// Copyright (c) FIRST and other WPILib contributors. // Open Source Software; you can modify and/or share it under the terms of // the WPILib BSD license file in the root directory of this project. #include "frc/geometry/Transform2d.h" #include "frc/geometry/Pose2d.h" using namespace frc; Transform2d::Transform2d(Pose2d initial, Pose2d final) { // We are rotating the difference between the translations // using a clockwise rotation matrix. This transforms the global // delta into a local delta (relative to the initial pose). m_translation = (final.Translation() - initial.Translation()) .RotateBy(-initial.Rotation()); m_rotation = final.Rotation() - initial.Rotation(); } Transform2d::Transform2d(Translation2d translation, Rotation2d rotation) : m_translation(translation), m_rotation(rotation) {} Transform2d Transform2d::Inverse() const { // We are rotating the difference between the translations // using a clockwise rotation matrix. This transforms the global // delta into a local delta (relative to the initial pose). return Transform2d{(-Translation()).RotateBy(-Rotation()), -Rotation()}; } Transform2d Transform2d::operator+(const Transform2d& other) const { return Transform2d{Pose2d{}, Pose2d{}.TransformBy(*this).TransformBy(other)}; } bool Transform2d::operator==(const Transform2d& other) const { return m_translation == other.m_translation && m_rotation == other.m_rotation; } bool Transform2d::operator!=(const Transform2d& other) const { return !operator==(other); }