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