Files
ceres-solver/include/ceres/rotation.h
T
Sameer Agarwal 21d6a99fe6 Fix AngleAxisToRotationMatrix near zero.
The Taylor series approximation had its sign flipped and the
tests did not catch it since we were switching exactly at zero,
which was not getting triggered.

This changes modifies the tolerance, adds a test that triggers
and fixes the bug.

Thanks to Michael Samples for reporting this.

Change-Id: I6f92f6348e5d4421ffe194fba92c04285449484c
2013-10-25 13:53:52 -07:00

646 lines
23 KiB
C++

// Ceres Solver - A fast non-linear least squares minimizer
// Copyright 2010, 2011, 2012 Google Inc. All rights reserved.
// http://code.google.com/p/ceres-solver/
//
// 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 <algorithm>
#include <cmath>
#include "glog/logging.h"
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<T, row_stride, col_stride> 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 <typename T, int row_stride, int col_stride>
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 <typename T>
MatrixAdapter<T, 1, 3> ColumnMajorAdapter3x3(T* pointer);
template <typename T>
MatrixAdapter<T, 3, 1> 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<typename T>
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<typename T>
void QuaternionToAngleAxis(const T* quaternion, T* angle_axis);
// Conversions between 3x3 rotation matrix (in column major order) and
// axis-angle rotation representations. Templated for use with
// autodifferentiation.
template <typename T>
void RotationMatrixToAngleAxis(const T* R, T* angle_axis);
template <typename T, int row_stride, int col_stride>
void RotationMatrixToAngleAxis(
const MatrixAdapter<const T, row_stride, col_stride>& R,
T* angle_axis);
template <typename T>
void AngleAxisToRotationMatrix(const T* angle_axis, T* R);
template <typename T, int row_stride, int col_stride>
void AngleAxisToRotationMatrix(
const T* angle_axis,
const MatrixAdapter<T, row_stride, col_stride>& 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 <typename T>
void EulerAnglesToRotationMatrix(const T* euler, int row_stride, T* R);
template <typename T, int row_stride, int col_stride>
void EulerAnglesToRotationMatrix(
const T* euler,
const MatrixAdapter<T, row_stride, col_stride>& 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.
//
// The rotation matrix is row-major.
//
// 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
template <typename T> inline
void QuaternionToScaledRotation(const T q[4], T R[3 * 3]);
template <typename T, int row_stride, int col_stride> inline
void QuaternionToScaledRotation(
const T q[4],
const MatrixAdapter<T, row_stride, col_stride>& R);
// Same as above except that the rotation matrix is normalized by the
// Frobenius norm, so that R * R' = I (and det(R) = 1).
template <typename T> inline
void QuaternionToRotation(const T q[4], T R[3 * 3]);
template <typename T, int row_stride, int col_stride> inline
void QuaternionToRotation(
const T q[4],
const MatrixAdapter<T, row_stride, col_stride>& 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 <typename T> 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 <typename T> 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<typename T> inline
void QuaternionProduct(const T z[4], const T w[4], T zw[4]);
// xy = x cross y;
template<typename T> inline
void CrossProduct(const T x[3], const T y[3], T x_cross_y[3]);
template<typename T> inline
T DotProduct(const T x[3], const T y[3]);
// y = R(angle_axis) * x;
template<typename T> inline
void AngleAxisRotatePoint(const T angle_axis[3], const T pt[3], T result[3]);
// --- IMPLEMENTATION
template<typename T, int row_stride, int col_stride>
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 <typename T>
MatrixAdapter<T, 1, 3> ColumnMajorAdapter3x3(T* pointer) {
return MatrixAdapter<T, 1, 3>(pointer);
}
template <typename T>
MatrixAdapter<T, 3, 1> RowMajorAdapter3x3(T* pointer) {
return MatrixAdapter<T, 3, 1>(pointer);
}
template<typename T>
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<typename T>
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;
}
}
// 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 <typename T>
inline void RotationMatrixToAngleAxis(const T* R, T* angle_axis) {
RotationMatrixToAngleAxis(ColumnMajorAdapter3x3(R), angle_axis);
}
template <typename T, int row_stride, int col_stride>
void RotationMatrixToAngleAxis(
const MatrixAdapter<const T, row_stride, col_stride>& R,
T* angle_axis) {
// x = k * 2 * sin(theta), where k is the axis of rotation.
angle_axis[0] = R(2, 1) - R(1, 2);
angle_axis[1] = R(0, 2) - R(2, 0);
angle_axis[2] = R(1, 0) - R(0, 1);
static const T kOne = T(1.0);
static const T kTwo = T(2.0);
// Since the right hand side may give numbers just above 1.0 or
