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allwpilib/wpimath/src/main/native/cpp/geometry/Pose3d.cpp
Tyler Veness f20a20f3f1 [wpimath] Add 3D geometry classes (#4175)
Also clean up 2D geometry documentation.
2022-05-06 08:41:23 -07:00

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// 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 <cmath>
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 <a, b, c>,
// [ 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()};
}