Update C++ Simulation to match Java (#1026)

This commit is contained in:
Drew Williams
2023-12-16 13:41:27 -05:00
committed by GitHub
parent 47aea29b6b
commit cba4db0bce
42 changed files with 5123 additions and 15 deletions

View File

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