// below -1.0 leading to atan misbehaving, we threshold.
T costheta = std::min(std::max((R(0, 0) + R(1, 1) + R(2, 2) - kOne) / kTwo,
T(-1.0)),
kOne);
// sqrt is guaranteed to give non-negative results, so we only
// threshold above.
T sintheta = std::min(sqrt(angle_axis[0] * angle_axis[0] +
angle_axis[1] * angle_axis[1] +
angle_axis[2] * angle_axis[2]) / kTwo,
kOne);
// Use the arctan2 to get the right sign on theta
const T theta = atan2(sintheta, costheta);
// Case 1: sin(theta) is large enough, so dividing by it is not a
// problem. We do not use abs here, because while jets.h imports
// std::abs into the namespace, here in this file, abs resolves to
// the int version of the function, which returns zero always.
//
// We use a threshold much larger then the machine epsilon, because
// if sin(theta) is small, not only do we risk overflow but even if
// that does not occur, just dividing by a small number will result
// in numerical garbage. So we play it safe.
static const double kThreshold = 1e-12;
if ((sintheta > kThreshold) || (sintheta < -kThreshold)) {
const T r = theta / (kTwo * sintheta);
for (int i = 0; i < 3; ++i) {
angle_axis[i] *= r;
}
return;
}
// Case 2: theta ~ 0, means sin(theta) ~ theta to a good
// approximation.
if (costheta > 0.0) {
const T kHalf = T(0.5);
for (int i = 0; i < 3; ++i) {
angle_axis[i] *= kHalf;
}
return;
}
// Case 3: theta ~ pi, this is the hard case. Since theta is large,
// and sin(theta) is small. Dividing by theta by sin(theta) will
// either give an overflow or worse still numerically meaningless
// results. Thus we use an alternate more complicated formula
// here.
// Since cos(theta) is negative, division by (1-cos(theta)) cannot
// overflow.
const T inv_one_minus_costheta = kOne / (kOne - costheta);
// We now compute the absolute value of coordinates of the axis
// vector using the diagonal entries of R. To resolve the sign of
// these entries, we compare the sign of angle_axis[i]*sin(theta)
// with the sign of sin(theta). If they are the same, then
// angle_axis[i] should be positive, otherwise negative.
for (int i = 0; i < 3; ++i) {
angle_axis[i] = theta * sqrt((R(i, i) - costheta) * inv_one_minus_costheta);
if (((sintheta < 0.0) && (angle_axis[i] > 0.0)) ||
((sintheta > 0.0) && (angle_axis[i] < 0.0))) {
angle_axis[i] = -angle_axis[i];
}
}
}
template <typename T>
inline void AngleAxisToRotationMatrix(const T* angle_axis, T* R) {
AngleAxisToRotationMatrix(angle_axis, ColumnMajorAdapter3x3(R));
}
template <typename T, int row_stride, int col_stride>
void AngleAxisToRotationMatrix(
const T* angle_axis,
const MatrixAdapter<T, row_stride, col_stride>& R) {
static const T kOne = T(1.0);
const T theta2 = DotProduct(angle_axis, angle_axis);
if (theta2 > T(std::numeric_limits<double>::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 {
// At 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 <typename T>
inline void EulerAnglesToRotationMatrix(const T* euler,
const int row_stride_parameter,
T* R) {
CHECK_EQ(row_stride_parameter, 3);
EulerAnglesToRotationMatrix(euler, RowMajorAdapter3x3(R));
}
template <typename T, int row_stride, int col_stride>
void EulerAnglesToRotationMatrix(
const T* euler,
const MatrixAdapter<T, row_stride, col_stride>& 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 <typename T> inline
void QuaternionToScaledRotation(const T q[4], T R[3 * 3]) {
QuaternionToScaledRotation(q, RowMajorAdapter3x3(R));
}
template <typename T, int row_stride, int col_stride> inline
void QuaternionToScaledRotation(
const T q[4],
const MatrixAdapter<T, row_stride, col_stride>& 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 <typename T> inline
void QuaternionToRotation(const T q[4], T R[3 * 3]) {
QuaternionToRotation(q, RowMajorAdapter3x3(R));
}
template <typename T, int row_stride, int col_stride> inline
void QuaternionToRotation(const T q[4],
const MatrixAdapter<T, row_stride, col_stride>& R) {
QuaternionToScaledRotation(q, R);
T normalizer = q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3];
CHECK_NE(normalizer, T(0));
normalizer = T(1) / normalizer;
for (int i = 0; i < 3; ++i) {
for (int j = 0; j < 3; ++j) {
R(i, j) *= normalizer;
}
}
}
template <typename T> 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 <typename T> 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<typename T> 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<typename T> 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<typename T> 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<typename T> 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<double>::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 at 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_