// 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/Transform3d.h" #include "frc/geometry/Pose3d.h" using namespace frc; Transform3d::Transform3d(Pose3d initial, Pose3d 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(); } Transform3d::Transform3d(Translation3d translation, Rotation3d rotation) : m_translation(std::move(translation)), m_rotation(std::move(rotation)) {} Transform3d Transform3d::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 Transform3d{(-Translation()).RotateBy(-Rotation()), -Rotation()}; } Transform3d Transform3d::operator+(const Transform3d& other) const { return Transform3d{Pose3d{}, Pose3d{}.TransformBy(*this).TransformBy(other)}; } bool Transform3d::operator==(const Transform3d& other) const { return m_translation == other.m_translation && m_rotation == other.m_rotation; } bool Transform3d::operator!=(const Transform3d& other) const { return !operator==(other); }