mirror of https://github.com/ArduPilot/ardupilot
408 lines
11 KiB
C++
408 lines
11 KiB
C++
/*
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Copyright 2010 Michael Smith, all rights reserved.
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// Derived closely from:
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/****************************************
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* 3D Vector Classes
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* By Bill Perone (billperone@yahoo.com)
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* Original: 9-16-2002
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* Revised: 19-11-2003
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* 11-12-2003
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* 18-12-2003
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* 06-06-2004
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*
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* Copyright 2003, This code is provided "as is" and you can use it freely as long as
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* credit is given to Bill Perone in the application it is used in
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*
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* Notes:
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* if a*b = 0 then a & b are orthogonal
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* a%b = -b%a
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* a*(b%c) = (a%b)*c
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* a%b = a(cast to matrix)*b
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* (a%b).length() = area of parallelogram formed by a & b
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* (a%b).length() = a.length()*b.length() * sin(angle between a & b)
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* (a%b).length() = 0 if angle between a & b = 0 or a.length() = 0 or b.length() = 0
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* a * (b%c) = volume of parallelpiped formed by a, b, c
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* vector triple product: a%(b%c) = b*(a*c) - c*(a*b)
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* scalar triple product: a*(b%c) = c*(a%b) = b*(c%a)
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* vector quadruple product: (a%b)*(c%d) = (a*c)*(b*d) - (a*d)*(b*c)
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* if a is unit vector along b then a%b = -b%a = -b(cast to matrix)*a = 0
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* vectors a1...an are linearly dependent if there exists a vector of scalars (b) where a1*b1 + ... + an*bn = 0
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* or if the matrix (A) * b = 0
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*
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****************************************/
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#pragma once
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#ifndef MATH_CHECK_INDEXES
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#define MATH_CHECK_INDEXES 0
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#endif
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#include <cmath>
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#include <float.h>
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#include <string.h>
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#if MATH_CHECK_INDEXES
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#include <assert.h>
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#endif
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#include "rotations.h"
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#include "ftype.h"
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template <typename T>
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class Matrix3;
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template <typename T>
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class Vector2;
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template <typename T>
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class Vector3
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{
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public:
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T x, y, z;
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// trivial ctor
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constexpr Vector3<T>()
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: x(0)
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, y(0)
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, z(0) {}
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// setting ctor
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constexpr Vector3<T>(const T x0, const T y0, const T z0)
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: x(x0)
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, y(y0)
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, z(z0) {}
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//Create a Vector3 from a Vector2 with z
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constexpr Vector3<T>(const Vector2<T> &v0, const T z0)
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: x(v0.x)
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, y(v0.y)
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, z(z0) {}
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// test for equality
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bool operator ==(const Vector3<T> &v) const;
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// test for inequality
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bool operator !=(const Vector3<T> &v) const;
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// negation
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Vector3<T> operator -(void) const;
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// addition
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Vector3<T> operator +(const Vector3<T> &v) const;
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// subtraction
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Vector3<T> operator -(const Vector3<T> &v) const;
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// uniform scaling
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Vector3<T> operator *(const T num) const;
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// uniform scaling
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Vector3<T> operator /(const T num) const;
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// addition
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Vector3<T> &operator +=(const Vector3<T> &v);
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// subtraction
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Vector3<T> &operator -=(const Vector3<T> &v);
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// uniform scaling
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Vector3<T> &operator *=(const T num);
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// uniform scaling
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Vector3<T> &operator /=(const T num);
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// non-uniform scaling
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Vector3<T> &operator *=(const Vector3<T> &v) {
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x *= v.x; y *= v.y; z *= v.z;
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return *this;
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}
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// allow a vector3 to be used as an array, 0 indexed
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T & operator[](uint8_t i) {
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T *_v = &x;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 3);
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#endif
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return _v[i];
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}
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const T & operator[](uint8_t i) const {
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const T *_v = &x;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 3);
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#endif
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return _v[i];
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}
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// dot product
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T operator *(const Vector3<T> &v) const;
