// Ceres Solver - A fast non-linear least squares minimizer // Copyright 2015 Google Inc. All rights reserved. // http://ceres-solver.org/ // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of Google Inc. nor the names of its contributors may be // used to endorse or promote products derived from this software without // specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // Author: keir@google.com (Keir Mierle) // sameeragarwal@google.com (Sameer Agarwal) // // Templated functions for manipulating rotations. The templated // functions are useful when implementing functors for automatic // differentiation. // // In the following, the Quaternions are laid out as 4-vectors, thus: // // q[0] scalar part. // q[1] coefficient of i. // q[2] coefficient of j. // q[3] coefficient of k. // // where: i*i = j*j = k*k = -1 and i*j = k, j*k = i, k*i = j. #ifndef CERES_PUBLIC_ROTATION_H_ #define CERES_PUBLIC_ROTATION_H_ #include #include #include namespace ceres { // Trivial wrapper to index linear arrays as matrices, given a fixed // column and row stride. When an array "T* array" is wrapped by a // // (const) MatrixAdapter M" // // the expression M(i, j) is equivalent to // // arrary[i * row_stride + j * col_stride] // // Conversion functions to and from rotation matrices accept // MatrixAdapters to permit using row-major and column-major layouts, // and rotation matrices embedded in larger matrices (such as a 3x4 // projection matrix). template struct MatrixAdapter; // Convenience functions to create a MatrixAdapter that treats the // array pointed to by "pointer" as a 3x3 (contiguous) column-major or // row-major matrix. template MatrixAdapter ColumnMajorAdapter3x3(T* pointer); template MatrixAdapter RowMajorAdapter3x3(T* pointer); // Convert a value in combined axis-angle representation to a quaternion. // The value angle_axis is a triple whose norm is an angle in radians, // and whose direction is aligned with the axis of rotation, // and quaternion is a 4-tuple that will contain the resulting quaternion. // The implementation may be used with auto-differentiation up to the first // derivative, higher derivatives may have unexpected results near the origin. template void AngleAxisToQuaternion(const T* angle_axis, T* quaternion); // Convert a quaternion to the equivalent combined axis-angle representation. // The value quaternion must be a unit quaternion - it is not normalized first, // and angle_axis will be filled with a value whose norm is the angle of // rotation in radians, and whose direction is the axis of rotation. // The implemention may be used with auto-differentiation up to the first // derivative, higher derivatives may have unexpected results near the origin. template void QuaternionToAngleAxis(const T* quaternion, T* angle_axis); // Conversions between 3x3 rotation matrix (in column major order) and // quaternion rotation representations. Templated for use with // autodifferentiation. template void RotationMatrixToQuaternion(const T* R, T* quaternion); template void RotationMatrixToQuaternion( const MatrixAdapter& R, T* quaternion); // Conversions between 3x3 rotation matrix (in column major order) and // axis-angle rotation representations. Templated for use with // autodifferentiation. template void RotationMatrixToAngleAxis(const T* R, T* angle_axis); template void RotationMatrixToAngleAxis( const MatrixAdapter& R, T* angle_axis); template void AngleAxisToRotationMatrix(const T* angle_axis, T* R); template void AngleAxisToRotationMatrix( const T* angle_axis, const MatrixAdapter& R); // Conversions between 3x3 