文章目录
一、三维空间刚体运动
1.1 定义
- 刚体运动:坐标系的运动由旋转+平移组成
- 欧式变换:旋转+平移 ,即a1=R12*a2+t12,R12表示2到1,t12表示1到2
1.2 描述方式
- 旋转矩阵:SO(n)=R,R正交且行列式为1
- 变换矩阵:SE(n)
- 旋转向量/轴角/角轴:旋转轴+旋转角(罗德里格斯公式:旋转向量->旋转矩阵)
- 欧拉角:使用3个分离的转角(问题:万象锁)
- 四元数:一个实部+三个虚部
1.3 旋转矩阵-旋转向量-四元数-欧拉角之间的转换
二、Eigen的基本使用(矩阵、向量)
2.1 介绍:
Eigen是一个C++开源线性代数库,提供快速线性运算和解方程等功能。它是一个纯头文件搭建的库,因此无需链接库文件,即target_link_libraries()。
2.2 CMakeLists.text文件:
cmake_minimum_required(VERSION 2.8)
project(useEigen)
set(CMAKE_BUILD_TYPE "Release")
set(CMAKE_CXX_FLAGS "-O3")
# 添加Eigen头文件
include_directories("/usr/include/eigen3")
add_executable(eigenMatrix eigenMatrix.cpp)
2.3 演示:(声明、赋值、取值、运算、求解方程)
#include <iostream>
using namespace std;
#include <ctime>
// Eigen 核心部分
#include <eigen3/Eigen/Core>
// 稠密矩阵的代数运算(逆,特征值等)
#include <eigen3/Eigen/Dense>
using namespace Eigen;
#define MATRIX_SIZE 50
/****************************
* 本程序演示了 Eigen 基本类型的使用
****************************/
int main(int argc, char **argv) {
// 1. Eigen的声明
// Eigen 中所有向量和矩阵都是Eigen::Matrix,它是一个模板类。它的前三个参数为:数据类型,行,列
// 声明一个2*3的float矩阵
Matrix<float, 2, 3> matrix_23;
// 1.1 声明一个向量Eigen 通过 typedef 提供了许多内置类型,不过底层仍是Eigen::Matrix
// 1)Vector3d 实质上是 Eigen::Matrix<double, 3, 1>,即三维向量
Vector3d v_3d;
// 2)
Matrix<float, 3, 1> vd_3d;
// 1.2 Matrix3d 实质上是 Eigen::Matrix<double, 3, 3>
Matrix3d matrix_33 = Matrix3d::Zero(); //初始化为零
// 1.3
// 1)动态大小的矩阵
Matrix<double, Dynamic, Dynamic> matrix_dynamic;
// 2)简化
MatrixXd matrix_x;
// 2. 对Eigen阵的操作
// 2.1 初始化
matrix_23 << 1, 2, 3, 4, 5, 6;
cout << "matrix 2x3 from 1 to 6: \n" << matrix_23 << endl;
// 2.2 访问矩阵中的元素
cout << "print matrix 2x3: " << endl;
for (int i = 0; i < 2; i++) {
for (int j = 0; j < 3; j++) cout << matrix_23(i, j) << "\t";
cout << endl;
}
// 2.3 矩阵和向量相乘(实际上仍是矩阵和矩阵)
v_3d << 3, 2, 1;
vd_3d << 4, 5, 6;
// 数据类型应该相同,这里采用显式转换xxx.cast<类型>()
Matrix<double, 2, 1> result = matrix_23.cast<double>() * v_3d;
// 通过转置 转换成行向量输出
cout << "[1,2,3;4,5,6]*[3,2,1]=" << result.transpose() << endl;
Matrix<float, 2, 1> result2 = matrix_23 * vd_3d;
cout << "[1,2,3;4,5,6]*[4,5,6]: " << result2.transpose() << endl;
// 3. 矩阵运算
// 3.1 四则运算就不演示了,直接用+-*/即可
// 3.2 其他运算
matrix_33 = Matrix3d::Random(); // 随机数矩阵
cout << "random matrix: \n" << matrix_33 << endl;
cout << "transpose: \n" << matrix_33.transpose() << endl; // 转置
cout << "sum: " << matrix_33.sum() << endl; // 各元素和
cout << "trace: " << matrix_33.trace() << endl; // 迹
cout << "times 10: \n" << 10 * matrix_33 << endl; // 数乘
cout << "inverse: \n" << matrix_33.inverse() << endl; // 逆
cout << "det: " << matrix_33.determinant() << endl; // 行列式
// 3.3 特征值
// 实对称矩阵可以保证对角化成功
SelfAdjointEigenSolver<Matrix3d> eigen_solver(matrix_33.transpose() * matrix_33);
cout << "Eigen values = \n" << eigen_solver.eigenvalues() << endl; //特征值
cout << "Eigen vectors = \n" << eigen_solver.eigenvectors() << endl; //特征向量
// 4. 解方程
// 我们求解 A * x = b 这个方程
// N的大小在前边的宏里定义,它由随机数生成
Matrix<double, MATRIX_SIZE, MATRIX_SIZE> A
= MatrixXd::Random(MATRIX_SIZE, MATRIX_SIZE);
A = A * A.transpose(); // 保证半正定
Matrix<double, MATRIX_SIZE, 1> b = MatrixXd::Random(MATRIX_SIZE, 1);
clock_t time_stt = clock(); // 计时
// 4.1 直接求逆,运算量大
Matrix<double, MATRIX_SIZE, 1> x = A.inverse() * b;
cout << "time of normal inverse is "
<< 1000 * (clock() - time_stt) / (double) CLOCKS_PER_SEC << "ms" << endl;
cout << "x = " << x.transpose() << endl;
// 4.2 通常用矩阵分解来求,例如QR分解,速度会快很多
time_stt = clock();
x = A.colPivHouseholderQr().solve(b);
cout << "time of Qr decomposition is "
<< 1000 * (clock() - time_stt) / (double) CLOCKS_PER_SEC << "ms" << endl;
cout << "x = " << x.transpose() << endl;
// 4.3 对于正定矩阵,还可以用cholesky分解来解方程
time_stt = clock();
x = A.ldlt().solve(b);
cout << "time of ldlt decomposition is "
<< 1000 * (clock() - time_stt) / (double) CLOCKS_PER_SEC << "ms" << endl;
cout << "x = " << x.transpose() << endl;
return 0;
}
2.4 结果展示:
matrix 2x3 from 1 to 6:
1 2 3
4 5 6
print matrix 2x3:
1 2 3
4 5 6
[1,2,3;4,5,6]*[3,2,1]=10 28
[1,2,3;4,5,6]*[4,5,6]: 32 77
random matrix:
0.680375 0.59688 -0.329554
-0.211234 0.823295 0.536459
0.566198 -0.604897 -0.444451
transpose:
0.680375 -0.211234 0.566198
0.59688 0.823295 -0.604897
-0.329554 0.536459 -0.444451
sum: 1.61307
trace: 1.05922
times 10:
6.80375 5.9688 -3.29554
-2.11234 8.23295 5.36459
5.66198 -6.04897 -4.44451
inverse:
-0.198521 2.22739 2.8357
1.00605 -0.555135 -1.41603
-1.62213 3.59308 3.28973
det: 0.208598
Eigen values =
0.0242899
0.992154
1.80558
Eigen vectors =
-0.549013 -0.735943 0.396198
0.253452 -0.598296 -0.760134
-0.796459 0.316906 -0.514998
time of normal inverse is 0.076ms
x = -55.7896 -298.793 130.113 -388.455 -159.312 160.654 -40.0416 -193.561 155.844 181.144 185.125 -62.7786 19.8333 -30.8772 -200.746 55.8385 -206.604 26.3559 -14.6789 122.719 -221.449 26.233 -318.95 -78.6931 50.1446 87.1986 -194.922 132.319 -171.78 -4.19736 11.876 -171.779 48.3047 84.1812 -104.958 -47.2103 -57.4502 -48.9477 -19.4237 28.9419 111.421 92.1237 -288.248 -23.3478 -275.22 -292.062 -92.698 5.96847 -93.6244 109.734
time of Qr decomposition is 0.048ms
x = -55.7896 -298.793 130.113 -388.455 -159.312 160.654 -40.0416 -193.561 155.844 181.144 185.125 -62.7786 19.8333 -30.8772 -200.746 55.8385 -206.604 26.3559 -14.6789 122.719 -221.449 26.233 -318.95 -78.6931 50.1446 87.1986 -194.922 132.319 -171.78 -4.19736 11.876 -171.779 48.3047 84.1812 -104.958 -47.2103 -57.4502 -48.9477 -19.4237 28.9419 111.421 92.1237 -288.248 -23.3478 -275.22 -292.062 -92.698 5.96847 -93.6244 109.734
time of ldlt decomposition is 0.02ms
x = -55.7896 -298.793 130.113 -388.455 -159.312 160.654 -40.0416 -193.561 155.844 181.144 185.125 -62.7786 19.8333 -30.8772 -200.746 55.8385 -206.604 26.3559 -14.6789 122.719 -221.449 26.233 -318.95 -78.6931 50.1446 87.1986 -194.922 132.319 -171.78 -4.19736 11.876 -171.779 48.3047 84.1812 -104.958 -47.2103 -57.4502 -48.9477 -19.4237 28.9419 111.421 92.1237 -288.248 -23.3478 -275.22 -292.062 -92.698 5.96847 -93.6244 109.734
三、Eigen演示(旋转矩阵-旋转向量-四元数-欧拉角)转换
3.1 CMakeLists.text文件:
cmake_minimum_required( VERSION 2.8 )
project( geometry )
# 添加Eigen头文件
include_directories( "/usr/include/eigen3" )
add_executable(eigenGeometry eigenGeometry.cpp)
3.2 代码展示:
#include <iostream>
#include <cmath>
using namespace std;
#include <Eigen/Core>
#include <Eigen/Geometry>
using namespace Eigen;
// 本程序演示了 Eigen 几何模块的使用方法
// Eigen/Geometry 模块提供了各种旋转和平移的表示
int main(int argc, char **argv) {
// 1.旋转矩阵和旋转向量
// 旋转矩阵:Matrix3d 或 Matrix3f
Matrix3d rotation_matrix = Matrix3d::Identity();
// 旋转向量:AngleAxis, 它底层不直接是Matrix,但运算可以当作矩阵(因为重载了运算符)
AngleAxisd rotation_vector(M_PI / 4, Vector3d(0, 0, 1)); //沿 Z 轴旋转 45 度 + 平移
cout.precision(3); //保留三位小数
cout << "旋转矩阵 =\n" << rotation_matrix << endl;
// 1.1 旋转向量->旋转矩阵
// 1)旋转向量.matrix()
cout << "旋转向量->旋转矩阵1 =\n" << rotation_vector.matrix() << endl; //用matrix()转换成矩阵
// 2)旋转向量.toRotationMatrix():直接赋值
rotation_matrix = rotation_vector.toRotationMatrix();
cout << "旋转向量->旋转矩阵2 =\n" << rotation_matrix << endl;
// 1.2 坐标变换
// 1)利用旋转向量AngleAxis
Vector3d v(1, 0, 0);
Vector3d v_rotated = rotation_vector * v;
cout << "坐标变换(1,0,0) after rotation (by angle axis) = " << v_rotated.transpose() << endl;
// 2)利用旋转矩阵
v_rotated = rotation_matrix * v;
cout << "坐标变换(1,0,0) after rotation (by matrix) = " << v_rotated.transpose() << endl;
// 2 欧拉角: 旋转矩阵->欧拉角
Vector3d euler_angles = rotation_matrix.eulerAngles(2, 1, 0); // ZYX顺序,即yaw-pitch-roll顺序
cout << "欧拉角yaw pitch roll(ZYX) = " << euler_angles.transpose() << endl;
// 3 (欧氏)变换矩阵:旋转+平移
Isometry3d T = Isometry3d::Identity(); // 虽然称为3d,实质上是4*4的矩阵
T.rotate(rotation_vector); // 旋转
T.pretranslate(Vector3d(1, 3, 4)); // 平移
cout << "变换矩阵 = \n" << T.matrix() << endl;
// 3.1 用变换矩阵进行坐标变换
Vector3d v_transformed = T * v; // 相当于R*v+t
cout << "坐标变换v tranformed = " << v_transformed.transpose() << endl;
// 对于仿射和射影变换,使用 Eigen::Affine3d 和 Eigen::Projective3d 即可,略
// 4 四元数:旋转向量/旋转矩阵->四元数。反之亦然
// 输出顺序:coeffs的顺序是(x,y,z,w),w为实部,前三者为虚部
Quaterniond q = Quaterniond(rotation_vector);
cout << "旋转向量->四元数 = " << q.coeffs().transpose()<< endl;
q = Quaterniond(rotation_matrix);
cout << "旋转矩阵->四元数 = " << q.coeffs().transpose() << endl;
// 4.1 坐标变换
v_rotated = q * v; // 注意数学上是qvq^{-1}
cout << "坐标变换(1,0,0) after rotation = " << v_rotated.transpose() << endl;
// 用常规向量乘法表示,则应该如下计算
cout << "坐标变换should be equal to " << (q * Quaterniond(0, 1, 0, 0) * q.inverse()).coeffs().transpose() << endl;
return 0;
}
3.3 结果:
旋转矩阵 =
1 0 0
0 1 0
0 0 1
旋转向量->旋转矩阵1 =
0.707 -0.707 0
0.707 0.707 0
0 0 1
旋转向量->旋转矩阵2 =
0.707 -0.707 0
0.707 0.707 0
0 0 1
坐标变换(1,0,0) after rotation (by angle axis) = 0.707 0.707 0
坐标变换(1,0,0) after rotation (by matrix) = 0.707 0.707 0
欧拉角yaw pitch roll(ZYX) = 0.785 -0 0
变换矩阵 =
0.707 -0.707 0 1
0.707 0.707 0 3
0 0 1 4
0 0 0 1
坐标变换v tranformed = 1.71 3.71 4
旋转向量->四元数 = 0 0 0.383 0.924
旋转矩阵->四元数 = 0 0 0.383 0.924
坐标变换(1,0,0) after rotation = 0.707 0.707 0
坐标变换should be equal to 0.707 0.707 0 0
四、Pangolin可视化演示
4.1 CMakeLists.txt
cmake_minimum_required( VERSION 2.8 )
project( visualizeGeometry )
set(CMAKE_CXX_FLAGS "-std=c++11")
# 添加Eigen头文件
include_directories( "/usr/include/eigen3" )
# 添加Pangolin依赖
find_package( Pangolin )
include_directories( ${Pangolin_INCLUDE_DIRS} )
add_executable( visualizeGeometry visualizeGeometry.cpp )
target_link_libraries( visualizeGeometry ${Pangolin_LIBRARIES} )
4.2 代码演示
#include <iostream>
#include <iomanip>
using namespace std;
