mirror of
https://github.com/PhotonVision/photonvision
synced 2026-06-23 01:21:40 +00:00
103 lines
3.2 KiB
C
103 lines
3.2 KiB
C
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/*
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* Copyright (C) Photon Vision.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <vector>
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#include <frc/geometry/Pose3d.h>
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#include <frc/geometry/Rotation3d.h>
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#include <frc/geometry/Translation3d.h>
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namespace photon {
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class RotTrlTransform3d {
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public:
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RotTrlTransform3d(const frc::Rotation3d& rot, const frc::Translation3d& trl)
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: trl(trl), rot(rot) {}
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RotTrlTransform3d(const frc::Pose3d& initial, const frc::Pose3d& last)
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: trl(last.Translation() - initial.Translation().RotateBy(rot)),
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rot(last.Rotation() - initial.Rotation()) {}
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explicit RotTrlTransform3d(const frc::Transform3d& trf)
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: RotTrlTransform3d(trf.Rotation(), trf.Translation()) {}
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RotTrlTransform3d()
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: RotTrlTransform3d(frc::Rotation3d{}, frc::Translation3d{}) {}
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static RotTrlTransform3d MakeRelativeTo(const frc::Pose3d& pose) {
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return RotTrlTransform3d{pose.Rotation(), pose.Translation()}.Inverse();
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}
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RotTrlTransform3d Inverse() const {
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frc::Rotation3d invRot = -rot;
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frc::Translation3d invTrl = -(trl.RotateBy(invRot));
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return RotTrlTransform3d{invRot, invTrl};
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}
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frc::Transform3d GetTransform() const { return frc::Transform3d{trl, rot}; }
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frc::Translation3d GetTranslation() const { return trl; }
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frc::Rotation3d GetRotation() const { return rot; }
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frc::Translation3d Apply(const frc::Translation3d& trlToApply) const {
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return trlToApply.RotateBy(rot) + trl;
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}
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std::vector<frc::Translation3d> ApplyTrls(
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const std::vector<frc::Translation3d>& trls) const {
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std::vector<frc::Translation3d> retVal;
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retVal.reserve(trls.size());
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for (const auto& currentTrl : trls) {
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retVal.emplace_back(Apply(currentTrl));
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}
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return retVal;
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}
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frc::Rotation3d Apply(const frc::Rotation3d& rotToApply) const {
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return rotToApply + rot;
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}
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std::vector<frc::Rotation3d> ApplyTrls(
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const std::vector<frc::Rotation3d>& rots) const {
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std::vector<frc::Rotation3d> retVal;
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retVal.reserve(rots.size());
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for (const auto& currentRot : rots) {
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retVal.emplace_back(Apply(currentRot));
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}
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return retVal;
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}
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frc::Pose3d Apply(const frc::Pose3d& poseToApply) const {
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return frc::Pose3d{Apply(poseToApply.Translation()),
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Apply(poseToApply.Rotation())};
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}
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std::vector<frc::Pose3d> ApplyPoses(
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const std::vector<frc::Pose3d>& poses) const {
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std::vector<frc::Pose3d> retVal;
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retVal.reserve(poses.size());
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for (const auto& currentPose : poses) {
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retVal.emplace_back(Apply(currentPose));
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}
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return retVal;
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}
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private:
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const frc::Translation3d trl;
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const frc::Rotation3d rot;
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};
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} // namespace photon
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