mirror of https://github.com/ArduPilot/ardupilot
266 lines
7.2 KiB
C++
266 lines
7.2 KiB
C++
/*
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* matrix3.cpp
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* Copyright (C) Andrew Tridgell 2012
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*
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* This file is free software: you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This file is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma GCC optimize("O2")
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#include "AP_Math.h"
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// create a rotation matrix given some euler angles
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// this is based on http://gentlenav.googlecode.com/files/EulerAngles.pdf
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template <typename T>
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void Matrix3<T>::from_euler(T roll, T pitch, T yaw)
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{
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const T cp = cosF(pitch);
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const T sp = sinF(pitch);
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const T sr = sinF(roll);
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const T cr = cosF(roll);
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const T sy = sinF(yaw);
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const T cy = cosF(yaw);
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a.x = cp * cy;
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a.y = (sr * sp * cy) - (cr * sy);
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a.z = (cr * sp * cy) + (sr * sy);
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b.x = cp * sy;
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b.y = (sr * sp * sy) + (cr * cy);
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b.z = (cr * sp * sy) - (sr * cy);
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c.x = -sp;
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c.y = sr * cp;
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c.z = cr * cp;
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}
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// calculate euler angles from a rotation matrix
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// this is based on http://gentlenav.googlecode.com/files/EulerAngles.pdf
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template <typename T>
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void Matrix3<T>::to_euler(T *roll, T *pitch, T *yaw) const
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{
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if (pitch != nullptr) {
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*pitch = -safe_asin(c.x);
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}
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if (roll != nullptr) {
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*roll = atan2f(c.y, c.z);
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}
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if (yaw != nullptr) {
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*yaw = atan2f(b.x, a.x);
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}
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}
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template <typename T>
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void Matrix3<T>::from_rotation(enum Rotation rotation)
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{
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(*this).a = {1,0,0};
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(*this).b = {0,1,0};
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(*this).c = {0,0,1};
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(*this).a.rotate(rotation);
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(*this).b.rotate(rotation);
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(*this).c.rotate(rotation);
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(*this).transpose();
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}
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/*
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calculate Euler angles (312 convention) for the matrix.
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See http://www.atacolorado.com/eulersequences.doc
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vector is returned in r, p, y order
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*/
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template <typename T>
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Vector3<T> Matrix3<T>::to_euler312() const
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{
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return Vector3<T>(asinF(c.y),
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atan2f(-c.x, c.z),
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atan2f(-a.y, b.y));
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}
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/*
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fill the matrix from Euler angles in radians in 312 convention
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*/
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template <typename T>
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void Matrix3<T>::from_euler312(T roll, T pitch, T yaw)
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{
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const T c3 = cosF(pitch);
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const T s3 = sinF(pitch);
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const T s2 = sinF(roll);
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const T c2 = cosF(roll);
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const T s1 = sinF(yaw);
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const T c1 = cosF(yaw);
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a.x = c1 * c3 - s1 * s2 * s3;
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b.y = c1 * c2;
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c.z = c3 * c2;
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a.y = -c2*s1;
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a.z = s3*c1 + c3*s2*s1;
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b.x = c3*s1 + s3*s2*c1;
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b.z = s1*s3 - s2*c1*c3;
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c.x = -s3*c2;
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c.y = s2;
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}
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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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template <typename T>
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void Matrix3<T>::rotate(const Vector3<T> &g)
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{
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(*this) += Matrix3<T>{
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a.y * g.z - a.z * g.y, a.z * g.x - a.x * g.z, a.x * g.y - a.y * g.x,
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b.y * g.z - b.z * g.y, b.z * g.x - b.x * g.z, b.x * g.y - b.y * g.x,
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c.y * g.z - c.z * g.y, c.z * g.x - c.x * g.z, c.x * g.y - c.y * g.x
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};
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}
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/*
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re-normalise a rotation matrix
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*/
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template <typename T>
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void Matrix3<T>::normalize(void)
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{
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const T error = a * b;
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const Vector3<T> t0 = a - (b * (0.5f * error));
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const Vector3<T> t1 = b - (a * (0.5f * error));
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const Vector3<T> t2 = t0 % t1;
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a = t0 * (1.0f / t0.length());
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b = t1 * (1.0f / t1.length());
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c = t2 * (1.0f / t2.length());
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}
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// multiplication by a vector
