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[wpimath] Add 3D geometry classes (#4175)
Also clean up 2D geometry documentation.
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wpimath/src/main/native/cpp/geometry/Translation3d.cpp
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71
wpimath/src/main/native/cpp/geometry/Translation3d.cpp
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// Copyright (c) FIRST and other WPILib contributors.
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// Open Source Software; you can modify and/or share it under the terms of
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// the WPILib BSD license file in the root directory of this project.
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#include "frc/geometry/Translation3d.h"
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#include "units/math.h"
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using namespace frc;
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Translation3d::Translation3d(units::meter_t x, units::meter_t y,
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units::meter_t z)
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: m_x(x), m_y(y), m_z(z) {}
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Translation3d::Translation3d(units::meter_t distance, const Rotation3d& angle) {
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auto rectangular = Translation3d{distance, 0_m, 0_m}.RotateBy(angle);
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m_x = rectangular.X();
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m_y = rectangular.Y();
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m_z = rectangular.Z();
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}
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units::meter_t Translation3d::Distance(const Translation3d& other) const {
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return units::math::sqrt(units::math::pow<2>(other.m_x - m_x) +
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units::math::pow<2>(other.m_y - m_y) +
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units::math::pow<2>(other.m_z - m_z));
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}
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units::meter_t Translation3d::Norm() const {
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return units::math::sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
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}
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Translation3d Translation3d::RotateBy(const Rotation3d& other) const {
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Quaternion p{0.0, m_x.value(), m_y.value(), m_z.value()};
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auto qprime = other.GetQuaternion() * p * other.GetQuaternion().Inverse();
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return Translation3d{units::meter_t{qprime.X()}, units::meter_t{qprime.Y()},
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units::meter_t{qprime.Z()}};
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}
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Translation2d Translation3d::ToTranslation2d() const {
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return Translation2d{m_x, m_y};
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}
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Translation3d Translation3d::operator+(const Translation3d& other) const {
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return {X() + other.X(), Y() + other.Y(), Z() + other.Z()};
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}
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Translation3d Translation3d::operator-(const Translation3d& other) const {
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return *this + -other;
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}
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Translation3d Translation3d::operator-() const {
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return {-m_x, -m_y, -m_z};
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}
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Translation3d Translation3d::operator*(double scalar) const {
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return {scalar * m_x, scalar * m_y, scalar * m_z};
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}
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Translation3d Translation3d::operator/(double scalar) const {
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return *this * (1.0 / scalar);
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}
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bool Translation3d::operator==(const Translation3d& other) const {
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return units::math::abs(m_x - other.m_x) < 1E-9_m &&
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units::math::abs(m_y - other.m_y) < 1E-9_m &&
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units::math::abs(m_z - other.m_z) < 1E-9_m;
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}
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bool Translation3d::operator!=(const Translation3d& other) const {
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return !operator==(other);
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}
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