians()} {} /** * Transforms the pose by the given transformation and returns the new * transformed pose. The transform is applied relative to the pose's frame. * Note that this differs from Pose3d::RotateBy(const Rotation3d&), which is * applied relative to the global frame and around the origin. * * @param other The transform to transform the pose by. * * @return The transformed pose. */ constexpr Pose3d operator+(const Transform3d& other) const { return TransformBy(other); } /** * Returns the Transform3d that maps the one pose to another. * * @param other The initial pose of the transformation. * @return The transform that maps the other pose to the current pose. */ constexpr Transform3d operator-(const Pose3d& other) const; /** * Checks equality between this Pose3d and another object. */ constexpr bool operator==(const Pose3d&) const = default; /** * Returns the underlying translation. * * @return Reference to the translational component of the pose. */ constexpr const Translation3d& Translation() const { return m_translation; } /** * Returns the X component of the pose's translation. * * @return The x component of the pose's translation. */ constexpr units::meter_t X() const { return m_translation.X(); } /** * Returns the Y component of the pose's translation. * * @return The y component of the pose's translation. */ constexpr units::meter_t Y() const { return m_translation.Y(); } /** * Returns the Z component of the pose's translation. * * @return The z component of the pose's translation. */ constexpr units::meter_t Z() const { return m_translation.Z(); } /** * Returns the underlying rotation. * * @return Reference to the rotational component of the pose. */ constexpr const Rotation3d& Rotation() const { return m_rotation; } /** * Multiplies the current pose by a scalar. * * @param scalar The scalar. * * @return The new scaled Pose2d. */ constexpr Pose3d operator*(double scalar) const { return Pose3d{m_translation * scalar, m_rotation * scalar}; } /** * Divides the current pose by a scalar. * * @param scalar The scalar. * * @return The new scaled Pose2d. */ constexpr Pose3d operator/(double scalar) const { return *this * (1.0 / scalar); } /** * Rotates the pose around the origin and returns the new pose. * * @param other The rotation to transform the pose by, which is applied * extrinsically (from the global frame). * * @return The rotated pose. */ constexpr Pose3d RotateBy(const Rotation3d& other) const { return {m_translation.RotateBy(other), m_rotation.RotateBy(other)}; } /** * Transforms the pose by the given transformation and returns the new * transformed pose. The transform is applied relative to the pose's frame. * Note that this differs from Pose3d::RotateBy(const Rotation3d&), which is * applied relative to the global frame and around the origin. * * @param other The transform to transform the pose by. * * @return The transformed pose. */ constexpr Pose3d TransformBy(const Transform3d& other) const; /** * Returns the current pose relative to the given pose. * * This function can often be used for trajectory tracking or pose * stabilization algorithms to get the error between the reference and the * current pose. * * @param other The pose that is the origin of the new coordinate frame that * the current pose will be converted into. * * @return The current pose relative to the new origin pose. */ constexpr Pose3d RelativeTo(const Pose3d& other) const; /** * Obtain a new Pose3d from a (constant curvature) velocity. * * The twist is a change in pose in the robot's coordinate frame since the * previous pose update. When the user runs exp() on the previous known * field-relative pose with the