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AP_Math: use matrix3 euler312 operations in quaternion library
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@ -118,23 +118,8 @@ void Quaternion::from_euler(float roll, float pitch, float yaw)
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// create a quaternion from Euler angles
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// create a quaternion from Euler angles
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void Quaternion::from_vector312(float roll ,float pitch, float yaw)
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void Quaternion::from_vector312(float roll ,float pitch, float yaw)
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{
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{
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float c3 = cosf(pitch);
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float s3 = sinf(pitch);
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float s2 = sinf(roll);
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float c2 = cosf(roll);
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float s1 = sinf(yaw);
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float c1 = cosf(yaw);
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Matrix3f m;
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Matrix3f m;
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m.a.x = c1 * c3 - s1 * s2 * s3;
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m.from_euler312(roll, pitch, yaw);
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m.b.y = c1 * c2;
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m.c.z = c3 * c2;
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m.a.y = -c2*s1;
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m.a.z = s3*c1 + c3*s2*s1;
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m.b.x = c3*s1 + s3*s2*c1;
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m.b.z = s1*s3 - s2*c1*c3;
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m.c.x = -s3*c2;
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m.c.y = s2;
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from_rotation_matrix(m);
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from_rotation_matrix(m);
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}
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}
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@ -253,18 +238,11 @@ void Quaternion::to_euler(float &roll, float &pitch, float &yaw) const
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}
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}
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// create eulers from a quaternion
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// create eulers from a quaternion
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void Quaternion::to_vector312(float &roll, float &pitch, float &yaw) const
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Vector3f Quaternion::to_vector312(void) const
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{
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{
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Matrix3f m;
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Matrix3f m;
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rotation_matrix(m);
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rotation_matrix(m);
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float T21 = m.a.y;
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return m.to_euler312();
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float T22 = m.b.y;
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float T23 = m.c.y;
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float T13 = m.c.x;
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float T33 = m.c.z;
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yaw = atan2f(-T21, T22);
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roll = safe_asin(T23);
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pitch = atan2f(-T13, T33);
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}
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}
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float Quaternion::length(void) const
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float Quaternion::length(void) const
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@ -93,7 +93,7 @@ public:
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void to_euler(float &roll, float &pitch, float &yaw) const;
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void to_euler(float &roll, float &pitch, float &yaw) const;
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// create eulers from a quaternion
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// create eulers from a quaternion
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void to_vector312(float &roll, float &pitch, float &yaw) const;
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Vector3f to_vector312(void) const;
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float length(void) const;
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float length(void) const;
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void normalize();
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void normalize();
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