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