mirror of https://github.com/ArduPilot/ardupilot
376 lines
9.7 KiB
C++
376 lines
9.7 KiB
C++
/// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: nil -*-
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/*
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* vector3.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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#include "AP_Math.h"
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#define HALF_SQRT_2 0.70710678118654757f
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// rotate a vector by a standard rotation, attempting
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// to use the minimum number of floating point operations
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template <typename T>
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void Vector3<T>::rotate(enum Rotation rotation)
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{
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T tmp;
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switch (rotation) {
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case ROTATION_NONE:
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case ROTATION_MAX:
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return;
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case ROTATION_YAW_45: {
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tmp = HALF_SQRT_2*(x - y);
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y = HALF_SQRT_2*(x + y);
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x = tmp;
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return;
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}
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case ROTATION_YAW_90: {
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tmp = x; x = -y; y = tmp;
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return;
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}
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case ROTATION_YAW_135: {
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tmp = -HALF_SQRT_2*(x + y);
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y = HALF_SQRT_2*(x - y);
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x = tmp;
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return;
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}
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case ROTATION_YAW_180:
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x = -x; y = -y;
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return;
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case ROTATION_YAW_225: {
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tmp = HALF_SQRT_2*(y - x);
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y = -HALF_SQRT_2*(x + y);
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x = tmp;
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return;
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}
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case ROTATION_YAW_270: {
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tmp = x; x = y; y = -tmp;
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return;
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}
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case ROTATION_YAW_315: {
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tmp = HALF_SQRT_2*(x + y);
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y = HALF_SQRT_2*(y - x);
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x = tmp;
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return;
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}
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case ROTATION_ROLL_180: {
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y = -y; z = -z;
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return;
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}
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case ROTATION_ROLL_180_YAW_45: {
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tmp = HALF_SQRT_2*(x + y);
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y = HALF_SQRT_2*(x - y);
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x = tmp; z = -z;
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return;
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}
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case ROTATION_ROLL_180_YAW_90: {
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tmp = x; x = y; y = tmp; z = -z;
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return;
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}
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case ROTATION_ROLL_180_YAW_135: {
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tmp = HALF_SQRT_2*(y - x);
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y = HALF_SQRT_2*(y + x);
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x = tmp; z = -z;
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return;
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}
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case ROTATION_PITCH_180: {
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x = -x; z = -z;
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return;
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}
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case ROTATION_ROLL_180_YAW_225: {
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tmp = -HALF_SQRT_2*(x + y);
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y = HALF_SQRT_2*(y - x);
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x = tmp; z = -z;
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return;
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}
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case ROTATION_ROLL_180_YAW_270: {
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tmp = x; x = -y; y = -tmp; z = -z;
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return;
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}
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case ROTATION_ROLL_180_YAW_315: {
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tmp = HALF_SQRT_2*(x - y);
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y = -HALF_SQRT_2*(x + y);
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x = tmp; z = -z;
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return;
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}
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case ROTATION_ROLL_90: {
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tmp = z; z = y; y = -tmp;
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return;
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}
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case ROTATION_ROLL_90_YAW_45: {
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tmp = z; z = y; y = -tmp;
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tmp = HALF_SQRT_2*(x - y);
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y = HALF_SQRT_2*(x + y);
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x = tmp;
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return;
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}
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case ROTATION_ROLL_90_YAW_90: {
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tmp = z; z = y; y = -tmp;
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tmp = x; x = -y; y = tmp;
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return;
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}
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case ROTATION_ROLL_90_YAW_135: {
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tmp = z; z = y; y = -tmp;
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tmp = -HALF_SQRT_2*(x + y);
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y = HALF_SQRT_2*(x - y);
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x = tmp;
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return;
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}
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case ROTATION_ROLL_270: {
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tmp = z; z = -y; y = tmp;
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return;
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}
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case ROTATION_ROLL_270_YAW_45: {
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tmp = z; z = -y; y = tmp;
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tmp = HALF_SQRT_2*(x - y);
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y = HALF_SQRT_2*(x + y);
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x = tmp;
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return;
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}
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case ROTATION_ROLL_270_YAW_90: {
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tmp = z; z = -y; y = tmp;
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tmp = x; x = -y; y = tmp;
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return;
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}
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case ROTATION_ROLL_270_YAW_135: {
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tmp = z; z = -y; y = tmp;
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tmp = -HALF_SQRT_2*(x + y);
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y = HALF_SQRT_2*(x - y);
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x = tmp;
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return;
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}
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case ROTATION_PITCH_90: {
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tmp = z; z = -x; x = tmp;
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return;
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}
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case ROTATION_PITCH_270: {
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tmp = z; z = x; x = -tmp;
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return;
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}
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case ROTATION_PITCH_180_YAW_90: {
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z = -z;
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tmp = -x; x = -y; y = tmp;
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return;
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}
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case ROTATION_PITCH_180_YAW_270: {
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x = -x; z = -z;
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tmp = x; x = y; y = -tmp;
