Gazebo Math

API Reference

8.0.0
Pose3< T > Class Template Reference

The Pose3 class represents a 3D position and rotation. The position component is a Vector3, and the rotation is a Quaternion. More...

#include <gz/math/Pose3.hh>

Public Member Functions

 Pose3 ()=default
 Default constructor. This initializes the position component to zero and the quaternion to identity.
 
 Pose3 (const Vector3< T > &_pos, const Quaternion< T > &_rot)
 Create a Pose3 based on a position and rotation.
 
 Pose3 (T _x, T _y, T _z, T _qw, T _qx, T _qy, T _qz)
 Create a Pose3 using a 7-tuple consisting of x, y, z, qw, qx, qy, qz. The first three values are the position and the last four the rotation represented as a quaternion.
 
 Pose3 (T _x, T _y, T _z, T _roll, T _pitch, T _yaw)
 Create a Pose3 using a 6-tuple consisting of x, y, z, roll, pitch, and yaw.
 
Pose3< T > CoordPoseSolve (const Pose3< T > &_b) const
 Find the inverse of a pose; i.e., if b = this + a, given b and this, find a.
 
Vector3< T > CoordPositionAdd (const Pose3< T > &_pose) const
 Add one pose to another: result = this + pose.
 
Vector3< T > CoordPositionAdd (const Vector3< T > &_pos) const
 Add one point to a vector: result = this + pos.
 
Vector3< T > CoordPositionSub (const Pose3< T > &_pose) const
 Subtract one position from another: result = this - pose.
 
Quaternion< T > CoordRotationAdd (const Quaternion< T > &_rot) const
 Add one rotation to another: result = this->q + rot.
 
Quaternion< T > CoordRotationSub (const Quaternion< T > &_rot) const
 Subtract one rotation from another: result = this->q - rot.
 
void Correct ()
 Fix any nan values.
 
bool Equal (const Pose3 &_p, const T &_tol) const
 Equality test with tolerance.
 
Pose3< T > Inverse () const
 Get the inverse of this pose.
 
bool IsFinite () const
 See if a pose is finite (e.g., not nan)
 
bool operator!= (const Pose3< T > &_pose) const
 Inequality operator.
 
Pose3< T > operator* (const Pose3< T > &_pose) const
 Multiplication operator. Given X_OP (frame P relative to O) and X_PQ (frame Q relative to P) then X_OQ = X_OP * X_PQ (frame Q relative to O).
 
const Pose3< T > & operator*= (const Pose3< T > &_pose)
 Multiplication assignment operator. This pose will become equal to this * _pose.
 
bool operator== (const Pose3< T > &_pose) const
 Equality operator.
 
constPitch () const
 Get the Pitch value of the rotation.
 
Vector3< T > & Pos ()
 Get a mutable reference to the position.
 
const Vector3< T > & Pos () const
 Get the position.
 
void Reset ()
 Reset the pose. This sets the position to zero and the rotation to identify.
 
constRoll () const
 Get the Roll value of the rotation.
 
Quaternion< T > & Rot ()
 Get a mutable reference to the rotation.
 
const Quaternion< T > & Rot () const
 Get the rotation.
 
Pose3< T > RotatePositionAboutOrigin (const Quaternion< T > &_q) const
 Rotate the vector part of a pose about the origin.
 
void Round (int _precision)
 Round all values to _precision decimal places.
 
void Set (const Vector3< T > &_pos, const Quaternion< T > &_rot)
 Set the pose from a Vector3<T> and a Quaternion<T>
 
void Set (const Vector3< T > &_pos, const Vector3< T > &_rpy)
 Set the pose from a position and Euler angles.
 
void Set (T _x, T _y, T _z, T _roll, T _pitch, T _yaw)
 Set the pose from a six tuple consisting of x, y, z, roll, pitch, and yaw.
 
void SetX (T x)
 Set X value of the position.
 
void SetY (T y)
 Set the Y value of the position.
 
void SetZ (T z)
 Set the Z value of the position.
 
constX () const
 Get the X value of the position.
 
constY () const
 Get the Y value of the position.
 
constYaw () const
 Get the Yaw value of the rotation.
 
constZ () const
 Get the Z value of the position.
 

