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Add geometry classes (#1766)
These classes introduce ways to represent poses and provide easy ways to transform, rotate, and translate poses across 2d space. This classes will be especially useful for a planned odometry and kinematics suite. Furthermore, these classes can also be used to simply represent waypoints on a field, do superstructure motion planning, etc.
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Peter Johnson
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196
wpilibc/src/main/native/include/frc/geometry/Translation2d.h
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196
wpilibc/src/main/native/include/frc/geometry/Translation2d.h
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/*----------------------------------------------------------------------------*/
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/* Copyright (c) 2019 FIRST. All Rights Reserved. */
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/* Open Source Software - may be modified and shared by FRC teams. The code */
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/* must be accompanied by the FIRST BSD license file in the root directory of */
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/* the project. */
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/*----------------------------------------------------------------------------*/
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#pragma once
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#include "Rotation2d.h"
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namespace frc {
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/**
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* Represents a translation in 2d space.
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* This object can be used to represent a point or a vector.
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*
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* This assumes that you are using conventional mathematical axes.
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* When the robot is placed on the origin, facing toward the X direction,
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* moving forward increases the X, whereas moving to the left increases the Y.
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*/
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class Translation2d {
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public:
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/**
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* Constructs a Translation2d with X and Y components equal to zero.
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*/
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constexpr Translation2d() = default;
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/**
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* Constructs a Translation2d with the X and Y components equal to the
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* provided values.
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*
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* @param x The x component of the translation.
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* @param y The y component of the translation.
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*/
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Translation2d(double x, double y);
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/**
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* Calculates the distance between two translations in 2d space.
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*
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* This function uses the pythagorean theorem to calculate the distance.
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* distance = std::sqrt((x2 - x1)^2 + (y2 - y1)^2)
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*
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* @param other The translation to compute the distance to.
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*
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* @return The distance between the two translations.
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*/
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double Distance(const Translation2d& other) const;
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/**
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* Returns the X component of the translation.
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*
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* @return The x component of the translation.
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*/
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double X() const { return m_x; }
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/**
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* Returns the Y component of the translation.
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*
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* @return The y component of the translation.
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*/
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double Y() const { return m_y; }
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/**
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* Returns the norm, or distance from the origin to the translation.
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*
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* @return The norm of the translation.
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*/
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double Norm() const;
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/**
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* Applies a rotation to the translation in 2d space.
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*
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* This multiplies the translation vector by a counterclockwise rotation
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* matrix of the given angle.
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*
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* [x_new] [other.cos, -other.sin][x]
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* [y_new] = [other.sin, other.cos][y]
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*
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* For example, rotating a Translation2d of {2, 0} by 90 degrees will return a
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* Translation2d of {0, 2}.
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*
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* @param other The rotation to rotate the translation by.
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*
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* @return The new rotated translation.
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*/
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Translation2d RotateBy(const Rotation2d& other) const;
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/**
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* Adds two translations in 2d space and returns the sum. This is similar to
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* vector addition.
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*
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* For example, Translation2d{1.0, 2.5} + Translation2d{2.0, 5.5} =
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* Translation2d{3.0, 8.0}
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*
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* @param other The translation to add.
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*
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* @return The sum of the translations.
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*/
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Translation2d operator+(const Translation2d& other) const;
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/**
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* Adds the new translation to the current translation.
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*
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* This is similar to the + operator, except that the current object is
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* mutated.
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*
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* @param other The translation to add.
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*
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* @return The reference to the new mutated object.
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*/
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Translation2d& operator+=(const Translation2d& other);
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/**
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* Subtracts the other translation from the other translation and returns the
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* difference.
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*
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* For example, Translation2d{5.0, 4.0} - Translation2d{1.0, 2.0} =
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* Translation2d{4.0, 2.0}
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*
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* @param other The translation to subtract.
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*
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* @return The difference between the two translations.
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*/
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Translation2d operator-(const Translation2d& other) const;
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/**
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* Subtracts the new translation from the current translation.
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*
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* This is similar to the - operator, except that the current object is
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* mutated.
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*
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* @param other The translation to subtract.
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*
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* @return The reference to the new mutated object.
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*/
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Translation2d& operator-=(const Translation2d& other);
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/**
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* Returns the inverse of the current translation. This is equivalent to
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* rotating by 180 degrees, flipping the point over both axes, or simply
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* negating both components of the translation.
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*
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* @return The inverse of the current translation.
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*/
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Translation2d operator-() const;
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/**
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* Multiplies the translation by a scalar and returns the new translation.
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*
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* For example, Translation2d{2.0, 2.5} * 2 = Translation2d{4.0, 5.0}
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*
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* @param scalar The scalar to multiply by.
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*
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* @return The scaled translation.
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*/
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Translation2d operator*(double scalar) const;
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/**
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* Multiplies the current translation by a scalar.
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*
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* This is similar to the * operator, except that current object is mutated.
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*
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* @param scalar The scalar to multiply by.
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*
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* @return The reference to the new mutated object.
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*/
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Translation2d& operator*=(double scalar);
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/**
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* Divides the translation by a scalar and returns the new translation.
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*
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* For example, Translation2d{2.0, 2.5} / 2 = Translation2d{1.0, 1.25}
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*
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* @param scalar The scalar to divide by.
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*
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* @return The scaled translation.
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*/
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Translation2d operator/(double scalar) const;
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/*
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* Divides the current translation by a scalar.
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*
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* This is similar to the / operator, except that current object is mutated.
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*
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* @param scalar The scalar to divide by.
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*
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* @return The reference to the new mutated object.
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*/
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Translation2d& operator/=(double scalar);
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private:
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double m_x = 0;
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double m_y = 0;
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};
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} // namespace frc
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