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// dot product for Lua
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T dot(const Vector3<T> &v) const {
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return *this * v;
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}
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// multiply a row vector by a matrix, to give a row vector
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Vector3<T> operator *(const Matrix3<T> &m) const;
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// multiply a column vector by a row vector, returning a 3x3 matrix
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Matrix3<T> mul_rowcol(const Vector3<T> &v) const;
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// cross product
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Vector3<T> operator %(const Vector3<T> &v) const;
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// cross product for Lua
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Vector3<T> cross(const Vector3<T> &v) const {
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return *this % v;
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}
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// scale a vector3
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Vector3<T> scale(const T v) const {
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return *this * v;
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}
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// computes the angle between this vector and another vector
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T angle(const Vector3<T> &v2) const;
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// check if any elements are NAN
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bool is_nan(void) const WARN_IF_UNUSED;
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// check if any elements are infinity
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bool is_inf(void) const WARN_IF_UNUSED;
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// check if all elements are zero
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bool is_zero(void) const WARN_IF_UNUSED {
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return x == 0 && y == 0 && z == 0;
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}
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// rotate by a standard rotation
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void rotate(enum Rotation rotation);
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void rotate_inverse(enum Rotation rotation);
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// rotate vector by angle in radians in xy plane leaving z untouched
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void rotate_xy(T rotation_rad);
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// return xy components of a vector3 as a vector2.
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// this returns a reference to the original vector3 xy data
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const Vector2<T> &xy() const {
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return *(const Vector2<T> *)this;
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}
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Vector2<T> &xy() {
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return *(Vector2<T> *)this;
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}
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// gets the length of this vector squared
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T length_squared() const
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{
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return (T)(*this * *this);
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}
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// gets the length of this vector
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T length(void) const;
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// limit xy component vector to a given length. returns true if vector was limited
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bool limit_length_xy(T max_length);
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// normalizes this vector
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void normalize()
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{
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*this /= length();
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}
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// zero the vector
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void zero()
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{
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x = y = z = 0;
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}
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// returns the normalized version of this vector
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Vector3<T> normalized() const
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{
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return *this/length();
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}
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// reflects this vector about n
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void reflect(const Vector3<T> &n)
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{
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Vector3<T> orig(*this);
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project(n);
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*this = *this*2 - orig;
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}
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// projects this vector onto v
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void project(const Vector3<T> &v)
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{
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*this= v * (*this * v)/(v*v);
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}
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// returns this vector projected onto v
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Vector3<T> projected(const Vector3<T> &v) const
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{
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return v * (*this * v)/(v*v);
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}
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// distance from the tip of this vector to another vector squared (so as to avoid the sqrt calculation)
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T distance_squared(const Vector3<T> &v) const {
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const T dist_x = x-v.x;
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const T dist_y = y-v.y;
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const T dist_z = z-v.z;
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return (dist_x*dist_x + dist_y*dist_y + dist_z*dist_z);
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}
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// distance from the tip of this vector to a line segment specified by two vectors
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T distance_to_segment(const Vector3<T> &seg_start, const Vector3<T> &seg_end) const;
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// extrapolate position given bearing and pitch (in degrees) and distance
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void offset_bearing(T bearing, T pitch, T distance);
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/*
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conversion to/from double
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*/
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Vector3<float> tofloat() const {
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return Vector3<float>{float(x),float(y),float(z)};
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}
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Vector3<double> todouble() const {
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return Vector3<double>{x,y,z};
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}
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// given a position p1 and a velocity v1 produce a vector
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// perpendicular to v1 maximising distance from p1. If p1 is the
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// zero vector the return from the function will always be the
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// zero vector - that should be checked for.
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static Vector3<T> perpendicular(const Vector3<T> &p1, const Vector3<T> &v1)
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{
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const T d = p1 * v1;
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if (::is_zero(d)) {
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return p1;
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}
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const Vector3<T> parallel = (v1 * d) / v1.length_squared();
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Vector3<T> perpendicular = p1 - parallel;
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return perpendicular;
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}
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// Shortest distance between point(p) to a point contained in the line segment defined by w1,w2
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static T closest_distance_between_line_and_point(const Vector3<T> &w1, const Vector3<T> &w2, const Vector3<T> &p);
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// Point in the line segment defined by w1,w2 which is closest to point(p)
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static Vector3<T> point_on_line_closest_to_other_point(const Vector3<T> &w1, const Vector3<T> &w2, const Vector3<T> &p);
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// This implementation is borrowed from: http://geomalgorithms.com/a07-_distance.html
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// INPUT: 4 points corresponding to start and end of two line segments
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// OUTPUT: closest point on segment 2, from segment 1, gets passed on reference as "closest_point"
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static void segment_to_segment_closest_point(const Vector3<T>& seg1_start, const Vector3<T>& seg1_end, const Vector3<T>& seg2_start, const Vector3<T>& seg2_end, Vector3<T>& closest_point);
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// Returns true if the passed 3D segment passes through a plane defined by plane normal, and a point on the plane
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static bool segment_plane_intersect(const Vector3<T>& seg_start, const Vector3<T>& seg_end, const Vector3<T>& plane_normal, const Vector3<T>& plane_point);
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};
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// check if all elements are zero
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template<> inline bool Vector3<float>::is_zero(void) const {
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return ::is_zero(x) && ::is_zero(y) && ::is_zero(z);
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}
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template<> inline bool Vector3<double>::is_zero(void) const {
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return ::is_zero(x) && ::is_zero(y) && ::is_zero(z);
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}
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// The creation of temporary vector objects as return types creates a significant overhead in certain hot
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// code paths. This allows callers to select the inline versions where profiling shows a significant benefit
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#if defined(AP_INLINE_VECTOR_OPS) && !defined(HAL_DEBUG_BUILD)
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// vector cross product
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template <typename T>
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inline Vector3<T> Vector3<T>::operator %(const Vector3<T> &v) const
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{
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return Vector3<T>(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);
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}
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// dot product
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template <typename T>
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inline T Vector3<T>::operator *(const Vector3<T> &v) const
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{
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return x*v.x + y*v.y + z*v.z;
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}
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template <typename T>
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inline Vector3<T> &Vector3<T>::operator *=(const T num)
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{
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x*=num; y*=num; z*=num;
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return *this;
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}
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template <typename T>
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inline Vector3<T> &Vector3<T>::operator /=(const T num)
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{
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x /= num; y /= num; z /= num;
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return *this;
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}
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template <typename T>
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inline Vector3<T> &Vector3<T>::operator -=(const Vector3<T> &v)
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{
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x -= v.x; y -= v.y; z -= v.z;
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return *this;
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}
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template <typename T>
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inline Vector3<T> &Vector3<T>::operator +=(const Vector3<T> &v)
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{
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x+=v.x; y+=v.y; z+=v.z;
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return *this;
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::operator /(const T num) const
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{
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return Vector3<T>(x/num, y/num, z/num);
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::operator *(const T num) const
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{
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return Vector3<T>(x*num, y*num, z*num);
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::operator -(const Vector3<T> &v) const
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{
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return Vector3<T>(x-v.x, y-v.y, z-v.z);
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::operator +(const Vector3<T> &v) const
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{
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return Vector3<T>(x+v.x, y+v.y, z+v.z);
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}
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template <typename T>
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inline Vector3<T> Vector3<T>::operator -(void) const
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{
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return Vector3<T>(-x,-y,-z);
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}
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#endif
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typedef Vector3<int16_t> Vector3i;
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typedef Vector3<uint16_t> Vector3ui;
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typedef Vector3<int32_t> Vector3l;
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typedef Vector3<uint32_t> Vector3ul;
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typedef Vector3<float> Vector3f;
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typedef Vector3<double> Vector3d;
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