2013-08-29 02:34:34 -03:00
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/*
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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2010-09-08 05:21:46 -03:00
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// Copyright 2010 Michael Smith, all rights reserved.
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// Inspired by:
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/****************************************
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* 3D Vector Classes
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* By Bill Perone (billperone@yahoo.com)
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*/
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2010-09-08 05:41:29 -03:00
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//
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// 3x3 matrix implementation.
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//
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// Note that the matrix is organised in row-normal form (the same as
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// applies to array indexing).
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//
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// In addition to the template, this header defines the following types:
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//
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// Matrix3i 3x3 matrix of signed integers
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// Matrix3ui 3x3 matrix of unsigned integers
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// Matrix3l 3x3 matrix of signed longs
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// Matrix3ul 3x3 matrix of unsigned longs
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// Matrix3f 3x3 matrix of signed floats
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//
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#pragma once
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2021-05-04 08:12:23 -03:00
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#include "ftype.h"
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2010-09-08 05:21:46 -03:00
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#include "vector3.h"
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#include "vector2.h"
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template <typename T>
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class Vector3;
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// 3x3 matrix with elements of type T
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template <typename T>
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class Matrix3 {
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public:
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// Vectors comprising the rows of the matrix
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Vector3<T> a, b, c;
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// trivial ctor
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// note that the Vector3 ctor will zero the vector elements
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constexpr Matrix3() {}
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// setting ctor
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constexpr Matrix3(const Vector3<T> &a0, const Vector3<T> &b0, const Vector3<T> &c0)
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: a(a0)
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, b(b0)
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, c(c0) {}
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// setting ctor
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constexpr Matrix3(const T ax, const T ay, const T az,
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const T bx, const T by, const T bz,
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const T cx, const T cy, const T cz)
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: a(ax,ay,az)
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, b(bx,by,bz)
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, c(cx,cy,cz) {}
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// function call operator
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void operator () (const Vector3<T> &a0, const Vector3<T> &b0, const Vector3<T> &c0)
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{
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a = a0; b = b0; c = c0;
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}
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// test for equality
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bool operator == (const Matrix3<T> &m)
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{
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return (a==m.a && b==m.b && c==m.c);
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}
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// test for inequality
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bool operator != (const Matrix3<T> &m)
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{
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return (a!=m.a || b!=m.b || c!=m.c);
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}
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// negation
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Matrix3<T> operator - (void) const
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{
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return Matrix3<T>(-a,-b,-c);
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}
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// addition
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Matrix3<T> operator + (const Matrix3<T> &m) const
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{
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return Matrix3<T>(a+m.a, b+m.b, c+m.c);
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}
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Matrix3<T> &operator += (const Matrix3<T> &m)
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{
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return *this = *this + m;
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}
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// subtraction
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Matrix3<T> operator - (const Matrix3<T> &m) const
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{
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return Matrix3<T>(a-m.a, b-m.b, c-m.c);
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}
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Matrix3<T> &operator -= (const Matrix3<T> &m)
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{
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return *this = *this - m;
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}
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// uniform scaling
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Matrix3<T> operator * (const T num) const
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{
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return Matrix3<T>(a*num, b*num, c*num);
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}
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Matrix3<T> &operator *= (const T num)
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{
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return *this = *this * num;
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}
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Matrix3<T> operator / (const T num) const
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{
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return Matrix3<T>(a/num, b/num, c/num);
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}
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Matrix3<T> &operator /= (const T num)
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{
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return *this = *this / num;
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}
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2013-12-29 03:37:14 -04:00
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// allow a Matrix3 to be used as an array of vectors, 0 indexed
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Vector3<T> & operator[](uint8_t i) {
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Vector3<T> *_v = &a;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 3);
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#endif
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return _v[i];
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}
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const Vector3<T> & operator[](uint8_t i) const {
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const Vector3<T> *_v = &a;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 3);
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#endif
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return _v[i];
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}
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// multiplication by a vector
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Vector3<T> operator *(const Vector3<T> &v) const;
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// multiplication of transpose by a vector
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Vector3<T> mul_transpose(const Vector3<T> &v) const;
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2013-05-05 00:47:23 -03:00
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// multiplication by a vector giving a Vector2 result (XY components)
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Vector2<T> mulXY(const Vector3<T> &v) const;
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// extract x column
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Vector3<T> colx(void) const
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{
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return Vector3<T>(a.x, b.x, c.x);
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}
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// extract y column
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Vector3<T> coly(void) const
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{
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return Vector3<T>(a.y, b.y, c.y);
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}
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// extract z column
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Vector3<T> colz(void) const
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{
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return Vector3<T>(a.z, b.z, c.z);
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}
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// multiplication by another Matrix3<T>
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Matrix3<T> operator *(const Matrix3<T> &m) const;
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Matrix3<T> &operator *=(const Matrix3<T> &m)
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{
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return *this = *this * m;
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}
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// transpose the matrix
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Matrix3<T> transposed(void) const;
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void transpose(void)
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{
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*this = transposed();
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}
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/**
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* Calculate the determinant of this matrix.
