tf2 rolling
tf2 maintains the relationship between coordinate frames in a tree structure buffered in time, and lets the user transform points, vectors, etc between any two coordinate frames at any desired point in time.
Loading...
Searching...
No Matches
tf2::impl::Converter< IS_MESSAGE_A, IS_MESSAGE_B > Class Template Reference

#include <convert.hpp>

Public Member Functions

void convert (const A &a, B &b)
void convert (const A &a, B &b)
void convert (const A &a, B &b)
void convert (const A &a, B &b)

Static Public Member Functions

template<typename A, typename B>
static void convert (const A &a, B &b)

Member Function Documentation

◆ convert() [1/5]

template<bool IS_MESSAGE_A, bool IS_MESSAGE_B>
template<typename A, typename B>
void tf2::impl::Converter< IS_MESSAGE_A, IS_MESSAGE_B >::convert ( const A & a,
B & b )
static

◆ convert() [2/5]

void tf2::impl::Converter< true, true >::convert ( const A & a,
B & b )
inline

◆ convert() [3/5]

void tf2::impl::Converter< true, false >::convert ( const A & a,
B & b )
inline

◆ convert() [4/5]

void tf2::impl::Converter< false, true >::convert ( const A & a,
B & b )
inline

◆ convert() [5/5]

void tf2::impl::Converter< false, false >::convert ( const A & a,
B & b )
inline

The documentation for this class was generated from the following file: