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The vector classes are light adaptations of work by Bill Perone (billperone@yahoo.com), the Matrix3 class draws on them for inspiration. Bill's matrix classes are too heavyweight and not templated, so they're less suitable for us here. This code compiles, and some trivial tests seem to work, but it should not be considered "golden" yet. git-svn-id: https://arducopter.googlecode.com/svn/trunk@441 f9c3cf11-9bcb-44bc-f272-b75c42450872
231 lines
5.4 KiB
C++
231 lines
5.4 KiB
C++
// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: t -*-
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// Copyright 2010 Michael Smith, all rights reserved.
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// This library is free software; you can redistribute it and / or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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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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* © 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 dependant 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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#ifndef VECTOR3_H
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#define VECTOR3_H
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#include <math.h>
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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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Vector3<T>() {}
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// setting ctor
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Vector3<T>(const T x0, const T y0, const T z0): x(x0), y(y0), z(z0) {}
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// function call operator
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void operator ()(const T x0, const T y0, const T z0)
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{ x= x0; y= y0; z= z0; }
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// test for equality
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bool operator==(const Vector3<T> &v)
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{ return (x==v.x && y==v.y && z==v.z); }
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// test for inequality
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bool operator!=(const Vector3<T> &v)
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{ return (x!=v.x || y!=v.y || z!=v.z); }
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// set to value
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const 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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// negation
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const Vector3<T> operator -(void) const
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{ return Vector3<T>(-x,-y,-z); }
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// addition
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const Vector3<T> operator +(const Vector3<T> &v) const
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{ return Vector3<T>(x+v.x, y+v.y, z+v.z); }
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// subtraction
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const Vector3<T> operator -(const Vector3<T> &v) const
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{ return Vector3<T>(x-v.x, y-v.y, z-v.z); }
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// uniform scaling
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const Vector3<T> operator *(const T num) const
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{
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Vector3<T> temp(*this);
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return temp*=num;
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}
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// uniform scaling
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const Vector3<T> operator /(const T num) const
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{
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Vector3<T> temp(*this);
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return temp/=num;
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}
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// addition
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const 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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// subtraction
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const 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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// uniform scaling
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const 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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// uniform scaling
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const 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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// dot product
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T operator *(const Vector3<T> &v) const
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{ return x*v.x + y*v.y + z*v.z; }
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// cross product
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const Vector3<T> operator %(const Vector3<T> &v) const
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{
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Vector3<T> temp(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);
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return temp;
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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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{ return (T)(*this * *this); }
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// gets the length of this vector
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float length() const
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{ return (T)sqrt(*this * *this); }
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// normalizes this vector
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void normalize()
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{ *this/=length(); }
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// returns the normalized version of this vector
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Vector3<T> normalized() const
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{ return *this/length(); }
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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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{ *this= v * (*this * v)/(v*v); }
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// returns this vector projected onto v
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Vector3<T> projected(const Vector3<T> &v)
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{ return v * (*this * v)/(v*v); }
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// computes the angle between 2 arbitrary vectors
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static inline T angle(const Vector3<T> &v1, const Vector3<T> &v2)
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{ return (T)acosf((v1*v2) / (v1.length()*v2.length())); }
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// computes the angle between 2 arbitrary normalized vectors
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static inline T angle_normalized(const Vector3<T> &v1, const Vector3<T> &v2)
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{ return (T)acosf(v1*v2); }
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};
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// macro to make creating the ctors for derived vectors easier
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#define VECTOR3_CTORS(name, type) \
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/* trivial ctor */ \
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name() {} \
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/* down casting ctor */ \
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name(const Vector3<type> &v): Vector3<type>(v.x, v.y, v.z) {} \
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/* make x,y,z combination into a vector */ \
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name(type x0, type y0, type z0): Vector3<type>(x0, y0, z0) {}
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class Vector3i: public Vector3<int>
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{
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public:
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VECTOR3_CTORS(Vector3i, int)
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};
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class Vector3ui: public Vector3<unsigned int>
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{
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public:
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VECTOR3_CTORS(Vector3ui, unsigned int)
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};
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class Vector3l: public Vector3<long>
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{
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public:
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VECTOR3_CTORS(Vector3l, long)
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};
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class Vector3ul: public Vector3<unsigned long>
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{
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public:
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VECTOR3_CTORS(Vector3ul, unsigned long)
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};
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class Vector3f: public Vector3<float>
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{
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public:
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VECTOR3_CTORS(Vector3f, float)
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};
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#endif // VECTOR3_H
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