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[wpiunits] Add singularized aliases for built in units (#6323)
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@@ -25,21 +25,36 @@ public final class Units {
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/** The base unit of distance. */
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public static final Distance Meters = BaseUnits.Distance;
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/** 1/1000 of a {@link #Meters Meter}. */
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/** The base unit of distance. */
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public static final Distance Meter = Meters; // alias
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/** 1/1000 of a {@link #Meter}. */
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public static final Distance Millimeters = Milli(Meters, "Millimeter", "mm");
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/** 1/100 of a {@link #Meters Meter}. */
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/** 1/1000 of a {@link #Meter}. */
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public static final Distance Millimeter = Millimeters; // alias
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/** 1/100 of a {@link #Meter}. */
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public static final Distance Centimeters =
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derive(Meters).splitInto(100).named("Centimeter").symbol("cm").make();
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/** 25.4/1000 of a {@link #Meters Meter} and 1/12 of a {@link #Feet Foot}. */
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/** 1/100 of a {@link #Meter}. */
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public static final Distance Centimeter = Centimeters; // alias
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/** 25.4/1000 of a {@link #Meter} and 1/12 of a {@link #Foot}. */
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public static final Distance Inches =
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derive(Millimeters).aggregate(25.4).named("Inch").symbol("in").make();
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/** 304.8/1000 of a {@link #Meters Meter}, or 12 {@link #Inches}. */
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/** 25.4/1000 of a {@link #Meter} and 1/12 of a {@link #Foot}. */
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public static final Distance Inch = Inches; // alias
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/** 304.8/1000 of a {@link #Meter}, or 12 {@link #Inches}. */
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public static final Distance Feet =
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derive(Inches).aggregate(12).named("Foot").symbol("ft").make();
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/** 304.8/1000 of a {@link #Meter}, or 12 {@link #Inches}. */
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public static final Distance Foot = Feet; // alias
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// Time
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/** The base unit of time. */
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public static final Time Seconds = BaseUnits.Time;
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@@ -73,22 +88,43 @@ public final class Units {
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*/
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public static final Angle Radians = BaseUnits.Angle;
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/**
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* The base SI unit of angle, represented by the distance that the radius of a unit circle can
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* wrap around its circumference.
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*/
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public static final Angle Radian = Radians; // alias
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/**
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* A single turn of an object around an external axis. Numerically equivalent to {@link
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* #Rotations}, but may be semantically more expressive in certain scenarios.
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*/
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public static final Angle Revolutions = new Angle(2 * Math.PI, "Revolution", "R");
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/**
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* A single turn of an object around an external axis. Numerically equivalent to a {@link
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* #Rotation}, but may be semantically more expressive in certain scenarios.
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*/
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public static final Angle Revolution = Revolutions; // alias
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/**
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* A single turn of an object around an internal axis. Numerically equivalent to {@link
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* #Revolutions}, but may be semantically more expressive in certain scenarios.
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*/
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public static final Angle Rotations = new Angle(2 * Math.PI, "Rotation", "R"); // alias revolution
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/**
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* A single turn of an object around an internal axis. Numerically equivalent to a {@link
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* #Revolution}, but may be semantically more expressive in certain scenarios.
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*/
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public static final Angle Rotation = Rotations; // alias
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/** 1/360 of a turn around a circle, or 1/57.3 {@link #Radians}. */
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public static final Angle Degrees =
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derive(Revolutions).splitInto(360).named("Degree").symbol("°").make();
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/** 1/360 of a turn around a circle, or 1/57.3 {@link #Radians}. */
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public static final Angle Degree = Degrees; // alias
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// Velocity
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/**
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* The standard SI unit of linear velocity, equivalent to travelling at a rate of one {@link
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@@ -156,9 +192,15 @@ public final class Units {
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/** The base SI unit of mass. */
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public static final Mass Kilograms = BaseUnits.Mass;
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/** 1/1000 of a {@link #Kilograms Kilogram}. */
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/** The base SI unit of mass. */
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public static final Mass Kilogram = Kilograms; // alias
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/** 1/1000 of a {@link #Kilogram}. */
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public static final Mass Grams = Milli(Kilograms, "Gram", "g");
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/** 1/1000 of a {@link #Kilogram}. */
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public static final Mass Gram = Grams; // alias
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/**
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* A unit of mass equivalent to approximately 453 {@link #Grams}. This is <i>not</i> equivalent to
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* pounds-force, which is the amount of force required to accelerate an object with one pound of
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@@ -167,10 +209,20 @@ public final class Units {
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public static final Mass Pounds =
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derive(Grams).aggregate(453.592).named("Pound").symbol("lb.").make();
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/** 1/16 of a {@link #Pounds Pound}. */
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/**
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* A unit of mass equivalent to approximately 453 {@link #Grams}. This is <i>not</i> equivalent to
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* pounds-force, which is the amount of force required to accelerate an object with one pound of
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* mass at a rate of one {@link #Gs G}.
