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Current view: top level - AP_Math - matrix3.cpp (source / functions) Hit Total Coverage
Test: lcov.info Lines: 119 137 86.9 %
Date: 2026-09-09 11:02:08 Functions: 23 32 71.9 %

          Line data    Source code
       1             : /*
       2             :  * matrix3.cpp
       3             :  * Copyright (C) Andrew Tridgell 2012
       4             :  *
       5             :  * This file is free software: you can redistribute it and/or modify it
       6             :  * under the terms of the GNU General Public License as published by the
       7             :  * Free Software Foundation, either version 3 of the License, or
       8             :  * (at your option) any later version.
       9             :  *
      10             :  * This file is distributed in the hope that it will be useful, but
      11             :  * WITHOUT ANY WARRANTY; without even the implied warranty of
      12             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
      13             :  * See the GNU General Public License for more details.
      14             :  *
      15             :  * You should have received a copy of the GNU General Public License along
      16             :  * with this program.  If not, see <http://www.gnu.org/licenses/>.
      17             :  */
      18             : 
      19             : #pragma GCC optimize("O2")
      20             : 
      21             : #include "AP_Math.h"
      22             : 
      23             : // create a rotation matrix given some euler angles
      24             : // this is based on https://github.com/ArduPilot/Datasheets/blob/main/References/EulerAngles.pdf
      25             : template <typename T>
      26   264104370 : void Matrix3<T>::from_euler(T roll, T pitch, T yaw)
      27             : {
      28   264104370 :     const T cp = cosF(pitch);
      29   264104370 :     const T sp = sinF(pitch);
      30   264104370 :     const T sr = sinF(roll);
      31   264104370 :     const T cr = cosF(roll);
      32   264104370 :     const T sy = sinF(yaw);
      33   264104370 :     const T cy = cosF(yaw);
      34             : 
      35   264104370 :     a.x = cp * cy;
      36   264104370 :     a.y = (sr * sp * cy) - (cr * sy);
      37   264104370 :     a.z = (cr * sp * cy) + (sr * sy);
      38   264104370 :     b.x = cp * sy;
      39   264104370 :     b.y = (sr * sp * sy) + (cr * cy);
      40   264104370 :     b.z = (cr * sp * sy) - (sr * cy);
      41   264104370 :     c.x = -sp;
      42   264104370 :     c.y = sr * cp;
      43   264104370 :     c.z = cr * cp;
      44   264104370 : }
      45             : 
      46             : // calculate euler angles from a rotation matrix
      47             : // this is based on https://github.com/ArduPilot/Datasheets/blob/main/References/EulerAngles.pdf
      48             : template <typename T>
      49   653730289 : void Matrix3<T>::to_euler(T *roll, T *pitch, T *yaw) const
      50             : {
      51   653730289 :     if (pitch != nullptr) {
      52   653730289 :         *pitch = -safe_asin(c.x);
      53             :     }
      54   653730289 :     if (roll != nullptr) {
      55   653730289 :         *roll = atan2F(c.y, c.z);
      56             :     }
      57   653730289 :     if (yaw != nullptr) {
      58   653730289 :         *yaw = atan2F(b.x, a.x);
      59             :     }
      60   653730289 : }
      61             : 
      62             : template <typename T>
      63      180718 : void Matrix3<T>::from_rotation(enum Rotation rotation)
      64             : {
      65      180718 :     (*this).a = {1,0,0};
      66      180718 :     (*this).b = {0,1,0};
      67      180718 :     (*this).c = {0,0,1};
      68             : 
      69      180718 :     (*this).a.rotate(rotation);
      70      180718 :     (*this).b.rotate(rotation);
      71      180718 :     (*this).c.rotate(rotation);
      72      180718 :     (*this).transpose();
      73      180718 : }
      74             : 
      75             : /*
      76             :   calculate Euler angles (312 convention) for the matrix.
