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-/****************************************************************************
- *
- * Copyright (C) 2013 PX4 Development Team. All rights reserved.
- * Author: Will Perone <will.perone@gmail.com>
- * Anton Babushkin <anton.babushkin@me.com>
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions
- * are met:
- *
- * 1. Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * 2. Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in
- * the documentation and/or other materials provided with the
- * distribution.
- * 3. Neither the name PX4 nor the names of its contributors may be
- * used to endorse or promote products derived from this software
- * without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
- * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
- * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
- * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
- * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
- * OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
- * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
- * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
- * ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *
- ****************************************************************************/
-
-/**
- * @file Matrix3.hpp
- *
- * 3x3 Matrix
- */
-
-#ifndef MATRIX3_HPP
-#define MATRIX3_HPP
-
-#include "Vector3.hpp"
-#include "../CMSIS/Include/arm_math.h"
-
-namespace math
-{
-
-// 3x3 matrix with elements of type T
-template <typename T>
-class Matrix3 {
-public:
- /**
- * matrix data[row][col]
- */
- T data[3][3];
-
- /**
- * struct for using arm_math functions
- */
- arm_matrix_instance_f32 arm_mat;
-
- /**
- * trivial ctor
- * note that this ctor will not initialize elements
- */
- Matrix3<T>() {
- arm_mat = {3, 3, &data[0][0]};
- }
-
- /**
- * setting ctor
- */
- Matrix3<T>(const T d[3][3]) {
- arm_mat = {3, 3, &data[0][0]};
- memcpy(data, d, sizeof(data));
- }
-
- /**
- * setting ctor
- */
- 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) {
- arm_mat = {3, 3, &data[0][0]};
- data[0][0] = ax;
- data[0][1] = ay;
- data[0][2] = az;
- data[1][0] = bx;
- data[1][1] = by;
- data[1][2] = bz;
- data[2][0] = cx;
- data[2][1] = cy;
- data[2][2] = cz;
- }
-
- /**
- * casting from a vector3f to a matrix is the tilde operator
- */
- Matrix3<T>(const Vector3<T> &v) {
- arm_mat = {3, 3, &data[0][0]};
- data[0][0] = 0;
- data[0][1] = -v.z;
- data[0][2] = v.y;
- data[1][0] = v.z;
- data[1][1] = 0;
- data[1][2] = -v.x;
- data[2][0] = -v.y;
- data[2][1] = v.x;
- data[2][2] = 0;
- }
-
- /**
- * access by index
- */
- inline T &operator ()(unsigned int row, unsigned int col) {
- return data[row][col];
- }
-
- /**
- * access to elements by index
- */
- inline const T &operator ()(unsigned int row, unsigned int col) const {
- return data[row][col];
- }
-
- /**
- * set to value
- */
- const Matrix3<T> &operator =(const Matrix3<T> &m) {
- memcpy(data, m.data, sizeof(data));
- return *this;
- }
-
- /**
- * test for equality
- */
- bool operator ==(const Matrix3<T> &m) {
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- if (data[i][j] != m(i, j))
- return false;
- return true;
- }
-
- /**
- * test for inequality
- */
- bool operator !=(const Matrix3<T> &m) {
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- if (data[i][j] != m(i, j))
- return true;
- return false;
- }
-
- /**
- * negation
- */
- Matrix3<T> operator -(void) const {
- Matrix3<T> res;
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- res[i][j] = -data[i][j];
- return res;
- }
-
- /**
- * addition
- */
- Matrix3<T> operator +(const Matrix3<T> &m) const {
- Matrix3<T> res;
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- res[i][j] = data[i][j] + m(i, j);
- return res;
- }
-
- Matrix3<T> &operator +=(const Matrix3<T> &m) {
- return *this = *this + m;
- }
-
- /**
- * subtraction
- */
- Matrix3<T> operator -(const Matrix3<T> &m) const {
- Matrix3<T> res;
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- res[i][j] = data[i][j] - m(i, j);
- return res;
- }
-