Static Public Attributes

static const Pose3< T > & Zero = detail::gPose3Zero<T>
 A Pose3 initialized to zero. This is equivalent to math::Pose3<T>(0, 0, 0, 0, 0, 0).
 

Detailed Description

template<typename T>
class gz::math::Pose3< T >

The Pose3 class represents a 3D position and rotation. The position component is a Vector3, and the rotation is a Quaternion.

The following two type definitions are provided:

Examples

  • C++
#include <iostream>
#include <gz/math/Pose3.hh>
int main(int argc, char **argv)
{
// Construct a default Pose3d.
std::cout << "A default Pose3d has the following values\n"
<< p << std::endl;
// Construct a pose at position 1, 2, 3 with a yaw of PI radians.
gz::math::Pose3d p1(1, 2, 3, 0, 0, GZ_PI);
std::cout << "A pose3d(1, 2, 3, 0, 0, GZ_PI) has the following values\n"
<< p1 << std::endl;
// Set the position of a pose to 10, 20, 30
p.Pos().Set(10, 20, 30);
// Combine two poses, and store the result in a new pose
std::cout << "Result of adding two poses together is\n"
<< p3 << std::endl;
}
  • Ruby
# $ export RUBYLIB=/usr/lib/ruby:$RUBYLIB
#
require 'gz/math'
# Construct a default Pose3d.
p = Gz::Math::Pose3d.new
printf("A default Pose3d has the following values\n" +
"%f %f %f %f %f %f\n", p.Pos().X(), p.Pos().Y(), p.Pos().Z(),
p.Rot().Euler().X(), p.Rot().Euler().Y(), p.Rot().Euler().Z())
# Construct a pose at position 1, 2, 3 with a yaw of PI radians.
p1 = Gz::Math::Pose3d.new(1, 2, 3, 0, 0, Math::PI)
printf("A pose3d(1, 2, 3, 0, 0, GZ_PI) has the following values\n" +
"%f %f %f %f %f %f\n", p1.Pos().X(), p1.Pos().Y(), p1.Pos().Z(),
p1.Rot().Euler().X(), p1.Rot().Euler().Y(), p1.Rot().Euler().Z())
# Set the position of a pose to 10, 20, 30
p.Pos().Set(10, 20, 30)
p3 = p * p1
printf("Result of combining two poses is\n"+
"%f %f %f %f %f %f\n", p3.Pos().X(), p3.Pos().Y(), p3.Pos().Z(),
p3.Rot().Euler().X(), p3.Rot().Euler().Y(), p3.Rot().Euler().Z())

Constructor & Destructor Documentation

◆ Pose3() [1/4]

template<typename T >
Pose3 ( )
default

Default constructor. This initializes the position component to zero and the quaternion to identity.

◆ Pose3() [2/4]

template<typename T >
Pose3 ( const Vector3< T > &  _pos,
const Quaternion< T > &  _rot 
)
inline

Create a Pose3 based on a position and rotation.

Parameters
[in]_posThe position
[in]_rotThe rotation

◆ Pose3() [3/4]

template<typename T >
Pose3 ( _x,
_y,
_z,
_roll,
_pitch,
_yaw 
)
inline

Create a Pose3 using a 6-tuple consisting of x, y, z, roll, pitch, and yaw.

Parameters
[in]_xx position in meters.
[in]_yy position in meters.
[in]_zz position in meters.
[in]_rollRoll (rotation about X-axis) in radians.
[in]_pitchPitch (rotation about y-axis) in radians.
[in]_yawYaw (rotation about z-axis) in radians.

◆ Pose3() [4/4]

template<typename T >
Pose3 ( _x,
_y,
_z,
_qw,
_qx,
_qy,
_qz 
)
inline

Create a Pose3 using a 7-tuple consisting of x, y, z, qw, qx, qy, qz. The first three values are the position and the last four the rotation represented as a quaternion.

