/// -*- 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);