diff --git a/libraries/AP_Math/matrix3.cpp b/libraries/AP_Math/matrix3.cpp index d6dcd0743c..a0140b6218 100644 --- a/libraries/AP_Math/matrix3.cpp +++ b/libraries/AP_Math/matrix3.cpp @@ -25,12 +25,12 @@ template void Matrix3::from_euler(float roll, float pitch, float yaw) { - float cp = cosf(pitch); - float sp = sinf(pitch); - float sr = sinf(roll); - float cr = cosf(roll); - float sy = sinf(yaw); - float cy = cosf(yaw); + const float cp = cosf(pitch); + const float sp = sinf(pitch); + const float sr = sinf(roll); + const float cr = cosf(roll); + const float sy = sinf(yaw); + const float cy = cosf(yaw); a.x = cp * cy; a.y = (sr * sp * cy) - (cr * sy); @@ -91,12 +91,12 @@ Vector3 Matrix3::to_euler312() const template void Matrix3::from_euler312(float roll, float pitch, float yaw) { - float c3 = cosf(pitch); - float s3 = sinf(pitch); - float s2 = sinf(roll); - float c2 = cosf(roll); - float s1 = sinf(yaw); - float c1 = cosf(yaw); + const float c3 = cosf(pitch); + const float s3 = sinf(pitch); + const float s2 = sinf(roll); + const float c2 = cosf(roll); + const float s1 = sinf(yaw); + const float c1 = cosf(yaw); a.x = c1 * c3 - s1 * s2 * s3; b.y = c1 * c2; @@ -134,10 +134,10 @@ void Matrix3::rotate(const Vector3 &g) template void Matrix3::normalize(void) { - float error = a * b; - Vector3 t0 = a - (b * (0.5f * error)); - Vector3 t1 = b - (a * (0.5f * error)); - Vector3 t2 = t0 % t1; + const float error = a * b; + const Vector3 t0 = a - (b * (0.5f * error)); + const Vector3 t1 = b - (a * (0.5f * error)); + const Vector3 t2 = t0 % t1; a = t0 * (1.0f / t0.length()); b = t1 * (1.0f / t1.length()); c = t2 * (1.0f / t2.length()); @@ -204,7 +204,7 @@ T Matrix3::det() const template bool Matrix3::inverse(Matrix3& inv) const { - T d = det(); + const T d = det(); if (is_zero(d)) { return false; @@ -247,14 +247,14 @@ void Matrix3::zero(void) template void Matrix3::from_axis_angle(const Vector3 &v, float theta) { - float C = cosf(theta); - float S = sinf(theta); - float t = 1.0f - C; - Vector3f normv = v.normalized(); - float x = normv.x; - float y = normv.y; - float z = normv.z; - + const float C = cosf(theta); + const float S = sinf(theta); + const float t = 1.0f - C; + const Vector3f normv = v.normalized(); + const float x = normv.x; + const float y = normv.y; + const float z = normv.z; + a.x = t*x*x + C; a.y = t*x*y - z*S; a.z = t*x*z + y*S; diff --git a/libraries/AP_Math/quaternion.cpp b/libraries/AP_Math/quaternion.cpp index c3b1a1a9d2..2c3e71d678 100644 --- a/libraries/AP_Math/quaternion.cpp +++ b/libraries/AP_Math/quaternion.cpp @@ -23,15 +23,15 @@ // return the rotation matrix equivalent for this quaternion void Quaternion::rotation_matrix(Matrix3f &m) const { - float q3q3 = q3 * q3; - float q3q4 = q3 * q4; - float q2q2 = q2 * q2; - float q2q3 = q2 * q3; - float q2q4 = q2 * q4; - float q1q2 = q1 * q2; - float q1q3 = q1 * q3; - float q1q4 = q1 * q4; - float q4q4 = q4 * q4; + const float q3q3 = q3 * q3; + const