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https://github.com/wpilibsuite/allwpilib
synced 2026-06-29 02:21:44 +00:00
Merge branch 'main' into 2027
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@@ -324,4 +324,71 @@ class Pose3dTest {
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() -> assertFalse(((Double) twist.rz).isNaN()));
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}
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}
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@Test
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void testNearest() {
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var origin = Pose3d.kZero;
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// Distance sort
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// poses are in order of closest to farthest away from the origin at various positions in 3D
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// space.
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final var pose1 = new Pose3d(1, 0, 0, Rotation3d.kZero);
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final var pose2 = new Pose3d(0, 2, 0, Rotation3d.kZero);
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final var pose3 = new Pose3d(0, 0, 3, Rotation3d.kZero);
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final var pose4 = new Pose3d(2, 2, 2, Rotation3d.kZero);
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final var pose5 = new Pose3d(3, 3, 3, Rotation3d.kZero);
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assertEquals(pose3, origin.nearest(List.of(pose5, pose3, pose4)));
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assertEquals(pose1, origin.nearest(List.of(pose1, pose2, pose3)));
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assertEquals(pose2, origin.nearest(List.of(pose4, pose2, pose3)));
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// Rotation component sort (when distance is the same)
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// Use the same translation to avoid distance differences
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final var translation = new Translation3d(1, 0, 0);
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final var poseA = new Pose3d(translation, Rotation3d.kZero); // No rotation
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final var poseB = new Pose3d(translation, new Rotation3d(Math.toRadians(30), 0, 0));
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final var poseC = new Pose3d(translation, new Rotation3d(0, Math.toRadians(45), 0));
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final var poseD = new Pose3d(translation, new Rotation3d(0, 0, Math.toRadians(90)));
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final var poseE = new Pose3d(translation, new Rotation3d(Math.toRadians(180), 0, 0));
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assertEquals(
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poseA, new Pose3d(0, 0, 0, Rotation3d.kZero).nearest(List.of(poseA, poseB, poseD)));
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assertEquals(
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poseB,
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new Pose3d(0, 0, 0, new Rotation3d(Math.toRadians(25), 0, 0))
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.nearest(List.of(poseB, poseC, poseD)));
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assertEquals(
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poseC,
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new Pose3d(0, 0, 0, new Rotation3d(0, Math.toRadians(50), 0))
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.nearest(List.of(poseB, poseC, poseD)));
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assertEquals(
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poseD,
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new Pose3d(0, 0, 0, new Rotation3d(0, 0, Math.toRadians(85)))
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.nearest(List.of(poseA, poseC, poseD)));
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assertEquals(
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poseE,
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new Pose3d(0, 0, 0, new Rotation3d(Math.toRadians(170), 0, 0))
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.nearest(List.of(poseA, poseD, poseE)));
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// Test with complex 3D rotations (combining roll, pitch, yaw)
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final var complexPose1 =
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new Pose3d(
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translation,
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new Rotation3d(Math.toRadians(45), Math.toRadians(30), Math.toRadians(60)));
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final var complexPose2 =
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new Pose3d(
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translation,
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new Rotation3d(Math.toRadians(90), Math.toRadians(45), Math.toRadians(90)));
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final var complexPose3 =
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new Pose3d(
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translation,
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new Rotation3d(Math.toRadians(10), Math.toRadians(15), Math.toRadians(20)));
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assertEquals(
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complexPose3,
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new Pose3d(
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0, 0, 0, new Rotation3d(Math.toRadians(5), Math.toRadians(10), Math.toRadians(15)))
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.nearest(List.of(complexPose1, complexPose2, complexPose3)));
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}
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}
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@@ -11,6 +11,7 @@ import static org.junit.jupiter.api.Assertions.assertNotEquals;
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import edu.wpi.first.math.VecBuilder;
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import edu.wpi.first.math.util.Units;
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import java.util.List;
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import org.junit.jupiter.api.Test;
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class Translation3dTest {
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@@ -206,4 +207,22 @@ class Translation3dTest {
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assertEquals(vec, translation.toVector());
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}
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@Test
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void testNearest() {
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var origin = Translation3d.kZero;
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// Distance sort
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// translations are in order of closest to farthest away from the origin at various positions
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// in 3D space.