Parameters
[in]_xx position in meters.
[in]_yy position in meters.
[in]_zz position in meters.
[in]_qwQuaternion w value.
[in]_qxQuaternion x value.
[in]_qyQuaternion y value.
[in]_qzQuaternion z value.

Member Function Documentation

◆ CoordPoseSolve()

template<typename T >
Pose3< T > CoordPoseSolve ( const Pose3< T > &  _b) const
inline

Find the inverse of a pose; i.e., if b = this + a, given b and this, find a.

Parameters
[in]_bthe other pose.

◆ CoordPositionAdd() [1/2]

template<typename T >
Vector3< T > CoordPositionAdd ( const Pose3< T > &  _pose) const
inline

Add one pose to another: result = this + pose.

Parameters
[in]_poseThe Pose3<T> to add.
Returns
The resulting position.

◆ CoordPositionAdd() [2/2]

template<typename T >
Vector3< T > CoordPositionAdd ( const Vector3< T > &  _pos) const
inline

Add one point to a vector: result = this + pos.

Parameters
[in]_posPosition to add to this pose
Returns
The resulting position.

◆ CoordPositionSub()

template<typename T >
Vector3< T > CoordPositionSub ( const Pose3< T > &  _pose) const
inline

Subtract one position from another: result = this - pose.

Parameters
[in]_posePose3<T> to subtract
Returns
The resulting position

◆ CoordRotationAdd()

template<typename T >
Quaternion< T > CoordRotationAdd ( const Quaternion< T > &  _rot) const
inline

Add one rotation to another: result = this->q + rot.

Parameters
[in]_rotRotation to add.
Returns
The resulting rotation.

◆ CoordRotationSub()

template<typename T >
Quaternion< T > CoordRotationSub ( const Quaternion< T > &  _rot) const
inline

Subtract one rotation from another: result = this->q - rot.

Parameters
[in]_rotThe rotation to subtract.
Returns
The resulting rotation.

◆ Correct()

template<typename T >
void Correct ( )
inline

Fix any nan values.

◆ Equal()

template<typename T >
bool Equal ( const Pose3< T > &  _p,
const T &  _tol 
) const
inline

Equality test with tolerance.

Parameters
[in]_pThe pose to compare this against. Both the position Vector3 and rotation Quaternion are compared.
[in]_tolEquality tolerance.
Returns
True if the position and orientation of the poses are equal within the tolerence specified by _tol.

References Matrix6< T >::Equal().

◆ Inverse()

template<typename T >
Pose3< T > Inverse ( ) const
inline

Get the inverse of this pose.

Returns
The inverse pose.

◆ IsFinite()

template<typename T >
bool IsFinite ( ) const
inline

See if a pose is finite (e.g., not nan)

Returns
True if this pose is finite.

◆ operator!=()

template<typename T >
bool operator!= ( const Pose3< T > &  _pose) const
inline

Inequality operator.

Parameters
[in]_posePose3<T> for comparison.
Returns
True if this pose is not equal to the given pose.

◆ operator*()

template<typename T >
Pose3< T > operator* ( const Pose3< T > &  _pose) const
inline

Multiplication operator. Given X_OP (frame P relative to O) and X_PQ (frame Q relative to P) then X_OQ = X_OP * X_PQ (frame Q relative to O).

Parameters
[in]_poseThe pose to multiply by.
Returns
The resulting pose.

◆ operator*=()

template<typename T >
const Pose3< T > & operator*= ( const Pose3< T > &  _pose)
inline

Multiplication assignment operator. This pose will become equal to this * _pose.

Parameters
[in]_posePose3<T> to multiply to this pose
See also
operator*(const Pose3<T> &_pose) const
Returns
The resulting pose

◆ operator==()

template<typename T >
bool operator== ( const Pose3< T > &  _pose) const
inline

Equality operator.

Parameters
[in]_posePose3<T> for comparison.
Returns
True if this pose is equal to the given pose.

◆ Pitch()

template<typename T >
const T Pitch ( ) const
inline

Get the Pitch value of the rotation.

Returns
Pitch value of the orientation.
Note
The return is made by value since Quaternion<T>.Pitch() is already a reference.

