/usr/include/octomap/math/Pose6D.h is in liboctomap-dev 1.8.1+dfsg-1.
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* OctoMap - An Efficient Probabilistic 3D Mapping Framework Based on Octrees
* http://octomap.github.com/
*
* 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& 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
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