rotation matrix (in row major order) and // Euler angle (in degrees) rotation representations. // // The {pitch,roll,yaw} Euler angles are rotations around the {x,y,z} // axes, respectively. They are applied in that same order, so the // total rotation R is Rz * Ry * Rx. template void EulerAnglesToRotationMatrix(const T* euler, int row_stride, T* R); template void EulerAnglesToRotationMatrix( const T* euler, const MatrixAdapter& R); // Convert a 4-vector to a 3x3 scaled rotation matrix. // // The choice of rotation is such that the quaternion [1 0 0 0] goes to an // identity matrix and for small a, b, c the quaternion [1 a b c] goes to // the matrix // // [ 0 -c b ] // I + 2 [ c 0 -a ] + higher order terms // [ -b a 0 ] // // which corresponds to a Rodrigues approximation, the last matrix being // the cross-product matrix of [a b c]. Together with the property that // R(q1 * q2) = R(q1) * R(q2) this uniquely defines the mapping from q to R. // // No normalization of the quaternion is performed, i.e. // R = ||q||^2 * Q, where Q is an orthonormal matrix // such that det(Q) = 1 and Q*Q' = I // // WARNING: The rotation matrix is ROW MAJOR template inline void QuaternionToScaledRotation(const T q[4], T R[3 * 3]); template inline void QuaternionToScaledRotation( const T q[4], const MatrixAdapter& R); // Same as above except that the rotation matrix is normalized by the // Frobenius norm, so that R * R' = I (and det(R) = 1). // // WARNING: The rotation matrix is ROW MAJOR template inline void QuaternionToRotation(const T q[4], T R[3 * 3]); template inline void QuaternionToRotation( const T q[4], const MatrixAdapter& R); // Rotates a point pt by a quaternion q: // // result = R(q) * pt // // Assumes the quaternion is unit norm. This assumption allows us to // write the transform as (something)*pt + pt, as is clear from the // formula below. If you pass in a quaternion with |q|^2 = 2 then you // WILL NOT get back 2 times the result you get for a unit quaternion. template inline void UnitQuaternionRotatePoint(const T q[4], const T pt[3], T result[3]); // With this function you do not need to assume that q has unit norm. // It does assume that the norm is non-zero. template inline void QuaternionRotatePoint(const T q[4], const T pt[3], T result[3]); // zw = z * w, where * is the Quaternion product between 4 vectors. template inline void QuaternionProduct(const T z[4], const T w[4], T zw[4]); // xy = x cross y; template inline void CrossProduct(const T x[3], const T y[3], T x_cross_y[3]); template inline T DotProduct(const T x[3], const T y[3]); // y = R(angle_axis) * x; template inline void AngleAxisRotatePoint(const T angle_axis[3], const T pt[3], T result[3]); // --- IMPLEMENTATION template struct MatrixAdapter { T* pointer_; explicit MatrixAdapter(T* pointer) : pointer_(pointer) {} T& operator()(int r, int c) const { return pointer_[r * row_stride + c * col_stride]; } }; template MatrixAdapter ColumnMajorAdapter3x3(T* pointer) { return MatrixAdapter(pointer); } template MatrixAdapter RowMajorAdapter3x3(T* pointer) { return MatrixAdapter(pointer); } template inline void AngleAxisToQuaternion(const T* angle_axis, T* quaternion) { const T& a0 = angle_axis[0]; const T& a1 = angle_axis[1]; const T& a2 = angle_axis[2]; const T theta_squared = a0 * a0 + a1 * a1 + a2 * a2; // For points not at the origin, the full conversion is numerically stable. if (theta_squared > T(0.0)) { const T theta = sqrt(theta_squared); const T half_theta = theta * T(0.5); const T k = sin(half_theta) / theta; quaternion[0] = cos(half_theta); quaternion[1] = a0 * k; quaternion[2] = a1 * k; quaternion[3] = a2 * k; } else { // At the origin, sqrt() will produce NaN in the derivative since // the argument is zero. By approximating with a Taylor series, // and truncating at one term, the value and first derivatives will be // computed correctly when Jets are used. const T k(0.5); quaternion[0] = T(1.0); quaternion[1] = a0 * k; quaternion[2] = a1 * k; quaternion[3] = a2 * k; } } template inline void QuaternionToAngleAxis(const T* quaternion, T* angle_axis) { const T& q1 = quaternion[1]; const T& q2 = quaternion[2]; const T& q3 = quaternion[3]; const T sin_squared_theta = q1 * q1 + q2 * q2 + q3 * q3; // For quaternions representing non-zero rotation, the conversion // is numerically stable. if (sin_squared_theta > T(0.0)) { const T sin_theta = sqrt(sin_squared_theta); const T& cos_theta = quaternion[0]; // If cos_theta is negative, theta is greater than pi/2, which // means that angle for the angle_axis vector which is 2 * theta // would be greater than pi. // // While this will result in the correct rotation, it does not // result in a normalized angle-axis vector. // // In that case we observe that 2 * theta ~ 2 * theta - 2 * pi, // which is equivalent saying // // theta - pi = atan(sin(theta - pi), cos(theta - pi)) // = atan(-sin(theta), -cos(theta)) // const T two_theta = T(2.0) * ((cos_theta < 0.0) ? atan2(-sin_theta, -cos_theta) : atan2(sin_theta, cos_theta)); const T k = two_theta / sin_theta; angle_axis[0] = q1 * k; angle_axis[1] = q2 * k; angle_axis[2] = q3 * k; } else { // For zero rotation, sqrt() will produce NaN in the derivative since // the argument is zero. By approximating with a Taylor series, // and truncating at one term, the value and first derivatives will be // computed correctly when Jets are used. const T k(2.0); angle_axis[0] = q1 * k; angle_axis[1] = q2 * k; angle_axis[2] = q3 * k; } } template void RotationMatrixToQuaternion(const T* R, T* angle_axis) { RotationMatrixToQuaternion(ColumnMajorAdapter3x3(R), angle_axis); } // This algorithm comes from "Quaternion Calculus and Fast Animation", // Ken Shoemake, 1987 SIGGRAPH course notes template void RotationMatrixToQuaternion( const MatrixAdapter& R, T* quaternion) { const T trace = R(0, 0) + R(1, 1) + R(2, 2); if (trace >= 0.0) { T t = sqrt(trace + T(1.0)); quaternion[0] = T(0.5) * t; t = T(0.5) / t; quaternion[1] = (R(2, 1) - R(1, 2)) * t; quaternion[2] = (R(0, 2) - R(2, 0)) * t; quaternion[3] = (R(1, 0) - R(0, 1)) * t; } else { int i = 0; if (R(1, 1) > R(0, 0)) { i = 1; } if (R(2, 2) > R(i, i)) { i = 2; } const int j = (i + 1) % 3; const int k = (j + 1) % 3; T t = sqrt(R(i, i) - R(j, j) - R(k, k) + T(1.0)); quaternion[i + 1] = T(0.5) * t; t = T(0.5) / t; quaternion[0] = (R(k, j) - R(j, k)) * t; quaternion[j + 1] = (R(j, i) + R(i, j)) * t; quaternion[k + 1] = (R(k, i) + R(i, k)) * t; } } // The conversion of a rotation matrix to the angle-axis form is // numerically problematic when then rotation angle is close to zero // or to Pi. The following implementation detects when these two cases // occurs and deals with them by taking code paths that are guaranteed // to not perform division by a small number. template inline void RotationMatrixToAngleAxis(const T* R, T* angle_axis) { RotationMatrixToAngleAxis(ColumnMajorAdapter3x3(R), angle_axis); } template void RotationMatrixToAngleAxis( const MatrixAdapter& R, T* angle_axis) { T quaternion[4]; RotationMatrixToQuaternion(R, quaternion); QuaternionToAngleAxis(quaternion, angle_axis); return; } template inline void AngleAxisToRotationMatrix(const