float q3q4 = q3 * q4; + const float q2q2 = q2 * q2; + const float q2q3 = q2 * q3; + const float q2q4 = q2 * q4; + const float q1q2 = q1 * q2; + const float q1q3 = q1 * q3; + const float q1q4 = q1 * q4; + const float q4q4 = q4 * q4; m.a.x = 1.0f-2.0f*(q3q3 + q4q4); m.a.y = 2.0f*(q2q3 - q1q4); @@ -47,17 +47,17 @@ void Quaternion::rotation_matrix(Matrix3f &m) const // return the rotation matrix equivalent for this quaternion after normalization void Quaternion::rotation_matrix_norm(Matrix3f &m) const { - float q1q1 = q1 * q1; - float q1q2 = q1 * q2; - float q1q3 = q1 * q3; - float q1q4 = q1 * q4; - float q2q2 = q2 * q2; - float q2q3 = q2 * q3; - float q2q4 = q2 * q4; - float q3q3 = q3 * q3; - float q3q4 = q3 * q4; - float q4q4 = q4 * q4; - float invs = 1.0f / (q1q1 + q2q2 + q3q3 + q4q4); + const float q1q1 = q1 * q1; + const float q1q2 = q1 * q2; + const float q1q3 = q1 * q3; + const float q1q4 = q1 * q4; + const float q2q2 = q2 * q2; + const float q2q3 = q2 * q3; + const float q2q4 = q2 * q4; + const float q3q3 = q3 * q3; + const float q3q4 = q3 * q4; + const float q4q4 = q4 * q4; + const float invs = 1.0f / (q1q1 + q2q2 + q3q3 + q4q4); m.a.x = ( q2q2 - q3q3 - q4q4 + q1q1)*invs; m.a.y = 2.0f*(q2q3 - q1q4)*invs; @@ -89,28 +89,28 @@ void Quaternion::from_rotation_matrix(const Matrix3f &m) float &qy = q3; float &qz = q4; - float tr = m00 + m11 + m22; + const float tr = m00 + m11 + m22; if (tr > 0) { - float S = sqrtf(tr+1) * 2; + const float S = sqrtf(tr+1) * 2; qw = 0.25f * S; qx = (m21 - m12) / S; qy = (m02 - m20) / S; qz = (m10 - m01) / S; } else if ((m00 > m11) && (m00 > m22)) { - float S = sqrtf(1.0f + m00 - m11 - m22) * 2.0f; + const float S = sqrtf(1.0f + m00 - m11 - m22) * 2.0f; qw = (m21 - m12) / S; qx = 0.25f * S; qy = (m01 + m10) / S; qz = (m02 + m20) / S; } else if (m11 > m22) { - float S = sqrtf(1.0f + m11 - m00 - m22) * 2.0f; + const float S = sqrtf(1.0f + m11 - m00 - m22) * 2.0f; qw = (m02 - m20) / S; qx = (m01 + m10) / S; qy = 0.25f * S; qz = (m12 + m21) / S; } else { - float S = sqrtf(1.0f + m22 - m00 - m11) * 2.0f; + const float S = sqrtf(1.0f + m22 - m00 - m11) * 2.0f; qw = (m10 - m01) / S; qx = (m02 + m20) / S; qy = (m12 + m21) / S; @@ -129,12 +129,12 @@ void Quaternion::earth_to_body(Vector3f &v) const // create a quaternion from Euler angles void Quaternion::from_euler(float roll, float pitch, float yaw) { - float cr2 = cosf(roll*0.5f); - float cp2 = cosf(pitch*0.5f); - float cy2 = cosf(yaw*0.5f); - float sr2 = sinf(roll*0.5f); - float sp2 = sinf(pitch*0.5f); - float sy2 = sinf(yaw*0.5f); + const float cr2 = cosf(roll*0.5f); + const float cp2 = cosf(pitch*0.5f); + const float cy2 = cosf(yaw*0.5f); + const float sr2 = sinf(roll*0.5f); + const float sp2 = sinf(pitch*0.5f); + const float sy2 = sinf(yaw*0.5f); q1 = cr2*cp2*cy2 + sr2*sp2*sy2; q2 = sr2*cp2*cy2 - cr2*sp2*sy2; @@ -153,7 +153,7 @@ void Quaternion::from_vector312(float roll ,float pitch, float yaw) void Quaternion::from_axis_angle(Vector3f