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return;
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}
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case ROTATION_ROLL_90_PITCH_90: {
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tmp = z; z = y; y = -tmp;
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tmp = z; z = -x; x = tmp;
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return;
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}
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case ROTATION_ROLL_180_PITCH_90: {
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y = -y; z = -z;
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tmp = z; z = -x; x = tmp;
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return;
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}
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case ROTATION_ROLL_270_PITCH_90: {
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tmp = z; z = -y; y = tmp;
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tmp = z; z = -x; x = tmp;
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return;
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}
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case ROTATION_ROLL_90_PITCH_180: {
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tmp = z; z = y; y = -tmp;
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x = -x; z = -z;
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return;
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}
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case ROTATION_ROLL_270_PITCH_180: {
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tmp = z; z = -y; y = tmp;
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x = -x; z = -z;
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return;
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}
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case ROTATION_ROLL_90_PITCH_270: {
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tmp = z; z = y; y = -tmp;
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tmp = z; z = x; x = -tmp;
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return;
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}
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case ROTATION_ROLL_180_PITCH_270: {
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y = -y; z = -z;
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tmp = z; z = x; x = -tmp;
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return;
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}
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case ROTATION_ROLL_270_PITCH_270: {
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tmp = z; z = -y; y = tmp;
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tmp = z; z = x; x = -tmp;
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return;
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}
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case ROTATION_ROLL_90_PITCH_180_YAW_90: {
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tmp = z; z = y; y = -tmp;
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x = -x; z = -z;
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tmp = x; x = -y; y = tmp;
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return;
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}
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case ROTATION_ROLL_90_YAW_270: {
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tmp = z; z = y; y = -tmp;
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tmp = x; x = y; y = -tmp;
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return;
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}
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}
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}
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// vector cross product
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template <typename T>
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Vector3<T> 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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// dot product
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template <typename T>
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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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float Vector3<T>::length(void) const
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{
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return pythagorous3(x, y, z);
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}
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template <typename T>
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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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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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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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bool Vector3<T>::is_nan(void) const
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{
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return isnan(x) || isnan(y) || isnan(z);
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}
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template <typename T>
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bool Vector3<T>::is_inf(void) const
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{
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return isinf(x) || isinf(y) || isinf(z);
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}
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template <typename T>
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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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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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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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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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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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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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template <typename T>
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bool 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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bool 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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float Vector3<T>::angle(const Vector3<T> &v2) const
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{
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return acosf(((*this)*v2) / (this->length()*v2.length()));
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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> Vector3<T>::operator *(const Matrix3<T> &m) const
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{
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return Vector3<T>(*this * m.colx(),
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*this * m.coly(),
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*this * m.colz());
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}
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// multiply a column vector by a row vector, returning a 3x3 matrix
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template <typename T>
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Matrix3<T> Vector3<T>::mul_rowcol(const Vector3<T> &v2) const
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{
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const Vector3<T> v1 = *this;
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return Matrix3<T>(v1.x * v2.x, v1.x * v2.y, v1.x * v2.z,
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v1.y * v2.x, v1.y * v2.y, v1.y * v2.z,
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v1.z * v2.x, v1.z * v2.y, v1.z * v2.z);
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}
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// only define for float
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template void Vector3<float>::rotate(enum Rotation);
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template float Vector3<float>::length(void) const;
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template Vector3<float> Vector3<float>::operator %(const Vector3<float> &v) const;
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template float Vector3<float>::operator *(const Vector3<float> &v) const;
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template Vector3<float> Vector3<float>::operator *(const Matrix3<float> &m) const;
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template Matrix3<float> Vector3<float>::mul_rowcol(const Vector3<float> &v) const;
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template Vector3<float> &Vector3<float>::operator *=(const float num);
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template Vector3<float> &Vector3<float>::operator /=(const float num);
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template Vector3<float> &Vector3<float>::operator -=(const Vector3<float> &v);
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template Vector3<float> &Vector3<float>::operator +=(const Vector3<float> &v);
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template Vector3<float> Vector3<float>::operator /(const float num) const;
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template Vector3<float> Vector3<float>::operator *(const float num) const;
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template Vector3<float> Vector3<float>::operator +(const Vector3<float> &v) const;
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template Vector3<float> Vector3<float>::operator -(const Vector3<float> &v) const;
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template Vector3<float> Vector3<float>::operator -(void) const;
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template bool Vector3<float>::operator ==(const Vector3<float> &v) const;
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template bool Vector3<float>::operator !=(const Vector3<float> &v) const;
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template bool Vector3<float>::is_nan(void) const;
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template bool Vector3<float>::is_inf(void) const;
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template float Vector3<float>::angle(const Vector3<float> &v) const;
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