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template <typename T>
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Vector3<T> Matrix3<T>::operator *(const Vector3<T> &v) const
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{
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return Vector3<T>(a.x * v.x + a.y * v.y + a.z * v.z,
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b.x * v.x + b.y * v.y + b.z * v.z,
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c.x * v.x + c.y * v.y + c.z * v.z);
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}
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// multiplication by a vector, extracting only the xy components
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template <typename T>
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Vector2<T> Matrix3<T>::mulXY(const Vector3<T> &v) const
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{
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return Vector2<T>(a.x * v.x + a.y * v.y + a.z * v.z,
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b.x * v.x + b.y * v.y + b.z * v.z);
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}
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// multiplication of transpose by a vector
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template <typename T>
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Vector3<T> Matrix3<T>::mul_transpose(const Vector3<T> &v) const
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{
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return Vector3<T>(a.x * v.x + b.x * v.y + c.x * v.z,
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a.y * v.x + b.y * v.y + c.y * v.z,
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a.z * v.x + b.z * v.y + c.z * v.z);
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}
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// multiplication by another Matrix3<T>
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template <typename T>
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Matrix3<T> Matrix3<T>::operator *(const Matrix3<T> &m) const
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{
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Matrix3<T> temp (Vector3<T>(a.x * m.a.x + a.y * m.b.x + a.z * m.c.x,
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a.x * m.a.y + a.y * m.b.y + a.z * m.c.y,
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a.x * m.a.z + a.y * m.b.z + a.z * m.c.z),
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Vector3<T>(b.x * m.a.x + b.y * m.b.x + b.z * m.c.x,
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b.x * m.a.y + b.y * m.b.y + b.z * m.c.y,
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b.x * m.a.z + b.y * m.b.z + b.z * m.c.z),
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Vector3<T>(c.x * m.a.x + c.y * m.b.x + c.z * m.c.x,
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c.x * m.a.y + c.y * m.b.y + c.z * m.c.y,
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c.x * m.a.z + c.y * m.b.z + c.z * m.c.z));
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return temp;
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}
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template <typename T>
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Matrix3<T> Matrix3<T>::transposed(void) const
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{
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return Matrix3<T>(Vector3<T>(a.x, b.x, c.x),
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Vector3<T>(a.y, b.y, c.y),
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Vector3<T>(a.z, b.z, c.z));
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}
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template <typename T>
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T Matrix3<T>::det() const
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{
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return a.x * (b.y * c.z - b.z * c.y) +
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a.y * (b.z * c.x - b.x * c.z) +
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a.z * (b.x * c.y - b.y * c.x);
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}
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template <typename T>
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bool Matrix3<T>::inverse(Matrix3<T>& inv) const
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{
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const T d = det();
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if (is_zero(d)) {
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return false;
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}
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inv.a.x = (b.y * c.z - c.y * b.z) / d;
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inv.a.y = (a.z * c.y - a.y * c.z) / d;
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inv.a.z = (a.y * b.z - a.z * b.y) / d;
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inv.b.x = (b.z * c.x - b.x * c.z) / d;
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inv.b.y = (a.x * c.z - a.z * c.x) / d;
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inv.b.z = (b.x * a.z - a.x * b.z) / d;
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inv.c.x = (b.x * c.y - c.x * b.y) / d;
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inv.c.y = (c.x * a.y - a.x * c.y) / d;
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inv.c.z = (a.x * b.y - b.x * a.y) / d;
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return true;
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}
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template <typename T>
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bool Matrix3<T>::invert()
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{
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Matrix3<T> inv;
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bool success = inverse(inv);
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if (success) {
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*this = inv;
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}
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return success;
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}
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template <typename T>
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void Matrix3<T>::zero(void)
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{
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a.x = a.y = a.z = 0;
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b.x = b.y = b.z = 0;
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c.x = c.y = c.z = 0;
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}
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// create rotation matrix for rotation about the vector v by angle theta
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// See: http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToMatrix/
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template <typename T>
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void Matrix3<T>::from_axis_angle(const Vector3<T> &v, T theta)
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{
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const T C = cosF(theta);
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const T S = sinF(theta);
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const T t = 1.0f - C;
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const Vector3<T> normv = v.normalized();
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const T x = normv.x;
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const T y = normv.y;
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const T z = normv.z;
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a.x = t*x*x + C;
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a.y = t*x*y - z*S;
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a.z = t*x*z + y*S;
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b.x = t*x*y + z*S;
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b.y = t*y*y + C;
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b.z = t*y*z - x*S;
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c.x = t*x*z - y*S;
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c.y = t*y*z + x*S;
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c.z = t*z*z + C;
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}
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// define for float and double
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template class Matrix3<float>;
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template class Matrix3<double>;
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