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- /* This file is part of the Razor AHRS Firmware */
- // Computes the dot product of two vectors
- float Vector_Dot_Product(const float v1[3], const float v2[3])
- {
- float result = 0;
-
- for(int c = 0; c < 3; c++)
- {
- result += v1[c] * v2[c];
- }
-
- return result;
- }
- // Computes the cross product of two vectors
- // out has to different from v1 and v2 (no in-place)!
- void Vector_Cross_Product(float out[3], const float v1[3], const float v2[3])
- {
- out[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
- out[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
- out[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
- }
- // Multiply the vector by a scalar
- void Vector_Scale(float out[3], const float v[3], float scale)
- {
- for(int c = 0; c < 3; c++)
- {
- out[c] = v[c] * scale;
- }
- }
- // Adds two vectors
- void Vector_Add(float out[3], const float v1[3], const float v2[3])
- {
- for(int c = 0; c < 3; c++)
- {
- out[c] = v1[c] + v2[c];
- }
- }
- // Multiply two 3x3 matrices: out = a * b
- // out has to different from a and b (no in-place)!
- void Matrix_Multiply(const float a[3][3], const float b[3][3], float out[3][3])
- {
- for(int x = 0; x < 3; x++) // rows
- {
- for(int y = 0; y < 3; y++) // columns
- {
- out[x][y] = a[x][0] * b[0][y] + a[x][1] * b[1][y] + a[x][2] * b[2][y];
- }
- }
- }
- // Multiply 3x3 matrix with vector: out = a * b
- // out has to different from b (no in-place)!
- void Matrix_Vector_Multiply(const float a[3][3], const float b[3], float out[3])
- {
- for(int x = 0; x < 3; x++)
- {
- out[x] = a[x][0] * b[0] + a[x][1] * b[1] + a[x][2] * b[2];
- }
- }
- // Init rotation matrix using euler angles
- void init_rotation_matrix(float m[3][3], float yaw, float pitch, float roll)
- {
- float c1 = cos(roll);
- float s1 = sin(roll);
- float c2 = cos(pitch);
- float s2 = sin(pitch);
- float c3 = cos(yaw);
- float s3 = sin(yaw);
- // Euler angles, right-handed, intrinsic, XYZ convention
- // (which means: rotate around body axes Z, Y', X'')
- m[0][0] = c2 * c3;
- m[0][1] = c3 * s1 * s2 - c1 * s3;
- m[0][2] = s1 * s3 + c1 * c3 * s2;
- m[1][0] = c2 * s3;
- m[1][1] = c1 * c3 + s1 * s2 * s3;
- m[1][2] = c1 * s2 * s3 - c3 * s1;
- m[2][0] = -s2;
- m[2][1] = c2 * s1;
- m[2][2] = c1 * c2;
- }
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