// 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. #pragma once #include #include #include "frc/geometry/Transform2d.h" #include "frc/geometry/Translation3d.h" namespace frc { class Pose3d; /** * Represents a transformation for a Pose3d in the pose's frame. */ class WPILIB_DLLEXPORT Transform3d { public: /** * Constructs the transform that maps the initial pose to the final pose. * * @param initial The initial pose for the transformation. * @param final The final pose for the transformation. */ constexpr Transform3d(const Pose3d& initial, const Pose3d& final); /** * Constructs a transform with the given translation and rotation components. * * @param translation Translational component of the transform. * @param rotation Rotational component of the transform. */ constexpr Transform3d(Translation3d translation, Rotation3d rotation) : m_translation{std::move(translation)}, m_rotation{std::move(rotation)} {} /** * Constructs a transform with x, y, and z translations instead of a separate * Translation3d. * * @param x The x component of the translational component of the transform. * @param y The y component of the translational component of the transform. * @param z The z component of the translational component of the transform. * @param rotation The rotational component of the transform. */ constexpr Transform3d(units::meter_t x, units::meter_t y, units::meter_t z, Rotation3d rotation) : m_translation{x, y, z}, m_rotation{std::move(rotation)} {} /** * Constructs a transform with the specified affine transformation matrix. * * @param matrix The affine transformation matrix. * @throws std::domain_error if the affine transformation matrix is invalid. */ constexpr explicit Transform3d(const Eigen::Matrix4d& matrix) : m_translation{Eigen::Vector3d{ {matrix(0, 3)}, {matrix(1, 3)}, {matrix(2, 3)}}}, m_rotation{ Eigen::Matrix3d{{matrix(0, 0), matrix(0, 1), matrix(0, 2)}, {matrix(1, 0), matrix(1, 1), matrix(1, 2)}, {matrix(2, 0), matrix(2, 1), matrix(2, 2)}}} { if (matrix(3, 0) != 0.0 || matrix(3, 1) != 0.0 || matrix(3, 2) != 0.0 || matrix(3, 3) != 1.0) { throw std::domain_error("Affine transformation matrix is invalid"); } } /** * Constructs the identity transform -- maps an initial pose to itself. */ constexpr Transform3d() = default; /** * Constructs a 3D transform from a 2D transform in the X-Y plane. ** * @param transform The 2D transform. * @see Rotation3d(Rotation2d) * @see Translation3d(Translation2d) */ constexpr explicit Transform3d(const frc::Transform2d& transform) : m_translation{frc::Translation3d{transform.Translation()}}, m_rotation{frc::Rotation3d{transform.Rotation()}} {} /** * Returns the translation component of the transformation. * * @return Reference to the translational component of the transform. */ constexpr const Translation3d& Translation() const { return m_translation; } /** * Returns the X component of the transformation's translation. * * @return The x component of the transformation's translation. */ constexpr units::meter_t X() const { return m_translation.X(); } /** * Returns the Y component of the transformation's translation. * * @return The y component of the transformation's translation. */ constexpr units::meter_t Y() const { return m_translation.Y(); } /** * Returns the Z component of the transformation's translation. * * @return The z component of the transformation's translation. */ constexpr units::meter_t Z() const { return m_translation.Z(); } /** * Returns an affine transformation matrix representation of this * transformation. */ constexpr Eigen::Matrix4d ToMatrix() const { auto vec = m_translation.ToVector(); auto mat = m_rotation.ToMatrix(); return Eigen::Matrix4d{{mat(0, 0), mat(0, 1), mat(0, 2), vec(0)}, {mat(1, 0), mat(1, 1), mat(1, 2), vec(1)}, {mat(2, 0), mat(2, 1), mat(2, 2), vec(2)}, {0.0, 0.0, 0.0, 1.0}}; } /** * Returns the rotational component of the transformation. * * @return Reference to the rotational component of the transform. */ constexpr const Rotation3d& Rotation() const { return m_rotation; } /** * Invert the transformation. This is useful for undoing a transformation. * * @return The inverted transformation. */ constexpr 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()}; } /** * Multiplies the transform by the scalar. * * @param scalar The scalar. * @return The scaled Transform3d. */ constexpr Transform3d operator*(double scalar) const { return Transform3d(m_translation * scalar, m_rotation * scalar); } /** * Divides the transform by the scalar. * * @param scalar The scalar. * @return The scaled Transform3d. */ constexpr Transform3d operator/(double scalar) const { return *this * (1.0 / scalar); } /** * Composes two transformations. The second transform is applied relative to * the orientation of the first. * * @param other The transform to compose with this one. * @return The composition of the two transformations. */ constexpr Transform3d operator+(const Transform3d& other) const; /** * Checks equality between this Transform3d and another object. */ constexpr bool operator==(const Transform3d&) const = default; private: Translation3d m_translation; Rotation3d m_rotation; }; } // namespace frc #include "frc/geometry/Pose3d.h" namespace frc { constexpr Transform3d::Transform3d(const Pose3d& initial, const 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(); } constexpr Transform3d Transform3d::operator+(const Transform3d& other) const { return Transform3d{Pose3d{}, Pose3d{}.TransformBy(*this).TransformBy(other)}; } } // namespace frc #include "frc/geometry/proto/Transform3dProto.h" #include "frc/geometry/struct/Transform3dStruct.h"