Basic C++ math, geometry, robotics, I/O, and other routines used in projects from Kris Hauser's lab.
Authors:
- Kris Hauser ([email protected])
Requirements
- C++11: must be supported in your compiler
- CMake: needed to configure and build KrisLibrary
- OpenGL
Optional
- GLUT / GLUI: needed to open KrisLibrary GLdraw/GLUT* or GLdraw/GLUI* visualization windows
- GLPK: needed for optimization and contact mechanics.
- Tinyxml: needed for Xml resource loading.
- GSL: needed for the special functions in math/misc.h.
- Assimp: for extra triangle mesh file format loading.
- BLAS/LAPACK (disabled by default): needed only for the experimental BLAS and LAPACK interfaces through CLAPACK.
- Log4CXX: for custom logging functionality
- FreeImage: needed for extra image file format loading (JPG,PNG,TIF,GIF, etc)
- OMPL: interfaces to the Open Motion Planning Library. (Note: only works with an older verison)
To build, run:
cmake . make
or for debug information, run
cmake . -DCMAKE_BUILD_TYPE=debug make
If you observe that any packages on your system are not identified in the first step, run
cmake-gui .
to set the appropriate paths manually. These are variables in the form of X_ROOT
. You may also
disable certain packages by turning off the USE_X
variables. Please submit an issue on Github
if you have trouble building on your system.
- [main folder] - standard useful items (error reporting, unified binary file/stream/socket I/O class, safe deletion, and timer)
- structs - useful data structures
- utils - assorted utilites
- math - a large general-purpose math library
- math3d - 2d/3d math library
- geometry - several computational geometry routines (e.g. collision detection, convex hull)
- optimization - convex/nonconvex optimization routines / interfaces
- GLdraw - OpenGL wrappers and utilities
- graph - template graph library
- camera - projective geometry for cameras in a 3d world
- image - basic image loading/saving
- meshing - triangle mesh, volume mesh classes and routines
- statistics - basic statistics routines
- robotics - robot kinematics, dynamics, and contact mechanics
- planning - motion planning
- spline - splines
- Unified I/O to files, sockets, and memory buffers using the File object.
- Undirected graphs, directed graphs, and trees. Dijkstra's algorithm and A* are supported. Vertices and edges can store arbitrary datatypes.
- 2D, 3D, N-d, and sparse arrays.
- An "any" datatype that can contain objects of arbitrary type (based on boost::any).
- JSON loading and saving via AnyCollection.
- 2D and 3D math library, including many types of rotation representations (rotation matrix, quaternions, axis-angle).
- Wide variety of geometries supported: triangle meshes, point clouds, volume grids, convex hulls, and geometric primitives. Supports loading, saving, collision detection, and conversion between types.
- The 2D libs in math3d are not quite as complete as the 3D libs
- optimization/LCP is a poor quality implementation.
- optimization/MinNormProblem does not have access to a good quadratic programming solver.
- The GLdraw/ package is capitalized, which is non-conformant
- Image saving is very basic at the moment.
- OFF file loading only supports triangle meshes
- Eventually everything should be placed in a unified namespace.
- The utils/stl_tr1.h file was a workaround for the unordered_set / undordered_map containers that was useful while STL was in flux around the time of adoption of C++11. Now this looks standardized... Can it be safely replaced?
- Latest version of OMPL should be supported.
- Logger calls are still calling LOG4CXX, even if LOG4CXX is not used. Maybe this should be renamed to KL_LOG or something similar.
We welcome fixes and contributions to KrisLibrary. Please follow these guidelines when adding to the library.
-
C++11 is now officially supported. Use STL whenever possible. It keeps things standardized and fairly portable.
-
Classes should be named as precisely as possible to minimize confusion.
-
Comment any confusing code. Document using doxygen.
Encapsulate the file with the standard #ifndef CATEGORY_FILENAME_H ... #endif where CATEGORY is the folder name, FILENAME is the file name, translated into capitals and _ inserted between words.
If a file belongs to a coherent library, the entire body (minus preprocessor commands) should be enclosed in a namespace. Only use `using namespace' in .h files if it's enclosed in a namespace (e.g. Math3D inherits the Math namespace).
3 main types of classes
- Type 1: mainly primitive objects
- Type 2: higher-level classes
- Type 3: sloppy objects that don't fall into the prev 2 types. These should eventually be eliminated.
Classes are always capitalized camel-case (e.g. ClassName).
Methods are:
- Type 1. camel-case beginning with a lowercase letter e.g. myFunction
- Type 2. Capitalized
Member variables are always lowercase.
Non-inlined functions are always capitalized. Inlined functions may be lowercase (usually reserved for very primitive operations, like dot products). Macros are either all caps or capitalized. Variables are lowercase.
Whenever possible, objects should be able to be loaded from/saved to disk using the << and >> operators of the standard iostream objects. For binary I/O, you can implement the WriteFile(object,File&) and ReadFile(object,File&) methods.
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12/07/2020 (Latest version): new collision detection class ConvexHull.
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12/14/2018: upgraded to take out Boost dependencies, officially using C++11, optional LOG4CXX support, bug fixes.
... prior to that, there is a long and undocumented history stretching back over a decade!
-
Most of the vector / matrix operations could be replaced with another library e.g., Eigen. But this means replacing a lot of legacy code in the optimization, robotics, and statistics packages. Is this worth doing? Experiments show that vectorized Eigen helps performance by about 2-10x for medium-sized matrix/vector operations, so it may be worth it for the Vector and Matrix classes.
-
When this was first developed in the 2000's, there were few cross-platform C++ libraries for doing OS, I/O, and numerical operations, so the routines here filled a need. This has changed significantly with libraries like POCO, Boost, and language upgrades to C++11 and beyond.
-
Many functions don't take advantage of the move semantics introduced in C++11. So almost all method signatures are like
void get(Output& result)
rather thanOutput get()
. Should this be changed and move (&&) semantics introduced to make the code more modern? -
Everything should probably be put into a global namespace, like "KL".
-
Missing a lot of proximity query code, basically ConvexHull - anything else, TriangleMesh - ImplicitSurface.
-
Collision detection can be accelerated for structured point clouds.