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- /* This file is part of the Razor AHRS Firmware */
- // Computes the dot product of two vectors
- float Vector_Dot_Product(float vector1[3], float vector2[3])
- {
- float op=0;
- for(int c=0; c<3; c++)
- {
- op+=vector1[c]*vector2[c];
- }
- return op;
- }
- // Computes the cross product of two vectors
- void Vector_Cross_Product(float vectorOut[3], float v1[3], float v2[3])
- {
- vectorOut[0]= (v1[1]*v2[2]) - (v1[2]*v2[1]);
- vectorOut[1]= (v1[2]*v2[0]) - (v1[0]*v2[2]);
- vectorOut[2]= (v1[0]*v2[1]) - (v1[1]*v2[0]);
- }
- // Multiply the vector by a scalar.
- void Vector_Scale(float vectorOut[3], float vectorIn[3], float scale2)
- {
- for(int c=0; c<3; c++)
- {
- vectorOut[c]=vectorIn[c]*scale2;
- }
- }
- // Adds two vectors
- void Vector_Add(float vectorOut[3], float vectorIn1[3], float vectorIn2[3])
- {
- for(int c=0; c<3; c++)
- {
- vectorOut[c]=vectorIn1[c]+vectorIn2[c];
- }
- }
- //Multiply two 3x3 matrixs. This function developed by Jordi can be easily adapted to multiple n*n matrix's. (Pero me da flojera!).
- void Matrix_Multiply(float a[3][3], float b[3][3],float mat[3][3])
- {
- float op[3];
- for(int x=0; x<3; x++)
- {
- for(int y=0; y<3; y++)
- {
- for(int w=0; w<3; w++)
- {
- op[w]=a[x][w]*b[w][y];
- }
- mat[x][y]=0;
- mat[x][y]=op[0]+op[1]+op[2];
- float test=mat[x][y];
- }
- }
- }
- // 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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