T* angle_axis, T* R) { AngleAxisToRotationMatrix(angle_axis, ColumnMajorAdapter3x3(R)); } template void AngleAxisToRotationMatrix( const T* angle_axis, const MatrixAdapter& R) { static const T kOne = T(1.0); const T theta2 = DotProduct(angle_axis, angle_axis); if (theta2 > T(std::numeric_limits::epsilon())) { // We want to be careful to only evaluate the square root if the // norm of the angle_axis vector is greater than zero. Otherwise // we get a division by zero. const T theta = sqrt(theta2); const T wx = angle_axis[0] / theta; const T wy = angle_axis[1] / theta; const T wz = angle_axis[2] / theta; const T costheta = cos(theta); const T sintheta = sin(theta); R(0, 0) = costheta + wx*wx*(kOne - costheta); R(1, 0) = wz*sintheta + wx*wy*(kOne - costheta); R(2, 0) = -wy*sintheta + wx*wz*(kOne - costheta); R(0, 1) = wx*wy*(kOne - costheta) - wz*sintheta; R(1, 1) = costheta + wy*wy*(kOne - costheta); R(2, 1) = wx*sintheta + wy*wz*(kOne - costheta); R(0, 2) = wy*sintheta + wx*wz*(kOne - costheta); R(1, 2) = -wx*sintheta + wy*wz*(kOne - costheta); R(2, 2) = costheta + wz*wz*(kOne - costheta); } else { // Near zero, we switch to using the first order Taylor expansion. R(0, 0) = kOne; R(1, 0) = angle_axis[2]; R(2, 0) = -angle_axis[1]; R(0, 1) = -angle_axis[2]; R(1, 1) = kOne; R(2, 1) = angle_axis[0]; R(0, 2) = angle_axis[1]; R(1, 2) = -angle_axis[0]; R(2, 2) = kOne; } } template inline void EulerAnglesToRotationMatrix(const T* euler, const int row_stride_parameter, T* R) { EulerAnglesToRotationMatrix(euler, RowMajorAdapter3x3(R)); } template void EulerAnglesToRotationMatrix( const T* euler, const MatrixAdapter& R) { const double kPi = 3.14159265358979323846; const T degrees_to_radians(kPi / 180.0); const T pitch(euler[0] * degrees_to_radians); const T roll(euler[1] * degrees_to_radians); const T yaw(euler[2] * degrees_to_radians); const T c1 = cos(yaw); const T s1 = sin(yaw); const T c2 = cos(roll); const T s2 = sin(roll); const T c3 = cos(pitch); const T s3 = sin(pitch); R(0, 0) = c1*c2; R(0, 1) = -s1*c3 + c1*s2*s3; R(0, 2) = s1*s3 + c1*s2*c3; R(1, 0) = s1*c2; R(1, 1) = c1*c3 + s1*s2*s3; R(1, 2) = -c1*s3 + s1*s2*c3; R(2, 0) = -s2; R(2, 1) = c2*s3; R(2, 2) = c2*c3; } template inline void QuaternionToScaledRotation(const T q[4], T R[3 * 3]) { QuaternionToScaledRotation(q, RowMajorAdapter3x3(R)); } template inline void QuaternionToScaledRotation( const T q[4], const MatrixAdapter& R) { // Make convenient names for elements of q. T a = q[0]; T b = q[1]; T c = q[2]; T d = q[3]; // This is not to eliminate common sub-expression, but to // make the lines shorter so that they fit in 80 columns! T aa = a * a; T ab = a * b; T ac = a * c; T ad = a * d; T bb = b * b; T bc = b * c; T bd = b * d; T cc = c * c; T cd = c * d; T dd = d * d; R(0, 0) = aa + bb - cc - dd; R(0, 1) = T(2) * (bc - ad); R(0, 2) = T(2) * (ac + bd); // NOLINT R(1, 0) = T(2) * (ad + bc); R(1, 1) = aa - bb + cc - dd; R(1, 2) = T(2) * (cd - ab); // NOLINT R(2, 0) = T(2) * (bd - ac); R(2, 1) = T(2) * (ab + cd); R(2, 2) = aa - bb - cc + dd; // NOLINT } template inline void QuaternionToRotation(const T q[4], T R[3 * 3]) { QuaternionToRotation(q, RowMajorAdapter3x3(R)); } template inline void QuaternionToRotation(const T q[4], const MatrixAdapter& R) { QuaternionToScaledRotation(q, R); T normalizer = q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]; normalizer = T(1) / normalizer; for (int i = 0; i < 3; ++i) { for (int j = 0; j < 3; ++j) { R(i, j) *= normalizer; } } } template inline void UnitQuaternionRotatePoint(const T q[4], const T pt[3], T result[3]) { const T t2 = q[0] * q[1]; const T t3 = q[0] * q[2]; const T t4 = q[0] * q[3]; const T t5 = -q[1] * q[1]; const T t6 = q[1] * q[2]; const T t7 = q[1] * q[3]; const T t8 = -q[2] * q[2]; const T t9 = q[2] * q[3]; const T t1 = -q[3] * q[3]; result[0] = T(2) * ((t8 + t1) * pt[0] + (t6 - t4) * pt[1] + (t3 + t7) * pt[2]) + pt[0]; // NOLINT result[1] = T(2) * ((t4 + t6) * pt[0] + (t5 + t1) * pt[1] + (t9 - t2) * pt[2]) + pt[1]; // NOLINT result[2] = T(2) * ((t7 - t3) * pt[0] + (t2 + t9) * pt[1] + (t5 + t8) * pt[2]) + pt[2]; // NOLINT } template inline void QuaternionRotatePoint(const T q[4], const T pt[3], T result[3]) { // 'scale' is 1 / norm(q). const T scale = T(1) / sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]); // Make unit-norm version of q. const T unit[4] = { scale * q[0], scale * q[1], scale * q[2], scale * q[3], }; UnitQuaternionRotatePoint(unit, pt, result); } template inline void QuaternionProduct(const T z[4], const T w[4], T zw[4]) { zw[0] = z[0] * w[0] - z[1] * w[1] - z[2] * w[2] - z[3] * w[3]; zw[1] = z[0] * w[1] + z[1] * w[0] + z[2] * w[3] - z[3] * w[2]; zw[2] = z[0] * w[2] - z[1] * w[3] + z[2] * w[0] + z[3] * w[1]; zw[3] = z[0] * w[3] + z[1] * w[2] - z[2] * w[1] + z[3] * w[0]; } // xy = x cross y; template inline void CrossProduct(const T x[3], const T y[3], T x_cross_y[3]) { x_cross_y[0] = x[1] * y[2] - x[2] * y[1]; x_cross_y[1] = x[2] * y[0] - x[0] * y[2]; x_cross_y[2] = x[0] * y[1] - x[1] * y[0]; } template inline T DotProduct(const T x[3], const T y[3]) { return (x[0] * y[0] + x[1] * y[1] + x[2] * y[2]); } template inline void AngleAxisRotatePoint(const T angle_axis[3], const T pt[3], T result[3]) { const T theta2 = DotProduct(angle_axis, angle_axis); if (theta2 > T(std::numeric_limits::epsilon())) { // Away from zero, use the rodriguez formula // // result = pt costheta + // (w x pt) * sintheta + // w (w . pt) (1 - costheta) // // We want to be careful to only evaluate the square root if the // norm of the angle_axis vector is greater than zero. Otherwise // we get a division by zero. // const T theta = sqrt(theta2); const T costheta = cos(theta); const T sintheta = sin(theta); const T theta_inverse = 1.0 / theta; const T w[3] = { angle_axis[0] * theta_inverse, angle_axis[1] * theta_inverse, angle_axis[2] * theta_inverse }; // Explicitly inlined evaluation of the cross product for // performance reasons. const T w_cross_pt[3] = { w[1] * pt[2] - w[2] * pt[1], w[2] * pt[0] - w[0] * pt[2], w[0] * pt[1] - w[1] * pt[0] }; const T tmp = (w[0] * pt[0] + w[1] * pt[1] + w[2] * pt[2]) * (T(1.0) - costheta); result[0] = pt[0] * costheta + w_cross_pt[0] * sintheta + w[0] * tmp; result[1] = pt[1] * costheta + w_cross_pt[1] * sintheta + w[1] * tmp; result[2] = pt[2] * costheta + w_cross_pt[2] * sintheta + w[2] * tmp; } else { // Near zero, the first order Taylor approximation of the rotation // matrix R corresponding to a vector w and angle w is // // R = I + hat(w) * sin(theta) // // But sintheta ~ theta and theta * w = angle_axis, which gives us // // R = I + hat(w) // // and actually performing multiplication with the point pt, gives us // R * pt = pt + w x pt. // // Switching to the Taylor expansion near zero provides meaningful // derivatives when evaluated using Jets. // // Explicitly inlined evaluation of the cross product for // performance reasons. const T w_cross_pt[3] = { angle_axis[1] * pt[2] - angle_axis[2] * pt[1], angle_axis[2] * pt[0] - angle_axis[0] * pt[2], angle_axis[0] * pt[1] - angle_axis[1] * pt[0] }; result[0] = pt[0] + w_cross_pt[0]; result[1] = pt[1] + w_cross_pt[1]; result[2] = pt[2] + w_cross_pt[2]; } } } // namespace ceres #endif // CERES_PUBLIC_ROTATION_H_