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