/* * 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 . */ #pragma once #include #include #include #include namespace photon { class RotTrlTransform3d { public: RotTrlTransform3d(const frc::Rotation3d& newRot, const frc::Translation3d& newTrl) : trl{newTrl}, rot{newRot} {} RotTrlTransform3d(const frc::Pose3d& initial, const frc::Pose3d& last) : trl{last.Translation() - initial.Translation().RotateBy( last.Rotation() - initial.Rotation())}, 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 ApplyTrls( const std::vector& trls) const { std::vector 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 ApplyTrls( const std::vector& rots) const { std::vector 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 ApplyPoses( const std::vector& poses) const { std::vector 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