/// -*- 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
// 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 = cosf(pitch);
float sp = sinf(pitch);
float sr = sinf(roll);
float cr = cosf(roll);
float sy = sinf(yaw);
float cy = cosf(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) const
{
if (pitch != NULL) {
*pitch = -safe_asin(c.x);
}
if (roll != NULL) {
*roll = atan2f(c.y, c.z);
}
if (yaw != NULL) {
*yaw = atan2f(b.x, a.x);
}
}
// apply an additional rotation from a body frame gyro vector
// to a rotation matrix.
template
void Matrix3::rotate(const Vector3 &g)
{
Matrix3f temp_matrix;
temp_matrix.a.x = a.y * g.z - a.z * g.y;
temp_matrix.a.y = a.z * g.x - a.x * g.z;
temp_matrix.a.z = a.x * g.y - a.y * g.x;
temp_matrix.b.x = b.y * g.z - b.z * g.y;
temp_matrix.b.y = b.z * g.x - b.x * g.z;
temp_matrix.b.z = b.x * g.y - b.y * g.x;
temp_matrix.c.x = c.y * g.z - c.z * g.y;
temp_matrix.c.y = c.z * g.x - c.x * g.z;
temp_matrix.c.z = c.x * g.y - c.y * g.x;
(*this) += temp_matrix;
}
// apply an additional rotation from a body frame gyro vector
// to a rotation matrix.
template
void Matrix3::rotateXY(const Vector3 &g)
{
Matrix3f temp_matrix;
temp_matrix.a.x = -a.z * g.y;
temp_matrix.a.y = a.z * g.x;
temp_matrix.a.z = a.x * g.y - a.y * g.x;
temp_matrix.b.x = -b.z * g.y;
temp_matrix.b.y = b.z * g.x;
temp_matrix.b.z = b.x * g.y - b.y * g.x;
temp_matrix.c.x = -c.z * g.y;
temp_matrix.c.y = c.z * g.x;
temp_matrix.c.z = c.x * g.y - c.y * g.x;
(*this) += temp_matrix;
}
// apply an additional inverse rotation to a rotation matrix but
// only use X, Y elements from rotation vector
template
void Matrix3::rotateXYinv(const Vector3 &g)
{
Matrix3f temp_matrix;
temp_matrix.a.x = a.z * g.y;
temp_matrix.a.y = - a.z * g.x;
temp_matrix.a.z = - a.x * g.y + a.y * g.x;
temp_matrix.b.x = b.z * g.y;
temp_matrix.b.y = - b.z * g.x;
temp_matrix.b.z = - b.x * g.y + b.y * g.x;
temp_matrix.c.x = c.z * g.y;
temp_matrix.c.y = - c.z * g.x;
temp_matrix.c.z = - c.x * g.y + c.y * g.x;
(*this) += temp_matrix;
}
// multiplication by a vector
template
Vector3 Matrix3::operator *(const Vector3 &v) const
{
return Vector3(a.x * v.x + a.y * v.y + a.z * v.z,
b.x * v.x + b.y * v.y + b.z * v.z,
c.x * v.x + c.y * v.y + c.z * v.z);
}
// multiplication by a vector, extracting only the xy components
template
Vector2 Matrix3::mulXY(const Vector3 &v) const
{
return Vector2(a.x * v.x + a.y * v.y + a.z * v.z,
b.x * v.x + b.y * v.y + b.z * v.z);
}
// multiplication of transpose by a vector
template
Vector3 Matrix3::mul_transpose(const Vector3 &v) const
{
return Vector3(a.x * v.x + b.x * v.y + c.x * v.z,
a.y * v.x + b.y * v.y + c.y * v.z,
a.z * v.x + b.z * v.y + c.z * v.z);
}
// multiplication by another Matrix3
template
Matrix3 Matrix3::operator *(const Matrix3 &m) const
{
Matrix3 temp (Vector3(a.x * m.a.x + a.y * m.b.x + a.z * m.c.x,
a.x * m.a.y + a.y * m.b.y + a.z * m.c.y,
a.x * m.a.z + a.y * m.b.z + a.z * m.c.z),
Vector3(b.x * m.a.x + b.y * m.b.x + b.z * m.c.x,
b.x * m.a.y + b.y * m.b.y + b.z * m.c.y,
b.x * m.a.z + b.y * m.b.z + b.z * m.c.z),
Vector3(c.x * m.a.x + c.y * m.b.x + c.z * m.c.x,
c.x * m.a.y + c.y * m.b.y + c.z * m.c.y,
c.x * m.a.z + c.y * m.b.z + c.z * m.c.z));
return temp;
}
template
Matrix3 Matrix3::transposed(void) const
{
return Matrix3(Vector3(a.x, b.x, c.x),
Vector3(a.y, b.y, c.y),
Vector3(a.z, b.z, c.z));
}
template
void Matrix3::zero(void)
{
a.x = a.y = a.z = 0;
b.x = b.y = b.z = 0;
c.x = c.y = c.z = 0;
}
// only define for float
template void Matrix3::zero(void);
template void Matrix3::rotate(const Vector3 &g);
template void Matrix3::rotateXY(const Vector3 &g);
template void Matrix3::rotateXYinv(const Vector3 &g);
template void Matrix3::from_euler(float roll, float pitch, float yaw);
template void Matrix3::to_euler(float *roll, float *pitch, float *yaw) const;
template Vector3 Matrix3::operator *(const Vector3 &v) const;
template Vector3 Matrix3::mul_transpose(const Vector3 &v) const;
template Matrix3 Matrix3::operator *(const Matrix3 &m) const;
template Matrix3 Matrix3::transposed(void) const;
template Vector2 Matrix3::mulXY(const Vector3 &v) const;