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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 Vector3.hpp
- *
- * 3D Vector
- */
-
-#ifndef VECTOR3_HPP
-#define VECTOR3_HPP
-
-#include <math.h>
-#include "../CMSIS/Include/arm_math.h"
-
-namespace math
-{
-
-template <typename T>
-class Vector3 {
-public:
- T x, y, z;
- arm_matrix_instance_f32 arm_col;
-
- /**
- * trivial ctor
- */
- Vector3<T>() {
- arm_col = {3, 1, &x};
- }
-
- /**
- * setting ctor
- */
- Vector3<T>(const T x0, const T y0, const T z0): x(x0), y(y0), z(z0) {
- arm_col = {3, 1, &x};
- }
-
- /**
- * setting ctor
- */
- Vector3<T>(const T data[3]): x(data[0]), y(data[1]), z(data[2]) {
- arm_col = {3, 1, &x};
- }
-
- /**
- * setter
- */
- void set(const T x0, const T y0, const T z0) {
- x = x0;
- y = y0;
- z = z0;
- }
-
- /**
- * access to elements by index
- */
- T operator ()(unsigned int i) {
- return *(&x + i);
- }
-
- /**
- * access to elements by index
- */
- const T operator ()(unsigned int i) const {
- return *(&x + i);
- }
-
- /**
- * test for equality
- */
- bool operator ==(const Vector3<T> &v) {
- return (x == v.x && y == v.y && z == v.z);
- }
-
- /**
- * test for inequality
- */
- bool operator !=(const Vector3<T> &v) {
- return (x != v.x || y != v.y || z != v.z);
- }
-
- /**
- * set to value
- */
- const Vector3<T> &operator =(const Vector3<T> &v) {
- x = v.x;
- y = v.y;
- z = v.z;
- return *this;
- }
-
- /**
- * negation
- */
- const Vector3<T> operator -(void) const {
- return Vector3<T>(-x, -y, -z);
- }
-
- /**
- * addition
- */
- const Vector3<T> operator +(const Vector3<T> &v) const {
- return Vector3<T>(x + v.x, y + v.y, z + v.z);
- }
-
- /**
- * subtraction
- */
- const Vector3<T> operator -(const Vector3<T> &v) const {
- return Vector3<T>(x - v.x, y - v.y, z - v.z);
- }
-
- /**
- * uniform scaling
- */
- const Vector3<T> operator *(const T num) const {
- Vector3<T> temp(*this);
- return temp *= num;
- }
-
- /**
- * uniform scaling
- */
- const Vector3<T> operator /(const T num) const {
- Vector3<T> temp(*this);
- return temp /= num;
- }
-
- /**
- * addition
- */
- const Vector3<T> &operator +=(const Vector3<T> &v) {
- x += v.x;
- y += v.y;
- z += v.z;
- return *this;
- }
-
- /**
- * subtraction
- */
- const Vector3<T> &operator -=(const Vector3<T> &v) {
- x -= v.x;
- y -= v.y;
- z -= v.z;
- return *this;
- }
-
- /**
- * uniform scaling
- */
- const Vector3<T> &operator *=(const T num) {
- x *= num;
- y *= num;
- z *= num;
- return *this;
- }
-
- /**
- * uniform scaling
- */
- const Vector3<T> &operator /=(const T num) {
- x /= num;
- y /= num;
- z /= num;
- return *this;
- }
-
- /**
- * dot product
- */
- T operator *(const Vector3<T> &v) const {
- return x * v.x + y * v.y + z * v.z;
- }
-
- /**
- * cross product
- */
- const Vector3<T> operator %(const Vector3<T> &v) const {
- Vector3<T> temp(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
- return temp;
- }
-
- /**
- * gets the length of this vector squared
- */
- float length_squared() const {
- return (*this * *this);
- }
-
- /**
- * gets the length of this vector
- */
- float length() const {
- return (T)sqrt(*this * *this);
- }
-
- /**
- * normalizes this vector
- */
- void normalize() {
- *this /= length();
- }
-
- /**
- * returns the normalized version of this vector
- */
- Vector3<T> normalized() const {
- return *this / length();
- }
-
- /**
- * reflects this vector about n
- */
- void reflect(const Vector3<T> &n)
- {
- Vector3<T> orig(*this);
- project(n);
- *this = *this * 2 - orig;
- }
-
- /**
- * projects this vector onto v
- */
- void project(const Vector3<T> &v) {
- *this = v * (*this * v) / (v * v);
- }
-
- /**
- * returns this vector projected onto v
- */
- Vector3<T> projected(const Vector3<T> &v) {
- return v * (*this * v) / (v * v);
- }
-
- /**
- * computes the angle between 2 arbitrary vectors
- */
- static inline float angle(const Vector3<T> &v1, const Vector3<T> &v2) {
- return acosf((v1 * v2) / (v1.length() * v2.length()));
- }
-
- /**
- * computes the angle between 2 arbitrary normalized vectors
- */
- static inline float angle_normalized(const Vector3<T> &v1, const Vector3<T> &v2) {
- return acosf(v1 * v2);
- }
-};
-
-typedef Vector3<float> Vector3f;
-}
-
-#endif // VECTOR3_HPP