v) { - float theta = v.length(); + const float theta = v.length(); if (is_zero(theta)) { q1 = 1.0f; q2=q3=q4=0.0f; @@ -171,7 +171,7 @@ void Quaternion::from_axis_angle(const Vector3f &axis, float theta) q2=q3=q4=0.0f; return; } - float st2 = sinf(theta/2.0f); + const float st2 = sinf(theta/2.0f); q1 = cosf(theta/2.0f); q2 = axis.x * st2; @@ -188,7 +188,7 @@ void Quaternion::rotate(const Vector3f &v) void Quaternion::to_axis_angle(Vector3f &v) { - float l = sqrtf(sq(q2)+sq(q3)+sq(q4)); + const float l = sqrtf(sq(q2)+sq(q3)+sq(q4)); v = Vector3f(q2,q3,q4); if (!is_zero(l)) { v /= l; @@ -198,7 +198,7 @@ void Quaternion::to_axis_angle(Vector3f &v) void Quaternion::from_axis_angle_fast(Vector3f v) { - float theta = v.length(); + const float theta = v.length(); if (is_zero(theta)) { q1 = 1.0f; q2=q3=q4=0.0f; @@ -210,9 +210,9 @@ void Quaternion::from_axis_angle_fast(Vector3f v) void Quaternion::from_axis_angle_fast(const Vector3f &axis, float theta) { - float t2 = theta/2.0f; - float sqt2 = sq(t2); - float st2 = t2-sqt2*t2/6.0f; + const float t2 = theta/2.0f; + const float sqt2 = sq(t2); + const float st2 = t2-sqt2*t2/6.0f; q1 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; q2 = axis.x * st2; @@ -222,26 +222,26 @@ void Quaternion::from_axis_angle_fast(const Vector3f &axis, float theta) void Quaternion::rotate_fast(const Vector3f &v) { - float theta = v.length(); + const float theta = v.length(); if (is_zero(theta)) { return; } - float t2 = theta/2.0f; - float sqt2 = sq(t2); + const float t2 = theta/2.0f; + const float sqt2 = sq(t2); float st2 = t2-sqt2*t2/6.0f; st2 /= theta; //"rotation quaternion" - float w2 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; - float x2 = v.x * st2; - float y2 = v.y * st2; - float z2 = v.z * st2; + const float w2 = 1.0f-(sqt2/2.0f)+sq(sqt2)/24.0f; + const float x2 = v.x * st2; + const float y2 = v.y * st2; + const float z2 = v.z * st2; //copy our quaternion - float w1 = q1; - float x1 = q2; - float y1 = q3; - float z1 = q4; + const float w1 = q1; + const float x1 = q2; + const float y1 = q3; + const float z1 = q4; //do the multiply into our quaternion q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; @@ -296,9 +296,9 @@ Quaternion Quaternion::inverse(void) const void Quaternion::normalize(void) { - float quatMag = length(); + const float quatMag = length(); if (!is_zero(quatMag)) { - float quatMagInv = 1.0f/quatMag; + const float quatMagInv = 1.0f/quatMag; q1 *= quatMagInv; q2 *= quatMagInv; q3 *= quatMagInv; @@ -314,10 +314,10 @@ Quaternion Quaternion::operator*(const Quaternion &v) const const float &y1 = q3; const float &z1 = q4; - float w2 = v.q1; - float x2 = v.q2; - float y2 = v.q3; - float z2 = v.q4; + const float w2 = v.q1; + const float x2 = v.q2; + const float y2 = v.q3; + const float z2 = v.q4; ret.q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; ret.q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; @@ -329,15 +329,15 @@ Quaternion Quaternion::operator*(const Quaternion &v) const Quaternion &Quaternion::operator*=(const Quaternion &v) { - float w1 = q1; - float x1 = q2; - float y1 = q3; - float z1 = q4; + const float w1 = q1; + const float x1 = q2; + const float y1 = q3; + const float z1 = q4; - float w2 = v.q1; - float x2 = v.q2; - float y2 = v.q3; - float z2 = v.q4; + const float w2 = v.q1; + const float x2 = v.q2; + const float y2 = v.q3; + const float z2 = v.q4; q1 = w1*w2 - x1*x2 - y1*y2 - z1*z2; q2 = w1*x2 + x1*w2 + y1*z2 - z1*y2; @@ -355,10 +355,10 @@ Quaternion Quaternion::operator/(const Quaternion &v) const const float &quat2 = q3; const float &quat3 = q4; - float rquat0 = v.q1; - float rquat1 = v.q2; - float rquat2 = v.q3; - float rquat3 = v.q4; + const float rquat0 = v.q1; + const float rquat1 = v.q2; + const float rquat2 = v.q3; + const float rquat3 = v.q4; ret.q1 = (rquat0*quat0 + rquat1*quat1 + rquat2*quat2 + rquat3*quat3); ret.q2 = (rquat0*quat1 - rquat1*quat0 - rquat2*quat3 + rquat3*quat2); diff --git a/libraries/AP_Math/spline5.cpp b/libraries/AP_Math/spline5.cpp index 89fa6786d0..fbc8829df5 100644 --- a/libraries/AP_Math/spline5.cpp +++ b/libraries/AP_Math/spline5.cpp @@ -50,7 +50,7 @@ void splinterp5(const float x[5], float out[4][4]) } else if (p > -0.01f && p < 0.0f) { p = -0.01f; } - float p_inv = 1.0f / p; + const float p_inv = 1.0f / p; z[i] = -0.5f * p_inv; u[i] = x[i+1] + x[i-1] - 2.0f * x[i]; u[i] = (3.0f * u[i] - 0.5f * u[i-1]) * p_inv; diff --git a/libraries/AP_Math/vector2.cpp b/libraries/AP_Math/vector2.cpp index 5106b65002..39f720dcc9 100644 --- a/libraries/AP_Math/vector2.cpp +++ b/libraries/AP_Math/vector2.cpp @@ -126,11 +126,11 @@ bool Vector2::operator !=(const Vector2 &v) const template float Vector2::angle(const Vector2 &v2) const { - float len = this->length() * v2.length(); + const float len = this->length() * v2.length(); if (len <= 0) { return 0.0f; } - float cosv = ((*this)*v2) / len; + const float cosv = ((*this)*v2) / len; if (cosv >= 1) { return 0.0f; } @@ -158,8 +158,8 @@ bool Vector2::segment_intersection(const Vector2& seg1_start, const Vector } else { // t = (q - p) * s / (r * s) // u = (q - p) * r / (r * s) - float t = (ss2_ss1 % r2) / r1xr2; - float u = q_pxr / r1xr2; + const float t = (ss2_ss1 % r2) / r1xr2; + const float u = q_pxr / r1xr2; if ((u >= 0) && (u <= 1) && (t >= 0) && (t <= 1)) { // lines intersect // t can be any non-negative value because (p, p + r) is a ray diff --git a/libraries/AP_Math/vector2.h b/libraries/AP_Math/vector2.h index 9276419b5b..7067cb4e5a 100644 --- a/libraries/AP_Math/vector2.h +++ b/libraries/AP_Math/vector2.h @@ -154,7 +154,7 @@ struct Vector2 // reflects this vector about n void reflect(const Vector2 &n) { - Vector2 orig(*this); + const Vector2 orig(*this); project(n); *this= *this*2 - orig; } @@ -175,10 +175,10 @@ struct Vector2 // perpendicular to v1 maximising distance from p1 static Vector2 perpendicular(const Vector2 &pos_delta, const