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final var translation1 = new Translation3d(1, 0, 0);
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final var translation2 = new Translation3d(0, 2, 0);
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final var translation3 = new Translation3d(0, 0, 3);
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final var translation4 = new Translation3d(2, 2, 2);
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final var translation5 = new Translation3d(3, 3, 3);
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assertEquals(translation3, origin.nearest(List.of(translation5, translation3, translation4)));
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assertEquals(translation1, origin.nearest(List.of(translation1, translation2, translation3)));
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assertEquals(translation2, origin.nearest(List.of(translation4, translation2, translation3)));
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}
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}
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@@ -221,3 +221,111 @@ TEST(Pose3dTest, TwistNaN) {
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EXPECT_FALSE(std::isnan(twist.rz.value()));
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}
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}
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TEST(Pose3dTest, Nearest) {
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const Pose3d origin{0_m, 0_m, 0_m, Rotation3d{}};
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// Distance sort
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// poses are in order of closest to farthest away from the origin at
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// various positions in 3D space.
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const Pose3d pose1{1_m, 0_m, 0_m, Rotation3d{}};
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const Pose3d pose2{0_m, 2_m, 0_m, Rotation3d{}};
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const Pose3d pose3{0_m, 0_m, 3_m, Rotation3d{}};
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const Pose3d pose4{2_m, 2_m, 2_m, Rotation3d{}};
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const Pose3d pose5{3_m, 3_m, 3_m, Rotation3d{}};
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EXPECT_DOUBLE_EQ(pose3.X().value(),
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origin.Nearest({pose5, pose3, pose4}).X().value());
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EXPECT_DOUBLE_EQ(pose3.Y().value(),
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origin.Nearest({pose5, pose3, pose4}).Y().value());
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EXPECT_DOUBLE_EQ(pose3.Z().value(),
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origin.Nearest({pose5, pose3, pose4}).Z().value());
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EXPECT_DOUBLE_EQ(pose1.X().value(),
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origin.Nearest({pose1, pose2, pose3}).X().value());
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EXPECT_DOUBLE_EQ(pose1.Y().value(),
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origin.Nearest({pose1, pose2, pose3}).Y().value());
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EXPECT_DOUBLE_EQ(pose1.Z().value(),
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origin.Nearest({pose1, pose2, pose3}).Z().value());
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EXPECT_DOUBLE_EQ(pose2.X().value(),
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origin.Nearest({pose4, pose2, pose3}).X().value());
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EXPECT_DOUBLE_EQ(pose2.Y().value(),
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origin.Nearest({pose4, pose2, pose3}).Y().value());
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EXPECT_DOUBLE_EQ(pose2.Z().value(),
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origin.Nearest({pose4, pose2, pose3}).Z().value());
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// Rotation component sort (when distance is the same)
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// Use the same translation to avoid distance differences
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const Translation3d translation{1_m, 0_m, 0_m};
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const Pose3d poseA{translation, Rotation3d{}}; // No rotation
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const Pose3d poseB{translation, Rotation3d{30_deg, 0_deg, 0_deg}};
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const Pose3d poseC{translation, Rotation3d{0_deg, 45_deg, 0_deg}};
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const Pose3d poseD{translation, Rotation3d{0_deg, 0_deg, 90_deg}};
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const Pose3d poseE{translation, Rotation3d{180_deg, 0_deg, 0_deg}};
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auto result1 =
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Pose3d{0_m, 0_m, 0_m, Rotation3d{}}.Nearest({poseA, poseB, poseD});
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EXPECT_DOUBLE_EQ(poseA.Rotation().X().value(),
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result1.Rotation().X().value());
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EXPECT_DOUBLE_EQ(poseA.Rotation().Y().value(),
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result1.Rotation().Y().value());
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EXPECT_DOUBLE_EQ(poseA.Rotation().Z().value(),
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result1.Rotation().Z().value());
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auto result2 =
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Pose3d{0_m, 0_m, 0_m, Rotation3d{25_deg, 0_deg, 0_deg}}.Nearest(
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{poseB, poseC, poseD});
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EXPECT_DOUBLE_EQ(poseB.Rotation().X().value(),
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result2.Rotation().X().value());
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EXPECT_DOUBLE_EQ(poseB.Rotation().Y().value(),
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result2.Rotation().Y().value());
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EXPECT_DOUBLE_EQ(poseB.Rotation().Z().value(),
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result2.Rotation().Z().value());
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auto result3 =
