/* * OctoMap - An Efficient Probabilistic 3D Mapping Framework Based on Octrees * https://octomap.github.io/ * * Copyright (c) 2009-2013, K.M. Wurm and A. Hornung, University of Freiburg * All rights reserved. * License: New BSD * * 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 the University of Freiburg 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. */ #ifndef OCTOMATH_POSE6D_H #define OCTOMATH_POSE6D_H #include "Vector3.h" #include "Quaternion.h" namespace octomath { /*! * \brief This class represents a tree-dimensional pose of an object * * The tree-dimensional pose is represented by a three-dimensional * translation vector representing the position of the object and * a Quaternion representing the attitude of the object */ class Pose6D { public: Pose6D(); ~Pose6D(); /*! * \brief Constructor * * Constructs a pose from given translation and rotation. */ Pose6D(const Vector3& trans, const Quaternion& rot); /*! * \brief Constructor * * Constructs a pose from a translation represented by * its x, y, z-values and a rotation represented by its * Tait-Bryan angles roll, pitch, and yaw */ Pose6D(float x, float y, float z, double roll, double pitch, double yaw); Pose6D(const Pose6D& other); Pose6D& operator= (const Pose6D& other); bool operator==(const Pose6D& other) const; bool operator!=(const Pose6D& other) const; /*! * \brief Translational component * * @return the translational component of this pose */ inline Vector3& trans() { return translation; } /*! * \brief Rotational component * * @return the rotational component of this pose */ inline Quaternion& rot() { return rotation; } /*! * \brief Translational component * * @return the translational component of this pose */ const Vector3& trans() const { return translation; } /*! * \brief Rotational component * @return the rotational component of this pose */ const Quaternion& rot() const { return rotation; } inline float& x() { return translation(0); } inline float& y() { return translation(1); } inline float& z() { return translation(2); } inline const float& x() const { return translation(0); } inline const float& y() const { return translation(1); } inline const float& z() const { return translation(2); } inline double roll() const {return (rotation.toEuler())(0); } inline double pitch() const {return (rotation.toEuler())(1); } inline double yaw() const {return (rotation.toEuler())(2); } /*! * \brief Transformation of a vector * * Transforms the vector v by the transformation which is * specified by this. * @return the vector which is translated by the translation of * this and afterwards rotated by the rotation of this. */ Vector3 transform (const Vector3 &v) const; /*! * \brief Inversion * * Inverts the coordinate transformation represented by this pose * @return a copy of this pose inverted */ Pose6D inv() const; /*! * \brief Inversion * * Inverts the coordinate transformation represented by this pose * @return a reference to this pose */ Pose6D& inv_IP(); /*! * \brief Concatenation * * Concatenates the coordinate transformations represented * by this and p. * @return this * p (applies first this, then p) */ Pose6D operator* (const Pose6D &p) const; /*! * \brief In place concatenation * * Concatenates p to this Pose6D. * @return this which results from first moving by this and * afterwards by p */ const Pose6D& operator*= (const Pose6D &p); /*! * \brief Translational distance * * @return the translational (euclidian) distance to p */ double distance(const Pose6D &other) const; /*! * \brief Translational length * * @return the translational (euclidian) length of the translation * vector of this Pose6D */ double transLength() const; /*! * \brief Output operator * * Output to stream in a format which can be parsed using read(). */ std::ostream& write(std::ostream &s) const; /*! * \brief Input operator * * Parsing from stream which was written by write(). */ std::istream& read(std::istream &s); /*! * \brief Binary output operator * * Output to stream in a binary format which can be parsed using readBinary(). */ std::ostream& writeBinary(std::ostream &s) const; /*! * \brief Binary input operator * * Parsing from binary stream which was written by writeBinary(). */ std::istream& readBinary(std::istream &s); protected: Vector3 translation; Quaternion rotation; }; //! user friendly output in format (x y z, u x y z) which is (translation, rotation) std::ostream& operator<<(std::ostream& s, const Pose6D& p); } #endif