#include <Eigen/Core>
#include <Eigen/Geometry>
using namespace Eigen;
#include <pangolin/pangolin.h>
struct RotationMatrix {
Matrix3d matrix = Matrix3d::Identity();
};
ostream &operator<<(ostream &out, const RotationMatrix &r) {
out.setf(ios::fixed);
Matrix3d matrix = r.matrix;
out << '=';
out << "[" << setprecision(2) << matrix(0, 0) << "," << matrix(0, 1) << "," << matrix(0, 2) << "],"
<< "[" << matrix(1, 0) << "," << matrix(1, 1) << "," << matrix(1, 2) << "],"
<< "[" << matrix(2, 0) << "," << matrix(2, 1) << "," << matrix(2, 2) << "]";
return out;
}
istream &operator>>(istream &in, RotationMatrix &r) {
return in;
}
struct TranslationVector {
Vector3d trans = Vector3d(0, 0, 0);
};
ostream &operator<<(ostream &out, const TranslationVector &t) {
out << "=[" << t.trans(0) << ',' << t.trans(1) << ',' << t.trans(2) << "]";
return out;
}
istream &operator>>(istream &in, TranslationVector &t) {
return in;
}
struct QuaternionDraw {
Quaterniond q;
};
ostream &operator<<(ostream &out, const QuaternionDraw quat) {
auto c = quat.q.coeffs();
out << "=[" << c[0] << "," << c[1] << "," << c[2] << "," << c[3] << "]";
return out;
}
istream &operator>>(istream &in, const QuaternionDraw quat) {
return in;
}
int main(int argc, char **argv) {
pangolin::CreateWindowAndBind("visualize geometry", 1000, 600);
glEnable(GL_DEPTH_TEST);
pangolin::OpenGlRenderState s_cam(
pangolin::ProjectionMatrix(1000, 600, 420, 420, 500, 300, 0.1, 1000),
pangolin::ModelViewLookAt(3, 3, 3, 0, 0, 0, pangolin::AxisY)
);
const int UI_WIDTH = 500;
pangolin::View &d_cam = pangolin::CreateDisplay().
SetBounds(0.0, 1.0, pangolin::Attach::Pix(UI_WIDTH), 1.0, -1000.0f / 600.0f).
SetHandler(new pangolin::Handler3D(s_cam));
// ui
pangolin::Var<RotationMatrix> rotation_matrix("ui.R", RotationMatrix());
pangolin::Var<TranslationVector> translation_vector("ui.t", TranslationVector());
pangolin::Var<TranslationVector> euler_angles("ui.rpy", TranslationVector());
pangolin::Var<QuaternionDraw> quaternion("ui.q", QuaternionDraw());
pangolin::CreatePanel("ui").SetBounds(0.0, 1.0, 0.0, pangolin::Attach::Pix(UI_WIDTH));
while (!pangolin::ShouldQuit()) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
d_cam.Activate(s_cam);
pangolin::OpenGlMatrix matrix = s_cam.GetModelViewMatrix();
Matrix<double, 4, 4> m = matrix;
RotationMatrix R;
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
R.matrix(i, j) = m(j, i);
rotation_matrix = R;
TranslationVector t;
t.trans = Vector3d(m(0, 3), m(1, 3), m(2, 3));
t.trans = -R.matrix * t.trans;
translation_vector = t;
TranslationVector euler;
euler.trans = R.matrix.eulerAngles(2, 1, 0);
euler_angles = euler;
QuaternionDraw quat;
quat.q = Quaterniond(R.matrix);
quaternion = quat;
glColor3f(1.0, 1.0, 1.0);
pangolin::glDrawColouredCube();
// draw the original axis
glLineWidth(3);
glColor3f(0.8f, 0.f, 0.f);
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(10, 0, 0);
glColor3f(0.f, 0.8f, 0.f);
glVertex3f(0, 0, 0);
glVertex3f(0, 10, 0);
glColor3f(0.2f, 0.2f, 1.f);
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 10);
glEnd();
pangolin::FinishFrame();
}
}