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Pose3d{0_m, 0_m, 0_m, Rotation3d{0_deg, 50_deg, 0_deg}}.Nearest(
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{poseB, poseC, poseD});
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EXPECT_DOUBLE_EQ(poseC.Rotation().X().value(),
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result3.Rotation().X().value());
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EXPECT_DOUBLE_EQ(poseC.Rotation().Y().value(),
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result3.Rotation().Y().value());
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EXPECT_DOUBLE_EQ(poseC.Rotation().Z().value(),
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result3.Rotation().Z().value());
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auto result4 =
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Pose3d{0_m, 0_m, 0_m, Rotation3d{0_deg, 0_deg, 85_deg}}.Nearest(
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{poseA, poseC, poseD});
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EXPECT_DOUBLE_EQ(poseD.Rotation().X().value(),
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result4.Rotation().X().value());
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EXPECT_DOUBLE_EQ(poseD.Rotation().Y().value(),
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result4.Rotation().Y().value());
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EXPECT_DOUBLE_EQ(poseD.Rotation().Z().value(),
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result4.Rotation().Z().value());
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auto result5 =
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Pose3d{0_m, 0_m, 0_m, Rotation3d{170_deg, 0_deg, 0_deg}}.Nearest(
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{poseA, poseD, poseE});
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EXPECT_DOUBLE_EQ(poseE.Rotation().X().value(),
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result5.Rotation().X().value());
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EXPECT_DOUBLE_EQ(poseE.Rotation().Y().value(),
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result5.Rotation().Y().value());
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EXPECT_DOUBLE_EQ(poseE.Rotation().Z().value(),
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result5.Rotation().Z().value());
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// Test with complex 3D rotations (combining roll, pitch, yaw)
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const Pose3d complexPose1{translation, Rotation3d{45_deg, 30_deg, 60_deg}};
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const Pose3d complexPose2{translation, Rotation3d{90_deg, 45_deg, 90_deg}};
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const Pose3d complexPose3{translation, Rotation3d{10_deg, 15_deg, 20_deg}};
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auto complexResult =
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Pose3d{0_m, 0_m, 0_m, Rotation3d{5_deg, 10_deg, 15_deg}}.Nearest(
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{complexPose1, complexPose2, complexPose3});
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EXPECT_DOUBLE_EQ(complexPose3.Rotation().X().value(),
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complexResult.Rotation().X().value());
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EXPECT_DOUBLE_EQ(complexPose3.Rotation().Y().value(),
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complexResult.Rotation().Y().value());
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EXPECT_DOUBLE_EQ(complexPose3.Rotation().Z().value(),
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complexResult.Rotation().Z().value());
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}
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@@ -186,3 +186,31 @@ TEST(Translation3dTest, Constexpr) {
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static_assert(projected.X() == 1_m);
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static_assert(projected.Y() == 2_m);
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}
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TEST(Translation3dTest, Nearest) {
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const Translation3d origin{0_m, 0_m, 0_m};
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// Distance sort
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// translations are in order of closest to farthest away from the origin at
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// various positions in 3D space.
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const Translation3d translation1{1_m, 0_m, 0_m};
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const Translation3d translation2{0_m, 2_m, 0_m};
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const Translation3d translation3{0_m, 0_m, 3_m};
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const Translation3d translation4{2_m, 2_m, 2_m};
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const Translation3d translation5{3_m, 3_m, 3_m};
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auto nearest1 = origin.Nearest({translation5, translation3, translation4});
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EXPECT_DOUBLE_EQ(nearest1.X().value(), translation3.X().value());
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EXPECT_DOUBLE_EQ(nearest1.Y().value(), translation3.Y().value());
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EXPECT_DOUBLE_EQ(nearest1.Z().value(), translation3.Z().value());
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auto nearest2 = origin.Nearest({translation1, translation2, translation3});
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EXPECT_DOUBLE_EQ(nearest2.X().value(), translation1.X().value());
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EXPECT_DOUBLE_EQ(nearest2.Y().value(), translation1.Y().value());
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EXPECT_DOUBLE_EQ(nearest2.Z().value(), translation1.Z().value());
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auto nearest3 = origin.Nearest({translation4, translation2, translation3});
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EXPECT_DOUBLE_EQ(nearest3.X().value(), translation2.X().value());
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EXPECT_DOUBLE_EQ(nearest3.Y().value(), translation2.Y().value());
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EXPECT_DOUBLE_EQ(nearest3.Z().value(), translation2.Z().value());
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}
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