      77             :   See http://www.atacolorado.com/eulersequences.doc
      78             :   vector is returned in r, p, y order
      79             : */
      80             : template <typename T>
      81     2501645 : Vector3<T> Matrix3<T>::to_euler312() const
      82             : {
      83     2501645 :     return Vector3<T>(asinF(c.y),
      84     2501645 :                       atan2F(-c.x, c.z),
      85     2501645 :                       atan2F(-a.y, b.y));
      86             : }
      87             : 
      88             : /*
      89             :   fill the matrix from Euler angles in radians in 312 convention
      90             : */
      91             : template <typename T>
      92      369941 : void Matrix3<T>::from_euler312(T roll, T pitch, T yaw)
      93             : {
      94      369941 :     const T c3 = cosF(pitch);
      95      369941 :     const T s3 = sinF(pitch);
      96      369941 :     const T s2 = sinF(roll);
      97      369941 :     const T c2 = cosF(roll);
      98      369941 :     const T s1 = sinF(yaw);
      99      369941 :     const T c1 = cosF(yaw);
     100             : 
     101      369941 :     a.x = c1 * c3 - s1 * s2 * s3;
     102      369941 :     b.y = c1 * c2;
     103      369941 :     c.z = c3 * c2;
     104      369941 :     a.y = -c2*s1;
     105      369941 :     a.z = s3*c1 + c3*s2*s1;
     106      369941 :     b.x = c3*s1 + s3*s2*c1;
     107      369941 :     b.z = s1*s3 - s2*c1*c3;
     108      369941 :     c.x = -s3*c2;
     109      369941 :     c.y = s2;
     110      369941 : }
     111             : 
     112             : // apply an additional rotation from a body frame gyro vector
     113             : // to a rotation matrix.
     114             : template <typename T>
     115   389453244 : void Matrix3<T>::rotate(const Vector3<T> &g)
     116             : {
     117   389453244 :     (*this) += Matrix3<T>{
     118   389453244 :         a.y * g.z - a.z * g.y, a.z * g.x - a.x * g.z, a.x * g.y - a.y * g.x,
     119   389453244 :         b.y * g.z - b.z * g.y, b.z * g.x - b.x * g.z, b.x * g.y - b.y * g.x,
     120   389453244 :         c.y * g.z - c.z * g.y, c.z * g.x - c.x * g.z, c.x * g.y - c.y * g.x
     121             :     };
     122   389453244 : }
     123             : 
     124             : /*
     125             :   re-normalise a rotation matrix
     126             : */
     127             : template <typename T>
     128   347759103 : void Matrix3<T>::normalize(void)
     129             : {
     130   347759103 :     const T error = a * b;
     131   347759103 :     const Vector3<T> t0 = a - (b * (0.5f * error));
     132   347759103 :     const Vector3<T> t1 = b - (a * (0.5f * error));
     133   347759103 :     const Vector3<T> t2 = t0 % t1;
     134   347759103 :     a = t0 * (1.0f / t0.length());
     135   347759103 :     b = t1 * (1.0f / t1.length());
     136   347759103 :     c = t2 * (1.0f / t2.length());
     137   347759103 : }
     138             : 
     139             : // multiplication by a vector
     140             : template <typename T>
     141  4184596797 : Vector3<T> Matrix3<T>::operator *(const Vector3<T> &v) const
     142             : {
     143  8096670310 :     return Vector3<T>(a.x * v.x + a.y * v.y + a.z * v.z,
     144  4184596797 :                       b.x * v.x + b.y * v.y + b.z * v.z,
     145  4184596797 :                       c.x * v.x + c.y * v.y + c.z * v.z);
     146             : }
     147             : 
     148             : // multiplication by a vector, extracting only the xy components
     149             : template <typename T>
     150     1488533 : Vector2<T> Matrix3<T>::mulXY(const Vector3<T> &v) const
     151             : {
     152     2977066 :     return Vector2<T>(a.x * v.x + a.y * v.y + a.z * v.z,
     153     1488533 :                       b.x * v.x + b.y * v.y + b.z * v.z);
     154             : }
     155             : 
     156             : // multiplication of transpose by a vector
     157             : template <typename T>
     158   252265943 : Vector3<T> Matrix3<T>::mul_transpose(const Vector3<T> &v) const
     159             : {
     160   481276237 :     return Vector3<T>(a.x * v.x + b.x * v.y + c.x * v.z,
     161   252265943 :                       a.y * v.x + b.y * v.y + c.y * v.z,
     162   252265943 :                       a.z * v.x + b.z * v.y + c.z * v.z);
     163             : }
     164             : 
     165             : // multiplication by another Matrix3<T>
     166             : template <typename T>
     167   255303368 : Matrix3<T> Matrix3<T>::operator *(const Matrix3<T> &m) const
