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