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*
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* @return The value of the determinant.
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*/
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T det() const;
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2016-04-08 10:02:46 -03:00
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/**
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* Calculate the inverse of this matrix.
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*
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* @param inv[in] Where to store the result.
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*
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* @return If this matrix is invertible, then true is returned. Otherwise,
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* \p inv is unmodified and false is returned.
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*/
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bool inverse(Matrix3<T>& inv) const WARN_IF_UNUSED;
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/**
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* Invert this matrix if it is invertible.
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*
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* @return Return true if this matrix could be successfully inverted and
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* false otherwise.
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*/
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bool invert() WARN_IF_UNUSED;
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2012-08-17 03:20:14 -03:00
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// zero the matrix
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void zero(void);
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// setup the identity matrix
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void identity(void) {
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a.x = b.y = c.z = 1;
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a.y = a.z = 0;
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b.x = b.z = 0;
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c.x = c.y = 0;
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}
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// check if any elements are NAN
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bool is_nan(void) WARN_IF_UNUSED
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{
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return a.is_nan() || b.is_nan() || c.is_nan();
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}
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2012-03-10 02:06:35 -04:00
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// create a rotation matrix from Euler angles
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void from_euler(T roll, T pitch, T yaw);
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2018-07-16 05:19:54 -03:00
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// create eulers from a rotation matrix.
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// roll is from -Pi to Pi
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// pitch is from -Pi/2 to Pi/2
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// yaw is from -Pi to Pi
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void to_euler(T *roll, T *pitch, T *yaw) const;
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2017-11-22 23:19:29 -04:00
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// create matrix from rotation enum
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void from_rotation(enum Rotation rotation);
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2015-05-24 20:02:42 -03:00
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/*
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calculate Euler angles (312 convention) for the matrix.
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See http://www.atacolorado.com/eulersequences.doc
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vector is returned in r, p, y order
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*/
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Vector3<T> to_euler312() const;
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/*
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fill the matrix from Euler angles in radians in 312 convention
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*/
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void from_euler312(T roll, T pitch, T yaw);
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2012-03-19 03:22:11 -03:00
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// apply an additional rotation from a body frame gyro vector
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// to a rotation matrix.
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void rotate(const Vector3<T> &g);
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2016-04-21 20:54:59 -03:00
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// create rotation matrix for rotation about the vector v by angle theta
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// See: https://en.wikipedia.org/wiki/Rotation_matrix#General_rotations
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// "Rotation matrix from axis and angle"
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void from_axis_angle(const Vector3<T> &v, T theta);
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2015-05-02 05:10:00 -03:00
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// normalize a rotation matrix
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void normalize(void);
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2021-06-22 02:51:34 -03:00
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2021-05-04 08:12:23 -03:00
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// double/float conversion
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2021-06-22 02:51:34 -03:00
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Matrix3<double> todouble(void) const {
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return Matrix3<double>(a.todouble(), b.todouble(), c.todouble());
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}
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Matrix3<float> tofloat(void) const {
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return Matrix3<float>(a.tofloat(), b.tofloat(), c.tofloat());
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}
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2010-09-08 05:21:46 -03:00
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};
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2012-08-17 03:20:14 -03:00
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typedef Matrix3<int16_t> Matrix3i;
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typedef Matrix3<uint16_t> Matrix3ui;
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typedef Matrix3<int32_t> Matrix3l;
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typedef Matrix3<uint32_t> Matrix3ul;
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typedef Matrix3<float> Matrix3f;
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typedef Matrix3<double> Matrix3d;
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