◆ Pos() [1/2]

template<typename T >
Vector3< T > & Pos ( )
inline

Get a mutable reference to the position.

Returns
Origin of the pose.

◆ Pos() [2/2]

template<typename T >
const Vector3< T > & Pos ( ) const
inline

Get the position.

Returns
Origin of the pose.

◆ Reset()

template<typename T >
void Reset ( )
inline

Reset the pose. This sets the position to zero and the rotation to identify.

References Matrix6< T >::Set().

◆ Roll()

template<typename T >
const T Roll ( ) const
inline

Get the Roll value of the rotation.

Returns
Roll value of the orientation.
Note
The return is made by value since Quaternion<T>.Roll() is already a reference.

◆ Rot() [1/2]

template<typename T >
Quaternion< T > & Rot ( )
inline

Get a mutable reference to the rotation.

Returns
Quaternion representation of the rotation.

◆ Rot() [2/2]

template<typename T >
const Quaternion< T > & Rot ( ) const
inline

Get the rotation.

Returns
Quaternion representation of the rotation.

◆ RotatePositionAboutOrigin()

template<typename T >
Pose3< T > RotatePositionAboutOrigin ( const Quaternion< T > &  _q) const
inline

Rotate the vector part of a pose about the origin.

Parameters
[in]_qrotation.
Returns
The rotated pose.

◆ Round()

template<typename T >
void Round ( int  _precision)
inline

Round all values to _precision decimal places.

Parameters
[in]_precisionNumber of decimal places.

◆ Set() [1/3]

template<typename T >
void Set ( const Vector3< T > &  _pos,
const Quaternion< T > &  _rot 
)
inline

Set the pose from a Vector3<T> and a Quaternion<T>

Parameters
[in]_posThe position.
[in]_rotThe rotation.

◆ Set() [2/3]

template<typename T >
void Set ( const Vector3< T > &  _pos,
const Vector3< T > &  _rpy 
)
inline

Set the pose from a position and Euler angles.

Parameters
[in]_posThe position.
[in]_rpyThe rotation expressed as Euler angles.

◆ Set() [3/3]

template<typename T >
void Set ( _x,
_y,
_z,
_roll,
_pitch,
_yaw 
)
inline

Set the pose from a six tuple consisting of x, y, z, roll, pitch, and yaw.

Parameters
[in]_xx position in meters.
[in]_yy position in meters.
[in]_zz position in meters.
[in]_rollRoll (rotation about X-axis) in radians.
[in]_pitchPitch (rotation about y-axis) in radians.
[in]_yawPitch (rotation about z-axis) in radians.

References Matrix6< T >::Set().

◆ SetX()

template<typename T >
void SetX ( x)
inline

Set X value of the position.

◆ SetY()

template<typename T >
void SetY ( y)
inline

Set the Y value of the position.

◆ SetZ()

template<typename T >
void SetZ ( z)
inline

Set the Z value of the position.

◆ X()

template<typename T >
const T X ( ) const
inline

Get the X value of the position.

Returns
Value X of the origin of the pose.
Note
The return is made by value since Vector3<T>.X() is already a reference.

◆ Y()

template<typename T >
const T Y ( ) const
inline

Get the Y value of the position.

Returns
Value Y of the origin of the pose.
Note
The return is made by value since Vector3<T>.Y() is already a reference.

◆ Yaw()

template<typename T >
const T Yaw ( ) const
inline

Get the Yaw value of the rotation.

Returns
Yaw value of the orientation.
Note
The return is made by value since Quaternion<T>.Yaw() is already a reference.

◆ Z()

template<typename T >
const T Z ( ) const
inline

Get the Z value of the position.

Returns
Value Z of the origin of the pose.
Note
The return is made by value since Vector3<T>.Z() is already a reference.

Member Data Documentation

◆ Zero

template<typename T >
const Pose3< T > & Zero = detail::gPose3Zero<T>
static

A Pose3 initialized to zero. This is equivalent to math::Pose3<T>(0, 0, 0, 0, 0, 0).


The documentation for this class was generated from the following file: