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AP_Math: add rotateXY
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@ -193,6 +193,24 @@ void Matrix3<T>::rotate(const Vector3<T> &g)
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(*this) += temp_matrix;
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}
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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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template <typename T>
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void Matrix3<T>::rotateXY(const Vector3<T> &g)
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{
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Matrix3f temp_matrix;
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temp_matrix.a.x = -a.z * g.y;
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temp_matrix.a.y = a.z * g.x;
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temp_matrix.a.z = a.x * g.y - a.y * g.x;
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temp_matrix.b.x = -b.z * g.y;
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temp_matrix.b.y = b.z * g.x;
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temp_matrix.b.z = b.x * g.y - b.y * g.x;
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temp_matrix.c.x = -c.z * g.y;
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temp_matrix.c.y = c.z * g.x;
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temp_matrix.c.z = c.x * g.y - c.y * g.x;
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(*this) += temp_matrix;
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}
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// multiplication by a vector
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template <typename T>
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@ -257,6 +275,7 @@ void Matrix3<T>::zero(void)
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template void Matrix3<float>::rotation(enum Rotation);
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template void Matrix3<float>::zero(void);
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template void Matrix3<float>::rotate(const Vector3<float> &g);
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template void Matrix3<float>::rotateXY(const Vector3<float> &g);
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template void Matrix3<float>::from_euler(float roll, float pitch, float yaw);
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template void Matrix3<float>::to_euler(float *roll, float *pitch, float *yaw);
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template Vector3<float> Matrix3<float>::operator *(const Vector3<float> &v) const;
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@ -187,7 +187,11 @@ public:
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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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void rotate(const Vector3<T> &g);
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// apply an additional rotation from a body frame gyro vector
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// to a rotation matrix but only use X, Y elements from gyro vector
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void rotateXY(const Vector3<T> &g);
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};
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typedef Matrix3<int16_t> Matrix3i;
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