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300 lines
9.4 KiB
300 lines
9.4 KiB
/* |
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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("O3") |
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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(float roll, float pitch, float yaw) |
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{ |
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const float cp = cosf(pitch); |
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const float sp = sinf(pitch); |
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const float sr = sinf(roll); |
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const float cr = cosf(roll); |
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const float sy = sinf(yaw); |
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const float 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(float *roll, float *pitch, float *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(float roll, float pitch, float yaw) |
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{ |
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const float c3 = cosf(pitch); |
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const float s3 = sinf(pitch); |
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const float s2 = sinf(roll); |
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const float c2 = cosf(roll); |
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const float s1 = sinf(yaw); |
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const float 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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Matrix3<T> temp_matrix; |
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temp_matrix.a.x = a.y * g.z - a.z * g.y; |
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temp_matrix.a.y = a.z * g.x - a.x * g.z; |
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temp_matrix.a.z = a.x * g.y - a.y * g.x; |
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temp_matrix.b.x = b.y * g.z - b.z * g.y; |
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temp_matrix.b.y = b.z * g.x - b.x * g.z; |
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temp_matrix.b.z = b.x * g.y - b.y * g.x; |
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temp_matrix.c.x = c.y * g.z - c.z * g.y; |
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temp_matrix.c.y = c.z * g.x - c.x * g.z; |
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temp_matrix.c.z = c.x * g.y - c.y * g.x; |
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(*this) += temp_matrix; |
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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 float 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, float theta) |
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{ |
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const float C = cosf(theta); |
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const float S = sinf(theta); |
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const float t = 1.0f - C; |
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const Vector3f normv = v.normalized(); |
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const float x = normv.x; |
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const float y = normv.y; |
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const float 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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// only define for float |
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template void Matrix3<float>::zero(void); |
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template void Matrix3<float>::rotate(const Vector3<float> &g); |
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template void Matrix3<float>::normalize(void); |
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template void Matrix3<float>::from_euler(float roll, float pitch, float yaw); |
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template void Matrix3<float>::to_euler(float *roll, float *pitch, float *yaw) const; |
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template void Matrix3<float>::from_rotation(enum Rotation rotation); |
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template void Matrix3<float>::from_euler312(float roll, float pitch, float yaw); |
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template void Matrix3<float>::from_axis_angle(const Vector3<float> &v, float theta); |
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template Vector3<float> Matrix3<float>::to_euler312(void) const; |
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template Vector3<float> Matrix3<float>::operator *(const Vector3<float> &v) const; |
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template Vector3<float> Matrix3<float>::mul_transpose(const Vector3<float> &v) const; |
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template Matrix3<float> Matrix3<float>::operator *(const Matrix3<float> &m) const; |
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template Matrix3<float> Matrix3<float>::transposed(void) const; |
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template float Matrix3<float>::det() const; |
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template bool Matrix3<float>::inverse(Matrix3<float>& inv) const; |
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template bool Matrix3<float>::invert(); |
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template Vector2<float> Matrix3<float>::mulXY(const Vector3<float> &v) const; |
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template void Matrix3<double>::zero(void); |
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template void Matrix3<double>::rotate(const Vector3<double> &g); |
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template void Matrix3<double>::from_euler(float roll, float pitch, float yaw); |
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template void Matrix3<double>::to_euler(float *roll, float *pitch, float *yaw) const; |
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template Vector3<double> Matrix3<double>::operator *(const Vector3<double> &v) const; |
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template Vector3<double> Matrix3<double>::mul_transpose(const Vector3<double> &v) const; |
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template Matrix3<double> Matrix3<double>::operator *(const Matrix3<double> &m) const; |
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template Matrix3<double> Matrix3<double>::transposed(void) const; |
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template double Matrix3<double>::det() const; |
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template bool Matrix3<double>::inverse(Matrix3<double>& inv) const; |
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template bool Matrix3<double>::invert(); |
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template Vector2<double> Matrix3<double>::mulXY(const Vector3<double> &v) const;
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