mirror of https://github.com/ArduPilot/ardupilot
231 lines
6.1 KiB
C++
231 lines
6.1 KiB
C++
// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*-
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/*
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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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// Inspired by:
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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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*/
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//
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// 3x3 matrix implementation.
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//
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// Note that the matrix is organised in row-normal form (the same as
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// applies to array indexing).
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//
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// In addition to the template, this header defines the following types:
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//
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// Matrix3i 3x3 matrix of signed integers
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// Matrix3ui 3x3 matrix of unsigned integers
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// Matrix3l 3x3 matrix of signed longs
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// Matrix3ul 3x3 matrix of unsigned longs
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// Matrix3f 3x3 matrix of signed floats
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//
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#ifndef MATRIX3_H
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#define MATRIX3_H
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#include "vector3.h"
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// 3x3 matrix with elements of type T
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template <typename T>
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class Matrix3 {
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public:
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// Vectors comprising the rows of the matrix
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Vector3<T> a, b, c;
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// trivial ctor
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// note that the Vector3 ctor will zero the vector elements
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Matrix3<T>() {
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}
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// setting ctor
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Matrix3<T>(const Vector3<T> a0, const Vector3<T> b0, const Vector3<T> c0) : a(a0), b(b0), c(c0) {
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}
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// setting ctor
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Matrix3<T>(const T ax, const T ay, const T az, const T bx, const T by, const T bz, const T cx, const T cy, const T cz) : a(ax,ay,az), b(bx,by,bz), c(cx,cy,cz) {
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}
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// function call operator
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void operator () (const Vector3<T> a0, const Vector3<T> b0, const Vector3<T> c0)
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{
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a = a0; b = b0; c = c0;
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}
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// test for equality
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bool operator == (const Matrix3<T> &m)
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{
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return (a==m.a && b==m.b && c==m.c);
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}
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// test for inequality
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bool operator != (const Matrix3<T> &m)
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{
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return (a!=m.a || b!=m.b || c!=m.c);
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}
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// negation
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Matrix3<T> operator - (void) const
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{
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return Matrix3<T>(-a,-b,-c);
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}
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// addition
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Matrix3<T> operator + (const Matrix3<T> &m) const
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{
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return Matrix3<T>(a+m.a, b+m.b, c+m.c);
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}
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Matrix3<T> &operator += (const Matrix3<T> &m)
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{
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return *this = *this + m;
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}
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// subtraction
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Matrix3<T> operator - (const Matrix3<T> &m) const
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{
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return Matrix3<T>(a-m.a, b-m.b, c-m.c);
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}
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Matrix3<T> &operator -= (const Matrix3<T> &m)
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{
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return *this = *this - m;
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}
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// uniform scaling
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Matrix3<T> operator * (const T num) const
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{
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return Matrix3<T>(a*num, b*num, c*num);
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}
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Matrix3<T> &operator *= (const T num)
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{
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return *this = *this * num;
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}
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Matrix3<T> operator / (const T num) const
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{
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return Matrix3<T>(a/num, b/num, c/num);
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}
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Matrix3<T> &operator /= (const T num)
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{
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return *this = *this / num;
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}
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// allow a Matrix3 to be used as an array of vectors, 0 indexed
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Vector3<T> & operator[](uint8_t i) {
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Vector3<T> *_v = &a;
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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 Vector3<T> & operator[](uint8_t i) const {
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const Vector3<T> *_v = &a;
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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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// multiplication by a vector
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Vector3<T> operator *(const Vector3<T> &v) const;
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// multiplication of transpose by a vector
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Vector3<T> mul_transpose(const Vector3<T> &v) const;
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// multiplication by a vector giving a Vector2 result (XY components)
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Vector2<T> mulXY(const Vector3<T> &v) const;
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// extract x column
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Vector3<T> colx(void) const
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{
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return Vector3f(a.x, b.x, c.x);
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}
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// extract y column
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Vector3<T> coly(void) const
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{
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return Vector3f(a.y, b.y, c.y);
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}
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// extract z column
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Vector3<T> colz(void) const
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{
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return Vector3f(a.z, b.z, c.z);
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}
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// multiplication by another Matrix3<T>
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Matrix3<T> operator *(const Matrix3<T> &m) const;
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Matrix3<T> &operator *=(const Matrix3<T> &m)
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{
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return *this = *this * m;
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}
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// transpose the matrix
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Matrix3<T> transposed(void) const;
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void transpose(void)
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{
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*this = transposed();
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}
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// zero the matrix
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void zero(void);
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// setup the identity matrix
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void identity(void) {
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a.x = b.y = c.z = 1;
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a.y = a.z = 0;
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b.x = b.z = 0;
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c.x = c.y = 0;
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}
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// check if any elements are NAN
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bool is_nan(void)
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{
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return a.is_nan() || b.is_nan() || c.is_nan();
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}
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// create a rotation matrix from Euler angles
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void from_euler(float roll, float pitch, float yaw);
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// create eulers from a rotation matrix
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void to_euler(float *roll, float *pitch, float *yaw);
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// apply an additional rotation from a body frame gyro vector
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// to a rotation matrix.
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void rotate(const Vector3<T> &g);
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// apply an additional rotation from a body frame gyro vector
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// to a rotation matrix but only use X, Y elements from gyro vector
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void rotateXY(const Vector3<T> &g);
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// apply an additional inverse rotation to a rotation matrix but
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// only use X, Y elements from rotation vector
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void rotateXYinv(const Vector3<T> &g);
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};
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typedef Matrix3<int16_t> Matrix3i;
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typedef Matrix3<uint16_t> Matrix3ui;
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typedef Matrix3<int32_t> Matrix3l;
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typedef Matrix3<uint32_t> Matrix3ul;
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typedef Matrix3<float> Matrix3f;
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#endif // MATRIX3_H
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