     168             : {
     169   255303368 :     Matrix3<T> temp (Vector3<T>(a.x * m.a.x + a.y * m.b.x + a.z * m.c.x,
     170   255303368 :                                 a.x * m.a.y + a.y * m.b.y + a.z * m.c.y,
     171   255303368 :                                 a.x * m.a.z + a.y * m.b.z + a.z * m.c.z),
     172   510606736 :                      Vector3<T>(b.x * m.a.x + b.y * m.b.x + b.z * m.c.x,
     173   255303368 :                                 b.x * m.a.y + b.y * m.b.y + b.z * m.c.y,
     174   255303368 :                                 b.x * m.a.z + b.y * m.b.z + b.z * m.c.z),
     175   510606736 :                      Vector3<T>(c.x * m.a.x + c.y * m.b.x + c.z * m.c.x,
     176   255303368 :                                 c.x * m.a.y + c.y * m.b.y + c.z * m.c.y,
     177   255303368 :                                 c.x * m.a.z + c.y * m.b.z + c.z * m.c.z));
     178   255303368 :     return temp;
     179             : }
     180             : 
     181             : template <typename T>
     182   988373468 : Matrix3<T> Matrix3<T>::transposed(void) const
     183             : {
     184   988373468 :     return Matrix3<T>(Vector3<T>(a.x, b.x, c.x),
     185   988373468 :                       Vector3<T>(a.y, b.y, c.y),
     186  1976746936 :                       Vector3<T>(a.z, b.z, c.z));
     187             : }
     188             : 
     189             : template <typename T>
     190        6314 : T Matrix3<T>::det() const
     191             : {
     192        6314 :     return a.x * (b.y * c.z - b.z * c.y) +
     193        6314 :            a.y * (b.z * c.x - b.x * c.z) +
     194        6314 :            a.z * (b.x * c.y - b.y * c.x);
     195             : }
     196             : 
     197             : template <typename T>
     198        6308 : bool Matrix3<T>::inverse(Matrix3<T>& inv) const
     199             : {
     200        6308 :     const T d = det();
     201             : 
     202        6308 :     if (is_zero(d)) {
     203             :         return false;
     204             :     }
     205             : 
     206        6304 :     inv.a.x = (b.y * c.z - c.y * b.z) / d;
     207        6304 :     inv.a.y = (a.z * c.y - a.y * c.z) / d;
     208        6304 :     inv.a.z = (a.y * b.z - a.z * b.y) / d;
     209        6304 :     inv.b.x = (b.z * c.x - b.x * c.z) / d;
     210        6304 :     inv.b.y = (a.x * c.z - a.z * c.x) / d;
     211        6304 :     inv.b.z = (b.x * a.z - a.x * b.z) / d;
     212        6304 :     inv.c.x = (b.x * c.y - c.x * b.y) / d;
     213        6304 :     inv.c.y = (c.x * a.y - a.x * c.y) / d;
     214        6304 :     inv.c.z = (a.x * b.y - b.x * a.y) / d;
     215             : 
     216        6304 :     return true;
     217             : }
     218             : 
     219             : template <typename T>
     220        6302 : bool Matrix3<T>::invert()
     221             : {
     222        6302 :     Matrix3<T> inv;
     223        6302 :     bool success = inverse(inv);
     224        6302 :     if (success) {
     225        6300 :         *this = inv;
     226             :     }
     227        6302 :     return success;
     228             : }
     229             : 
     230             : // create rotation matrix for rotation about the vector v by angle theta
     231             : // See: http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToMatrix/
     232             : template <typename T>
     233           0 : void Matrix3<T>::from_axis_angle(const Vector3<T> &v, T theta)
     234             : {
     235           0 :     const T C = cosF(theta);
     236           0 :     const T S = sinF(theta);
     237           0 :     const T t = 1.0f - C;
     238           0 :     const Vector3<T> normv = v.normalized();
     239           0 :     const T x = normv.x;
     240           0 :     const T y = normv.y;
     241           0 :     const T z = normv.z;
     242             : 
     243           0 :     a.x = t*x*x + C;
     244           0 :     a.y = t*x*y - z*S;
     245           0 :     a.z = t*x*z + y*S;
     246           0 :     b.x = t*x*y + z*S;
     247           0 :     b.y = t*y*y + C;
     248           0 :     b.z = t*y*z - x*S;
     249           0 :     c.x = t*x*z - y*S;
     250           0 :     c.y = t*y*z + x*S;
     251           0 :     c.z = t*z*z + C;
     252           0 : }
     253             : 
     254             : 
     255             : // define for float and double
     256             : template class Matrix3<float>;
     257             : template class Matrix3<double>;

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