Vector2 &v1) { - Vector2 perpendicular1 = Vector2(-v1[1], v1[0]); - Vector2 perpendicular2 = Vector2(v1[1], -v1[0]); - T d1 = perpendicular1 * pos_delta; - T d2 = perpendicular2 * pos_delta; + const Vector2 perpendicular1 = Vector2(-v1[1], v1[0]); + const Vector2 perpendicular2 = Vector2(v1[1], -v1[0]); + const T d1 = perpendicular1 * pos_delta; + const T d2 = perpendicular2 * pos_delta; if (d1 > d2) { return perpendicular1; } diff --git a/libraries/AP_Math/vector3.cpp b/libraries/AP_Math/vector3.cpp index 199886089d..02ad46e12d 100644 --- a/libraries/AP_Math/vector3.cpp +++ b/libraries/AP_Math/vector3.cpp @@ -375,11 +375,11 @@ bool Vector3::operator !=(const Vector3 &v) const template float Vector3::angle(const Vector3 &v2) const { - float len = this->length() * v2.length(); + const float len = this->length() * v2.length(); if (len <= 0) { return 0.0f; } - float cosv = ((*this)*v2) / len; + const float cosv = ((*this)*v2) / len; if (fabsf(cosv) >= 1) { return 0.0f; } @@ -410,9 +410,9 @@ template float Vector3::distance_to_segment(const Vector3 &seg_start, const Vector3 &seg_end) const { // triangle side lengths - float a = (*this-seg_start).length(); - float b = (seg_start-seg_end).length(); - float c = (seg_end-*this).length(); + const float a = (*this-seg_start).length(); + const float b = (seg_start-seg_end).length(); + const float c = (seg_end-*this).length(); // protect against divide by zero later if (::is_zero(b)) { @@ -420,14 +420,14 @@ float Vector3::distance_to_segment(const Vector3 &seg_start, const Vector3 } // semiperimeter of triangle - float s = (a+b+c) * 0.5f; + const float s = (a+b+c) * 0.5f; float area_squared = s*(s-a)*(s-b)*(s-c); // area must be constrained above 0 because a triangle could have 3 points could be on a line and float rounding could push this under 0 if (area_squared < 0.0f) { area_squared = 0.0f; } - float area = safe_sqrt(area_squared); + const float area = safe_sqrt(area_squared); return 2.0f*area/b; } diff --git a/libraries/AP_Math/vector3.h b/libraries/AP_Math/vector3.h index 9e5ac2075b..96ed858558 100644 --- a/libraries/AP_Math/vector3.h +++ b/libraries/AP_Math/vector3.h @@ -218,9 +218,9 @@ public: // distance from the tip of this vector to another vector squared (so as to avoid the sqrt calculation) float distance_squared(const Vector3 &v) const { - float dist_x = x-v.x; - float dist_y = y-v.y; - float dist_z = z-v.z; + const float dist_x = x-v.x; + const float dist_y = y-v.y; + const float dist_z = z-v.z; return (dist_x*dist_x + dist_y*dist_y + dist_z*dist_z); } @@ -233,11 +233,11 @@ public: // zero vector - that should be checked for. static Vector3 perpendicular(const Vector3 &p1, const Vector3 &v1) { - T d = p1 * v1; + const T d = p1 * v1; if (fabsf(d) < FLT_EPSILON) { return p1; } - Vector3 parallel = (v1 * d) / v1.length_squared(); + const Vector3 parallel = (v1 * d) / v1.length_squared(); Vector3 perpendicular = p1 - parallel; return perpendicular;