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This is useful for undoing transformations. One application my FRC team found was converting perspective n-point data from a "camera to target" coordinate frame transformation to a "target to camera" coordinate frame transformation.
41 lines
1.6 KiB
C++
41 lines
1.6 KiB
C++
/*----------------------------------------------------------------------------*/
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/* Copyright (c) 2019-2020 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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#include "frc/geometry/Transform2d.h"
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#include "frc/geometry/Pose2d.h"
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using namespace frc;
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Transform2d::Transform2d(Pose2d initial, Pose2d final) {
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// We are rotating the difference between the translations
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// using a clockwise rotation matrix. This transforms the global
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// delta into a local delta (relative to the initial pose).
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m_translation = (final.Translation() - initial.Translation())
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.RotateBy(-initial.Rotation());
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m_rotation = final.Rotation() - initial.Rotation();
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}
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Transform2d::Transform2d(Translation2d translation, Rotation2d rotation)
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: m_translation(translation), m_rotation(rotation) {}
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Transform2d Transform2d::Inverse() const {
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// We are rotating the difference between the translations
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// using a clockwise rotation matrix. This transforms the global
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// delta into a local delta (relative to the initial pose).
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return Transform2d{(-Translation()).RotateBy(-Rotation()), -Rotation()};
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}
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bool Transform2d::operator==(const Transform2d& other) const {
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return m_translation == other.m_translation && m_rotation == other.m_rotation;
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}
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bool Transform2d::operator!=(const Transform2d& other) const {
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return !operator==(other);
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}
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