remove test code
[inav.git] / src / main / common / vector.h
blob449a0973b3dd68bd2febc44b3b96c4545454a8c5
1 /*
2 * This file is part of INAV.
4 * INAV is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
9 * INAV is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with INAV. If not, see <http://www.gnu.org/licenses/>.
18 #pragma once
20 #include <stdint.h>
21 #include <math.h>
23 #include "common/maths.h"
25 typedef union {
26 float v[3];
27 struct {
28 float x,y,z;
30 } fpVector3_t;
32 typedef struct {
33 float m[3][3];
34 } fpMat3_t;
36 typedef struct {
37 fpVector3_t axis;
38 float angle;
39 } fpAxisAngle_t;
41 void rotationMatrixFromAngles(fpMat3_t * rmat, const fp_angles_t * angles);
42 void rotationMatrixFromAxisAngle(fpMat3_t * rmat, const fpAxisAngle_t * a);
44 static inline void vectorZero(fpVector3_t * v)
46 v->x = 0.0f;
47 v->y = 0.0f;
48 v->z = 0.0f;
51 static inline fpVector3_t * rotationMatrixRotateVector(fpVector3_t * result, const fpVector3_t * a, const fpMat3_t * rmat)
53 fpVector3_t r;
55 r.x = rmat->m[0][0] * a->x + rmat->m[1][0] * a->y + rmat->m[2][0] * a->z;
56 r.y = rmat->m[0][1] * a->x + rmat->m[1][1] * a->y + rmat->m[2][1] * a->z;
57 r.z = rmat->m[0][2] * a->x + rmat->m[1][2] * a->y + rmat->m[2][2] * a->z;
59 *result = r;
60 return result;
63 static inline float vectorNormSquared(const fpVector3_t * v)
65 return sq(v->x) + sq(v->y) + sq(v->z);
68 static inline fpVector3_t * vectorNormalize(fpVector3_t * result, const fpVector3_t * v)
70 float length = fast_fsqrtf(vectorNormSquared(v));
71 if (length != 0) {
72 result->x = v->x / length;
73 result->y = v->y / length;
74 result->z = v->z / length;
76 else {
77 result->x = 0;
78 result->y = 0;
79 result->z = 0;
81 return result;
84 static inline fpVector3_t * vectorCrossProduct(fpVector3_t * result, const fpVector3_t * a, const fpVector3_t * b)
86 fpVector3_t ab;
88 ab.x = a->y * b->z - a->z * b->y;
89 ab.y = a->z * b->x - a->x * b->z;
90 ab.z = a->x * b->y - a->y * b->x;
92 *result = ab;
93 return result;
96 static inline fpVector3_t * vectorAdd(fpVector3_t * result, const fpVector3_t * a, const fpVector3_t * b)
98 fpVector3_t ab;
100 ab.x = a->x + b->x;
101 ab.y = a->y + b->y;
102 ab.z = a->z + b->z;
104 *result = ab;
105 return result;
108 static inline fpVector3_t * vectorScale(fpVector3_t * result, const fpVector3_t * a, const float b)
110 fpVector3_t ab;
112 ab.x = a->x * b;
113 ab.y = a->y * b;
114 ab.z = a->z * b;
116 *result = ab;
117 return result;