// 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. #include "frc/geometry/Pose3d.h" #include using namespace frc; namespace { /** * 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. */ Matrixd<3, 3> RotationVectorToMatrix(const Vectord<3>& rotation) { // Given a rotation vector , // [ 0 -c b] // Omega = [ c 0 -a] // [-b a 0] return Matrixd<3, 3>{{0.0, -rotation(2), rotation(1)}, {rotation(2), 0.0, -rotation(0)}, {-rotation(1), rotation(0), 0.0}}; } } // namespace Pose3d::Pose3d(Translation3d translation, Rotation3d rotation) : m_translation(std::move(translation)), m_rotation(std::move(rotation)) {} Pose3d::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)) {} Pose3d Pose3d::operator+(const Transform3d& other) const { return TransformBy(other); } Transform3d Pose3d::operator-(const Pose3d& other) const { const auto pose = this->RelativeTo(other); return Transform3d(pose.Translation(), pose.Rotation()); } bool Pose3d::operator==(const Pose3d& other) const { return m_translation == other.m_translation && m_rotation == other.m_rotation; } bool Pose3d::operator!=(const Pose3d& other) const { return !operator==(other); } Pose3d Pose3d::TransformBy(const Transform3d& other) const { return {m_translation + (other.Translation().RotateBy(m_rotation)), m_rotation + other.Rotation()}; } Pose3d Pose3d::RelativeTo(const Pose3d& other) const { const Transform3d transform{other, *this}; return {transform.Translation(), transform.Rotation()}; } Pose3d Pose3d::Exp(const Twist3d& twist) const { Matrixd<3, 3> Omega = RotationVectorToMatrix( Vectord<3>{twist.rx.value(), twist.ry.value(), twist.rz.value()}); Matrixd<3, 3> OmegaSq = Omega * Omega; double thetaSq = (twist.rx * twist.rx + twist.ry * twist.ry + twist.rz * twist.rz).value(); // Get left Jacobian of SO3. See first line in right column of // http://asrl.utias.utoronto.ca/~tdb/bib/barfoot_ser17_identities.pdf Matrixd<3, 3> J; if (thetaSq < 1E-9 * 1E-9) { // V = I + 0.5ω J = Matrixd<3, 3>::Identity() + 0.5 * Omega; } else { double theta = std::sqrt(thetaSq); // J = I + (1 − std::cos(θ))/θ² ω + (θ − std::sin(θ))/θ³ ω² J = Matrixd<3, 3>::Identity() + (1.0 - std::cos(theta)) / thetaSq * Omega + (theta - std::sin(theta)) / (thetaSq * theta) * OmegaSq; } // Get translation component Vectord<3> translation = J * Vectord<3>{twist.dx.value(), twist.dy.value(), twist.dz.value()}; const Transform3d transform{Translation3d{units::meter_t{translation(0)}, units::meter_t{translation(1)}, units::meter_t{translation(2)}}, Rotation3d{twist.rx, twist.ry, twist.rz}}; return *this + transform; } Twist3d Pose3d::Log(const Pose3d& end) const { const auto transform = end.RelativeTo(*this); Vectord<3> rotVec = transform.Rotation().GetQuaternion().ToRotationVector(); Matrixd<3, 3> Omega = RotationVectorToMatrix(rotVec); Matrixd<3, 3> OmegaSq = Omega * Omega; double thetaSq = rotVec.squaredNorm(); // Get left Jacobian inverse of SO3. See fourth line in right column of // http://asrl.utias.utoronto.ca/~tdb/bib/barfoot_ser17_identities.pdf Matrixd<3, 3> Jinv; if (thetaSq < 1E-9 * 1E-9) { // J⁻¹ = I − 0.5ω + 1/12 ω² Jinv = Matrixd<3, 3>::Identity() - 0.5 * Omega + 1.0 / 12.0 * OmegaSq; } else { double theta = std::sqrt(thetaSq); double halfTheta = 0.5 * theta; // J⁻¹ = I − 0.5ω + (1 − 0.5θ std::cos(θ/2) / std::sin(θ/2))/θ² ω² Jinv = Matrixd<3, 3>::Identity() - 0.5 * Omega + (1.0 - 0.5 * theta * std::cos(halfTheta) / std::sin(halfTheta)) / thetaSq * OmegaSq; } // Get dtranslation component Vectord<3> dtranslation = Jinv * Vectord<3>{transform.X().value(), transform.Y().value(), transform.Z().value()}; return Twist3d{ units::meter_t{dtranslation(0)}, units::meter_t{dtranslation(1)}, units::meter_t{dtranslation(2)}, units::radian_t{rotVec(0)}, units::radian_t{rotVec(1)}, units::radian_t{rotVec(2)}}; } Pose2d Pose3d::ToPose2d() const { return Pose2d{m_translation.X(), m_translation.Y(), m_rotation.Z()}; }