/// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*- /* * matrix3.cpp * Copyright (C) Andrew Tridgell 2012 * * This file is free software: you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This file is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "AP_Math.h" #define HALF_SQRT_2 0.70710678118654757 #define MATRIX_ROTATION_NONE Matrix3f(1, 0, 0, 0, 1, 0, 0 ,0, 1) #define MATRIX_ROTATION_YAW_45 Matrix3f(HALF_SQRT_2, -HALF_SQRT_2, 0, HALF_SQRT_2, HALF_SQRT_2, 0, 0, 0, 1) #define MATRIX_ROTATION_YAW_90 Matrix3f(0, -1, 0, 1, 0, 0, 0, 0, 1) #define MATRIX_ROTATION_YAW_135 Matrix3f(-HALF_SQRT_2, -HALF_SQRT_2, 0, HALF_SQRT_2, -HALF_SQRT_2, 0, 0, 0, 1) #define MATRIX_ROTATION_YAW_180 Matrix3f(-1, 0, 0, 0, -1, 0, 0, 0, 1) #define MATRIX_ROTATION_YAW_225 Matrix3f(-HALF_SQRT_2, HALF_SQRT_2, 0, -HALF_SQRT_2, -HALF_SQRT_2, 0, 0, 0, 1) #define MATRIX_ROTATION_YAW_270 Matrix3f(0, 1, 0, -1, 0, 0, 0, 0, 1) #define MATRIX_ROTATION_YAW_315 Matrix3f(HALF_SQRT_2, HALF_SQRT_2, 0, -HALF_SQRT_2, HALF_SQRT_2, 0, 0, 0, 1) #define MATRIX_ROTATION_ROLL_180 Matrix3f(1, 0, 0, 0, -1, 0, 0, 0, -1) #define MATRIX_ROTATION_ROLL_180_YAW_45 Matrix3f(HALF_SQRT_2, HALF_SQRT_2, 0, HALF_SQRT_2, -HALF_SQRT_2, 0, 0, 0, -1) #define MATRIX_ROTATION_ROLL_180_YAW_90 Matrix3f(0, 1, 0, 1, 0, 0, 0, 0, -1) #define MATRIX_ROTATION_ROLL_180_YAW_135 Matrix3f(-HALF_SQRT_2, HALF_SQRT_2, 0, HALF_SQRT_2, HALF_SQRT_2, 0, 0, 0, -1) #define MATRIX_ROTATION_PITCH_180 Matrix3f(-1, 0, 0, 0, 1, 0, 0, 0, -1) #define MATRIX_ROTATION_ROLL_180_YAW_225 Matrix3f(-HALF_SQRT_2, -HALF_SQRT_2, 0, -HALF_SQRT_2, HALF_SQRT_2, 0, 0, 0, -1) #define MATRIX_ROTATION_ROLL_180_YAW_270 Matrix3f(0, -1, 0, -1, 0, 0, 0, 0, -1) #define MATRIX_ROTATION_ROLL_180_YAW_315 Matrix3f(HALF_SQRT_2, -HALF_SQRT_2, 0, -HALF_SQRT_2, -HALF_SQRT_2, 0, 0, 0, -1) // fill in a matrix with a standard rotation template void Matrix3::rotation(enum Rotation r) { switch (r) { case ROTATION_NONE: *this = MATRIX_ROTATION_NONE; break; case ROTATION_YAW_45: *this = MATRIX_ROTATION_YAW_45; break; case ROTATION_YAW_90: *this = MATRIX_ROTATION_YAW_90; break; case ROTATION_YAW_135: *this = MATRIX_ROTATION_YAW_135; break; case ROTATION_YAW_180: *this = MATRIX_ROTATION_YAW_180; break; case ROTATION_YAW_225: *this = MATRIX_ROTATION_YAW_225; break; case ROTATION_YAW_270: *this = MATRIX_ROTATION_YAW_270; break; case ROTATION_YAW_315: *this = MATRIX_ROTATION_YAW_315; break; case ROTATION_ROLL_180: *this = MATRIX_ROTATION_ROLL_180; break; case ROTATION_ROLL_180_YAW_45: *this = MATRIX_ROTATION_ROLL_180_YAW_45; break; case ROTATION_ROLL_180_YAW_90: *this = MATRIX_ROTATION_ROLL_180_YAW_90; break; case ROTATION_ROLL_180_YAW_135: *this = MATRIX_ROTATION_ROLL_180_YAW_135; break; case ROTATION_PITCH_180: *this = MATRIX_ROTATION_PITCH_180; break; case ROTATION_ROLL_180_YAW_225: *this = MATRIX_ROTATION_ROLL_180_YAW_225; break; case ROTATION_ROLL_180_YAW_270: *this = MATRIX_ROTATION_ROLL_180_YAW_270; break; case ROTATION_ROLL_180_YAW_315: *this = MATRIX_ROTATION_ROLL_180_YAW_315; break; } } // create a rotation matrix given some euler angles // this is based on http://gentlenav.googlecode.com/files/EulerAngles.pdf template void Matrix3::from_euler(float roll, float pitch, float yaw) { float cp = cos(pitch); float sp = sin(pitch); float sr = sin(roll); float cr = cos(roll); float sy = sin(yaw); float cy = cos(yaw); a.x = cp * cy; a.y = (sr * sp * cy) - (cr * sy); a.z = (cr * sp * cy) + (sr * sy); b.x = cp * sy; b.y = (sr * sp * sy) + (cr * cy); b.z = (cr * sp * sy) - (sr * cy); c.x = -sp; c.y = sr * cp; c.z = cr * cp; } // calculate euler angles from a rotation matrix // this is based on http://gentlenav.googlecode.com/files/EulerAngles.pdf template void Matrix3::to_euler(float *roll, float *pitch, float *yaw) { if (pitch != NULL) { *pitch = -safe_asin(c.x); } if (roll != NULL) { *roll = atan2(c.y, c.z); } if (yaw != NULL) { *yaw = atan2(b.x, a.x); } } // only define for float template void Matrix3::rotation(enum Rotation); template void Matrix3::from_euler(float roll, float pitch, float yaw); template void Matrix3::to_euler(float *roll, float *pitch, float *yaw);