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*/
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public static final Mass Pound = Pounds; // alias
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/** 1/16 of a {@link #Pound}. */
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public static final Mass Ounces =
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derive(Pounds).splitInto(16).named("Ounce").symbol("oz.").make();
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/** 1/16 of a {@link #Pound}. */
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public static final Mass Ounce = Ounces; // alias
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// Unitless
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/** A dimensionless unit that performs no scaling whatsoever. */
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public static final Dimensionless Value = BaseUnits.Value;
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@@ -186,48 +238,86 @@ public final class Units {
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/** The base unit of electric potential. */
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public static final Voltage Volts = BaseUnits.Voltage;
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/** The base unit of electric potential. */
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public static final Voltage Volt = Volts; // alias
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/**
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* 1/1000 of a {@link #Volts Volt}. Useful when dealing with low-voltage applications like LED
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* drivers or low-power circuits.
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* 1/1000 of a {@link #Volt}. Useful when dealing with low-voltage applications like LED drivers
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* or low-power circuits.
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*/
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public static final Voltage Millivolts = Milli(Volts);
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/**
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* 1/1000 of a {@link #Volt}. Useful when dealing with low-voltage applications like LED drivers
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* or low-power circuits.
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*/
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public static final Voltage Millivolt = Millivolts; // alias
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// Current
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/** The base unit of electrical current. */
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public static final Current Amps = BaseUnits.Current;
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/** The base unit of electrical current. */
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public static final Current Amp = Amps; // alias
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/**
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* A unit equal to 1/1000 of an {@link #Amps Amp}. Useful when dealing with low-current
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* applications like LED drivers or low-power circuits.
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* A unit equal to 1/1000 of an {@link #Amp}. Useful when dealing with low-current applications
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* like LED drivers or low-power circuits.
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*/
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public static final Current Milliamps = Milli(Amps);
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/**
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* A unit equal to 1/1000 of an {@link #Amp}. Useful when dealing with low-current applications
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* like LED drivers or low-power circuits.
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*/
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public static final Current Milliamp = Milliamps; // alias
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// Energy
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/** The base unit of energy. */
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public static final Energy Joules = BaseUnits.Energy;
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/** The base unit of energy. */
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public static final Energy Joule = Joules; // alias
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/**
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* A unit equal to 1/1000 of a {@link #Joules Joule}. Useful when dealing with lower-power
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* applications.
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* A unit equal to 1/1000 of a {@link #Joule}. Useful when dealing with lower-power applications.
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*/
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public static final Energy Millijoules = Milli(Joules);
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/**
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* A unit equal to 1/1000 of a {@link #Joule}. Useful when dealing with lower-power applications.
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*/
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public static final Energy Millijoule = Millijoules; // alias
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/**
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* A unit equal to 1,000 {@link #Joules}. Useful when dealing with higher-level robot energy
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* usage.
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*/
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public static final Energy Kilojoules = Kilo(Joules);
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/**
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* A unit equal to 1,000 {@link #Joules}. Useful when dealing with higher-level robot energy
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* usage.
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*/
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public static final Energy Kilojoule = Kilojoules; // alias
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// Power
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/** The base unit of power. Equivalent to one {@link #Joules Joule} per {@link #Second}. */
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/** The base unit of power. Equivalent to one {@link #Joule} per {@link #Second}. */
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public static final Power Watts = BaseUnits.Power;
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/** The base unit of power. Equivalent to one {@link #Joule} per {@link #Second}. */
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public static final Power Watt = Watts; // alias
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/**
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* A unit equal to 1/1000 of a {@link #Watts Watt}. Useful when dealing with lower-power
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* applications.
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* A unit equal to 1/1000 of a {@link #Watt}. Useful when dealing with lower-power applications.
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*/
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public static final Power Milliwatts = Milli(Watts);
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/**
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* A unit equal to 1/1000 of a {@link #Watt}. Useful when dealing with lower-power applications.
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*/
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public static final Power Milliwatt = Milliwatts; // alias
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/**
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* A unit equal to 745.7 {@link #Watts}. May be useful when dealing with high-power gearboxes and
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* motors.
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