mirror of
https://github.com/PhotonVision/photonvision
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61 lines
2.5 KiB
C++
61 lines
2.5 KiB
C++
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/*
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* MIT License
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*
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* Copyright (c) 2022 PhotonVision
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <frc/geometry/Pose3d.h>
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#include <frc/geometry/Transform3d.h>
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using namespace frc;
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Transform3d::Transform3d(Pose3d initial, Pose3d final) {
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// We are rotating the difference between the translations
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// using a clockwise rotation matrix. This transforms the global
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// delta into a local delta (relative to the initial pose).
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m_translation = (final.Translation() - initial.Translation())
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.RotateBy(-initial.Rotation());
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m_rotation = final.Rotation() - initial.Rotation();
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}
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Transform3d::Transform3d(Translation3d translation, Rotation3d rotation)
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: m_translation(std::move(translation)), m_rotation(std::move(rotation)) {}
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Transform3d Transform3d::Inverse() const {
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// We are rotating the difference between the translations
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// using a clockwise rotation matrix. This transforms the global
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// delta into a local delta (relative to the initial pose).
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return Transform3d{(-Translation()).RotateBy(-Rotation()), -Rotation()};
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}
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Transform3d Transform3d::operator+(const Transform3d& other) const {
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return Transform3d{Pose3d{}, Pose3d{}.TransformBy(*this).TransformBy(other)};
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}
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bool Transform3d::operator==(const Transform3d& other) const {
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return m_translation == other.m_translation && m_rotation == other.m_rotation;
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}
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bool Transform3d::operator!=(const Transform3d& other) const {
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return !operator==(other);
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}
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