Crate transforms

Source
Expand description

A blazingly fast and efficient coordinate transform library for robotics and computer vision applications.

This library provides functionality for managing coordinate transformations between different frames of reference.

§Architecture

The library is organized around three main components:

  • Registry: The main interface for managing transforms
  • Buffer: Internal storage for transforms between specific frames
  • Transform: The core data structure representing spatial transformations

§Features

  • Transform Interpolation: Smooth interpolation between transforms at different timestamps
  • Transform Chaining: Automatic computation of transforms between indirectly connected frames
  • Static Transforms: Submitting a timestamp at t=0 will short-circuit the lookup and always return the t=0 transform.
  • Time-based Buffer Management: Automatic cleanup of old transforms is available with feature = “std”, which is default enabled. If the library is used as no_std then manual cleanup is required. See the examples.

§Non-Goals

This library intentionally limits its scope to rigid body transformations (translation and rotation) commonly used in robotics and computer vision. The following transformations are explicitly not supported and will not be considered for future implementation:

  • Scaling transformations
  • Skew transformations
  • Perspective transformations
  • Non-rigid transformations
  • Affine transformations beyond rigid body motion

This decision helps maintain the library’s focus on its core purpose: providing fast and efficient rigid body transformations for robotics applications. For more general transformation needs, consider using a computer graphics or linear algebra library instead.

§Examples

use transforms::{
    geometry::{Quaternion, Transform, Vector3},
    time::Timestamp,
    Registry,
};

use core::time::Duration;
let mut registry = Registry::new(Duration::from_secs(60));
let timestamp = Timestamp::now();

let mut registry = Registry::new();
let timestamp = Timestamp::zero();

// Create a transform from frame "base" to frame "sensor"
let transform = Transform {
    translation: Vector3::new(1.0, 0.0, 0.0),
    rotation: Quaternion::identity(),
    timestamp,
    parent: "base".into(),
    child: "sensor".into(),
};

// Add the transform to the registry
registry.add_transform(transform);

// Retrieve the transform
let result = registry.get_transform("base", "sensor", timestamp).unwrap();

// Delete old transforms
registry.delete_transforms_before(timestamp);

§Transform and Data Transformation

The library provides a Transform type that represents spatial transformations between different coordinate frames. Transforms follow the common robotics convention where transformations are considered from child to parent frame (e.g., from sensor frame to base frame, or from base frame to map frame).

To make your data transformable between different coordinate frames, implement the Transformable trait. This allows you to easily transform your data using the transforms stored in the registry.

use transforms::{
    geometry::{Point, Quaternion, Transform, Vector3},
    time::Timestamp,
    Transformable,
};

// Create a point in the camera frame
let mut point = Point {
    position: Vector3::new(1.0, 0.0, 0.0),
    orientation: Quaternion::identity(),
    timestamp: Timestamp::zero(),
    timestamp: Timestamp::now(),
    frame: "camera".into(),
};

// Define transform from camera to base frame
let transform = Transform {
    translation: Vector3::new(0.0, 1.0, 0.0),
    rotation: Quaternion::identity(),
    timestamp: point.timestamp,
    parent: "base".into(),
    child: "camera".into(),
};

// Transform the point from camera frame to base frame
point.transform(&transform).unwrap();
assert_eq!(point.position.x, 1.0);
assert_eq!(point.position.y, 1.0);

The transform convention follows the common robotics practice where data typically needs to be transformed from specific sensor reference frames “up” to more general frames like the robot’s base frame or a global map frame.

§Relationship with ROS2’s tf2

This library draws inspiration from ROS2’s tf2 (Transform Framework 2), a widely-used transform library in the robotics community. While this crate aims to solve the same fundamental problem of transformation tracking, it does so in its own way.

§Similarities with tf2

  • Maintains relationships between coordinate frames in a tree structure
  • Buffers transforms over time
  • Supports transform lookups between arbitrary frames
  • Handles interpolation between transforms

§Key Differences

This library:

  • Is a pure Rust implementation, not a wrapper around tf2
  • Makes no attempt to perfectly match the ROS2/tf2 API
  • Focuses on providing an ergonomic Rust-first experience
  • Is independent of ROS2’s middleware and communication system

While the core concepts and functionality align with tf2, this library prioritizes optimal usage for rust software over maintaining API compatibility with ROS2’s tf2. Users familiar with tf2 will find the concepts familiar, but the implementation details and API design follow Rust idioms and best practices as best as it can.

§Performance Considerations

  • Transform lookups are optimized for O(log n) time complexity
  • Automatic cleanup of old transforms prevents unbounded memory growth

§Safety

This crate uses #![forbid(unsafe_code)] to ensure memory safety through pure Rust implementations.

Re-exports§

pub use core::Registry;
pub use geometry::Transform;
pub use geometry::Transformable;

Modules§

core
errors
geometry
time