- Matrix3<T> &operator -=(const Matrix3<T> &m) {
- return *this = *this - m;
- }
-
- /**
- * uniform scaling
- */
- Matrix3<T> operator *(const T num) const {
- Matrix3<T> res;
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- res[i][j] = data[i][j] * num;
- return res;
- }
-
- Matrix3<T> &operator *=(const T num) {
- return *this = *this * num;
- }
-
- Matrix3<T> operator /(const T num) const {
- Matrix3<T> res;
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- res[i][j] = data[i][j] / num;
- return res;
- }
-
- Matrix3<T> &operator /=(const T num) {
- return *this = *this / num;
- }
-
- /**
- * multiplication by a vector
- */
- Vector3<T> operator *(const Vector3<T> &v) const {
- return Vector3<T>(
- data[0][0] * v.x + data[0][1] * v.y + data[0][2] * v.z,
- data[1][0] * v.x + data[1][1] * v.y + data[1][2] * v.z,
- data[2][0] * v.x + data[2][1] * v.y + data[2][2] * v.z);
- }
-
- /**
- * multiplication of transpose by a vector
- */
- Vector3<T> mul_transpose(const Vector3<T> &v) const {
- return Vector3<T>(
- data[0][0] * v.x + data[1][0] * v.y + data[2][0] * v.z,
- data[0][1] * v.x + data[1][1] * v.y + data[2][1] * v.z,
- data[0][2] * v.x + data[1][2] * v.y + data[2][2] * v.z);
- }
-
- /**
- * multiplication by another matrix
- */
- Matrix3<T> operator *(const Matrix3<T> &m) const {
-#if defined(CONFIG_ARCH_CORTEXM4) && defined(CONFIG_ARCH_FPU)
- Matrix3<T> res;
- arm_mat_mult_f32(&arm_mat, &m.arm_mat, &res.arm_mat);
- return res;
-#else
- return Matrix3<T>(data[0][0] * m(0, 0) + data[0][1] * m(1, 0) + data[0][2] * m(2, 0),
- data[0][0] * m(0, 1) + data[0][1] * m(1, 1) + data[0][2] * m(2, 1),
- data[0][0] * m(0, 2) + data[0][1] * m(1, 2) + data[0][2] * m(2, 2),
- data[1][0] * m(0, 0) + data[1][1] * m(1, 0) + data[1][2] * m(2, 0),
- data[1][0] * m(0, 1) + data[1][1] * m(1, 1) + data[1][2] * m(2, 1),
- data[1][0] * m(0, 2) + data[1][1] * m(1, 2) + data[1][2] * m(2, 2),
- data[2][0] * m(0, 0) + data[2][1] * m(1, 0) + data[2][2] * m(2, 0),
- data[2][0] * m(0, 1) + data[2][1] * m(1, 1) + data[2][2] * m(2, 1),
- data[2][0] * m(0, 2) + data[2][1] * m(1, 2) + data[2][2] * m(2, 2));
-#endif
- }
-
- Matrix3<T> &operator *=(const Matrix3<T> &m) {
- return *this = *this * m;
- }
-
- /**
- * transpose the matrix
- */
- Matrix3<T> transposed(void) const {
-#if defined(CONFIG_ARCH_CORTEXM4) && defined(CONFIG_ARCH_FPU) && T == float
- Matrix3<T> res;
- arm_mat_trans_f32(&arm_mat, &res.arm_mat);
- return res;
-#else
- return Matrix3<T>(data[0][0], data[1][0], data[2][0],
- data[0][1], data[1][1], data[2][1],
- data[0][2], data[1][2], data[2][2]);
-#endif
- }
-
- /**
- * inverse the matrix
- */
- Matrix3<T> inversed(void) const {
- Matrix3<T> res;
- arm_mat_inverse_f32(&arm_mat, &res.arm_mat);
- return res;
- }
-
- /**
- * zero the matrix
- */
- void zero(void) {
- memset(data, 0, sizeof(data));
- }
-
- /**
- * setup the identity matrix
- */
- void identity(void) {
- memset(data, 0, sizeof(data));
- data[0][0] = 1;
- data[1][1] = 1;
- data[2][2] = 1;
- }
-
- /**
- * check if any elements are NAN
- */
- bool is_nan(void) {
- for (int i = 0; i < 3; i++)
- for (int j = 0; j < 3; j++)
- if (isnan(data[i][j]))
- return true;
- return false;
- }
-
- /**
- * create a rotation matrix from given euler angles
- * based on http://gentlenav.googlecode.com/files/EulerAngles.pdf
- */
- void from_euler(T roll, T pitch, T yaw) {
- T cp = (T)cosf(pitch);
- T sp = (T)sinf(pitch);
- T sr = (T)sinf(roll);
- T cr = (T)cosf(roll);
- T sy = (T)sinf(yaw);
- T cy = (T)cosf(yaw);
-
- data[0][0] = cp * cy;
- data[0][1] = (sr * sp * cy) - (cr * sy);
- data[0][2] = (cr * sp * cy) + (sr * sy);
- data[1][0] = cp * sy;
- data[1][1] = (sr * sp * sy) + (cr * cy);
- data[1][2] = (cr * sp * sy) - (sr * cy);
- data[2][0] = -sp;
- data[2][1] = sr * cp;
- data[2][2] = cr * cp;
- }
-
- // create eulers from a rotation matrix
- //void to_euler(float *roll, float *pitch, float *yaw);
-
- // apply an additional rotation from a body frame gyro vector
- // to a rotation matrix.
- //void rotate(const Vector3<T> &g);
-};
-
-typedef Matrix3<float> Matrix3f;
-}
-
-#endif // MATRIX3_HPP