argument being the twist, the user will * receive the new field-relative pose. * * "Exp" represents the pose exponential, which is solving a differential * equation moving the pose forward in time. * * @param twist The change in pose in the robot's coordinate frame since the * previous pose update. For example, if a non-holonomic robot moves forward * 0.01 meters and changes angle by 0.5 degrees since the previous pose * update, the twist would be Twist3d{0.01_m, 0_m, 0_m, Rotation3d{0.0, 0.0, * 0.5_deg}}. * * @return The new pose of the robot. */ constexpr Pose3d Exp(const Twist3d& twist) const; /** * Returns a Twist3d that maps this pose to the end pose. If c is the output * of a.Log(b), then a.Exp(c) would yield b. * * @param end The end pose for the transformation. * * @return The twist that maps this to end. */ constexpr Twist3d Log(const Pose3d& end) const; /** * Returns an affine transformation matrix representation of this pose. */ constexpr Eigen::Matrix4d ToMatrix() const { auto vec = m_translation.ToVector(); auto mat = m_rotation.ToMatrix(); return Eigen::Matrix4d{{mat(0, 0), mat(0, 1), mat(0, 2), vec(0)}, {mat(1, 0), mat(1, 1), mat(1, 2), vec(1)}, {mat(2, 0), mat(2, 1), mat(2, 2), vec(2)}, {0.0, 0.0, 0.0, 1.0}}; } /** * Returns a Pose2d representing this Pose3d projected into the X-Y plane. */ constexpr Pose2d ToPose2d() const { return Pose2d{m_translation.X(), m_translation.Y(), m_rotation.Z()}; } private: Translation3d m_translation; Rotation3d m_rotation; }; WPILIB_DLLEXPORT void to_json(wpi::json& json, const Pose3d& pose); WPILIB_DLLEXPORT void from_json(const wpi::json& json, Pose3d& pose); } // namespace frc #include "frc/geometry/proto/Pose3dProto.h" #include "frc/geometry/struct/Pose3dStruct.h" #include "frc/geometry/Transform3d.h" namespace frc { namespace detail { /** * Applies the hat operator to a rotation vector. * * It takes a rotation vector and returns the corresponding matrix * representation of the Lie algebra element (a 3x3 rotation matrix). * * @param rotation The rotation vector. * @return The rotation vector as a 3x3 rotation matrix. */ constexpr ct_matrix3d RotationVectorToMatrix(const ct_vector3d& rotation) { // Given a rotation vector , // [ 0 -c b] // Omega = [ c 0 -a] // [-b a 0] return ct_matrix3d{{0.0, -rotation(2), rotation(1)}, {rotation(2), 0.0, -rotation(0)}, {-rotation(1), rotation(0), 0.0}}; } /** * Applies the hat operator to a rotation vector. * * It takes a rotation vector and returns the corresponding matrix * representation of the Lie algebra element (a 3x3 rotation matrix). * * @param rotation The rotation vector. * @return The rotation vector as a 3x3 rotation matrix. */ constexpr Eigen::Matrix3d RotationVectorToMatrix( const Eigen::Vector3d& rotation) { // Given a rotation vector , // [ 0 -c b] // Omega = [ c 0 -a] // [-b a 0] return Eigen::Matrix3d{{0.0, -rotation(2), rotation(1)}, {rotation(2), 0.0, -rotation(0)}, {-rotation(1), rotation(0), 0.0}}; } } // namespace detail constexpr Transform3d Pose3d::operator-(const Pose3d& other) const { const auto pose = this->RelativeTo(other); return Transform3d{pose.Translation(), pose.Rotation()}; } constexpr Pose3d Pose3d::TransformBy(const Transform3d& other) const { return {m_translation + (other.Translation().RotateBy(m_rotation)), other.Rotation() + m_rotation}; } constexpr Pose3d Pose3d::RelativeTo(const Pose3d& other) const { const Transform3d transform{other, *this}; return {transform.Translation(), transform.Rotation()}; } constexpr Pose3d Pose3d::Exp(const Twist3d& twist) const { // Implementation from Section 3.2 of https://ethaneade.org/lie.pdf auto impl = [this]( const Twist3d& twist) -> Pose3d { Vector3d u{{twist.dx.value(), twist.dy.value(), twist.dz.value()}}; Vector3d rvec{{twist.rx.value(), twist.ry.value(), twist.rz.value()}}; Matrix3d omega = detail::RotationVectorToMatrix(rvec); Matrix3d omegaSq = omega * omega; double theta = rvec.norm(); double thetaSq = theta * theta; double A; double B; double C; if (gcem::abs(theta) < 1E-7) { // Taylor Expansions around θ = 0 // A = 1/1! - θ²/3! + θ⁴/5! // B = 1/2! - θ²/4! + θ⁴/6! // C = 1/3! - θ²/5! + θ⁴/7! // sources: // A: // https://www.wolframalpha.com/input?i2d=true&i=series+expansion+of+Divide%5Bsin%5C%2840%29x%5C%2841%29%2Cx%5D+at+x%3D0 // B: // https://www.wolframalpha.com/input?i2d=true&i=series+expansion+of+Divide%5B1-cos%5C%2840%29x%5C%2841%29%2CPower%5Bx%2C2%5D%5D+at+x%3D0 // C: // https://www.wolframalpha.com/input?i2d=true&i=series+expansion+of+Divide%5B1-Divide%5Bsin%5C%2840%29x%5C%2841%29%2Cx%5D%2CPower%5Bx%2C2%5D%5D+at+x%3D0 A = 1 - thetaSq / 6 + thetaSq * thetaSq / 120; B = 1 / 2.0 - thetaSq / 24 + thetaSq * thetaSq / 720; C = 1 / 6.0 - thetaSq / 120 + thetaSq * thetaSq / 5040; } else { // A = std::sin(θ)/θ // B = (1 - std::cos(θ)) / θ² // C = (1 - A) / θ² A = gcem::sin(theta) / theta; B = (1 - gcem::cos(theta)) / thetaSq; C = (1 - A) / thetaSq; } Matrix3d R = Matrix3d::Identity() + A * omega + B * omegaSq; Matrix3d V = Matrix3d::Identity() + B * omega + C * omegaSq; Vector3d translation_component = V * u; const Transform3d transform{ Translation3d{units::meter_t{translation_component(0)}, units::meter_t{translation_component(1)}, units::meter_t{translation_component(2)}}, Rotation3d{R}}; return *this + transform; }; if (std::is_constant_evaluated()) { return impl.template operator()(twist); } else { return impl.template operator()(twist); } } constexpr Twist3d Pose3d::Log(const Pose3d& end) const { // Implementation from Section 3.2 of https://ethaneade.org/lie.pdf auto impl = [this]( const Pose3d& end) -> Twist3d { const auto transform = end.RelativeTo(*this); Vector3d u{ {transform.X().value(), transform.Y().value(), transform.Z().value()}}; Vector3d rvec = transform.Rotation().ToVector(); Matrix3d omega = detail::RotationVectorToMatrix(rvec); Matrix3d omegaSq = omega * omega; double theta = rvec.norm(); double thetaSq = theta * theta; double C; if (gcem::abs(theta) < 1E-7) { // Taylor Expansions around θ = 0 // A = 1/1! - θ²/3! + θ⁴/5! // B = 1/2! - θ²/4! + θ⁴/6! // C = 1/6 * (1/2 + θ²/5! + θ⁴/7!) // sources: // A: // https://www.wolframalpha.com/input?i2d=true&i=series+expansion+of+Divide%5Bsin%5C%2840%29x%5C%2841%29%2Cx%5D+at+x%3D0 // B: // https://www.wolframalpha.com/input?i2d=true&i=series+expansion+of+Divide%5B1-cos%5C%2840%29x%5C%2841%29%2CPower%5Bx%2C2%5D%5D+at+x%3D0 // C: // https://www.wolframalpha.com/input?i2d=true&i=series+expansion+of+Divide%5B1-Divide%5BDivide%5Bsin%5C%2840%29x%5C%2841%29%2Cx%5D%2C2Divide%5B1-cos%5C%2840%29x%5C%2841%29%2CPower%5Bx%2C2%5D%5D%5D%2CPower%5Bx%2C2%5D%5D+at+x%3D0 C = 1 / 12.0 + thetaSq / 720 + thetaSq * thetaSq / 30240; } else { // A = std::sin(θ)/θ // B = (1 - std::cos(θ)) / θ² // C = (1 - A/(2*B)) / θ² double A = gcem::sin(theta) / theta; double B = (1 - gcem::cos(theta)) / thetaSq; C = (1 - A / (2 * B)) / thetaSq; } Matrix3d V_inv = Matrix3d::Identity() - 0.5 * omega + C * omegaSq; Vector3d translation_component = V_inv * u; return Twist3d{units::meter_t{translation_component(0)}, units::meter_t{translation_component(1)}, units::meter_t{translation_component(2)}, units::radian_t{rvec(0)}, units::radian_t{rvec(1)}, units::radian_t{rvec(2)}}; }; if (std::is_constant_evaluated()) { return impl.template operator()(end); } else { return impl.template operator()(end); } } } // namespace frc