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Diffstat (limited to 'src/AltEst/algebra.cpp')
| -rw-r--r-- | src/AltEst/algebra.cpp | 292 |
1 files changed, 292 insertions, 0 deletions
diff --git a/src/AltEst/algebra.cpp b/src/AltEst/algebra.cpp new file mode 100644 index 0000000..653c3b9 --- /dev/null +++ b/src/AltEst/algebra.cpp @@ -0,0 +1,292 @@ +/* + algebra.cpp: This file contains a number of utilities useful for handling + 3D vectors + + This work is an adaptation from vvector.h, written by Linas Vepstras. The + original code can be found at: + + https://github.com/markkilgard/glut/blob/master/lib/gle/vvector.h + + HISTORY: + Written by Linas Vepstas, August 1991 + Added 2D code, March 1993 + Added Outer products, C++ proofed, Linas Vepstas October 1993 + Adapted for altitude estimation tasks by Juan Gallostra June 2018 +*/ + +//#include <cmath> +#include <stdio.h> + +#include "algebra.h" + +// Copy 3D vector +void copyVector(float b[3],float a[3]) +{ + b[0] = a[0]; + b[1] = a[1]; + b[2] = a[2]; +} + + +// Vector difference +void subtractVectors(float v21[3], float v2[3], float v1[3]) +{ + v21[0] = v2[0] - v1[0]; + v21[1] = v2[1] - v1[1]; + v21[2] = v2[2] - v1[2]; +} + +// Vector sum +void sumVectors(float v21[3], float v2[3], float v1[3]) +{ + v21[0] = v2[0] + v1[0]; + v21[1] = v2[1] + v1[1]; + v21[2] = v2[2] + v1[2]; +} + +// scalar times vector +void scaleVector(float c[3],float a, float b[3]) +{ + (c)[0] = a*b[0]; + (c)[1] = a*b[1]; + (c)[2] = a*b[2]; +} + +// accumulate scaled vector +void accumulateScaledVector(float c[3], float a, float b[3]) +{ + (c)[0] += a*b[0]; + (c)[1] += a*b[1]; + (c)[2] += a*b[2]; +} + +// Vector dot product +void dotProductVectors(float * c, float a[3], float b[3]) +{ + *c = a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; +} + +// Vector length +void vectorLength(float * len, float a[3]) +{ + float tmp; + tmp = a[0]*a[0] + a[1]*a[1]+a[2]*a[2]; + *len = sqrt(tmp); +} + +// Normalize vector +void normalizeVector(float a[3]) +{ + float len; + vectorLength(& len,a); + if (len != 0.0) { + len = 1.0 / len; + a[0] *= len; + a[1] *= len; + a[2] *= len; + } +} + +// 3D Vector cross product yeilding vector +void crossProductVectors(float c[3], float a[3], float b[3]) +{ + c[0] = a[1] * b[2] - a[2] * b[1]; + c[1] = a[2] * b[0] - a[0] * b[2]; + c[2] = a[0] * b[1] - a[1] * b[0]; +} + +// initialize matrix +void identityMatrix3x3(float m[3][3]) +{ + m[0][0] = 1.0; + m[0][1] = 0.0; + m[0][2] = 0.0; + + m[1][0] = 0.0; + m[1][1] = 1.0; + m[1][2] = 0.0; + + m[2][0] = 0.0; + m[2][1] = 0.0; + m[2][2] = 1.0; +} + +// matrix copy +void copyMatrix3x3(float b[3][3], float a[3][3]) +{ + b[0][0] = a[0][0]; + b[0][1] = a[0][1]; + b[0][2] = a[0][2]; + + b[1][0] = a[1][0]; + b[1][1] = a[1][1]; + b[1][2] = a[1][2]; + + b[2][0] = a[2][0]; + b[2][1] = a[2][1]; + b[2][2] = a[2][2]; +} + +// matrix transpose +void transposeMatrix3x3(float b[3][3], float a[3][3]) +{ + b[0][0] = a[0][0]; + b[0][1] = a[1][0]; + b[0][2] = a[2][0]; + + b[1][0] = a[0][1]; + b[1][1] = a[1][1]; + b[1][2] = a[2][1]; + + b[2][0] = a[0][2]; + b[2][1] = a[1][2]; + b[2][2] = a[2][2]; +} + +// multiply matrix by scalar +void scaleMatrix3x3(float b[3][3], float s, float a[3][3]) +{ + b[0][0] = (s) * a[0][0]; + b[0][1] = (s) * a[0][1]; + b[0][2] = (s) * a[0][2]; + + b[1][0] = (s) * a[1][0]; + b[1][1] = (s) * a[1][1]; + b[1][2] = (s) * a[1][2]; + + b[2][0] = (s) * a[2][0]; + b[2][1] = (s) * a[2][1]; + b[2][2] = (s) * a[2][2]; +} + +// multiply matrix by scalar and add result to another matrix +void scaleAndAccumulateMatrix3x3(float b[3][3], float s, float a[3][3]) +{ + b[0][0] += s * a[0][0]; + b[0][1] += s * a[0][1]; + b[0][2] += s * a[0][2]; + + b[1][0] += s * a[1][0]; + b[1][1] += s * a[1][1]; + b[1][2] += s * a[1][2]; + + b[2][0] += s * a[2][0]; + b[2][1] += s * a[2][1]; + b[2][2] += s * a[2][2]; +} + +// matrix product +// c[x][y] = a[x][0]*b[0][y]+a[x][1]*b[1][y]+a[x][2]*b[2][y]+a[x][3]*b[3][y] +void matrixProduct3x3(float c[3][3], float a[3][3], float b[3][3]) +{ + c[0][0] = a[0][0]*b[0][0]+a[0][1]*b[1][0]+a[0][2]*b[2][0]; + c[0][1] = a[0][0]*b[0][1]+a[0][1]*b[1][1]+a[0][2]*b[2][1]; + c[0][2] = a[0][0]*b[0][2]+a[0][1]*b[1][2]+a[0][2]*b[2][2]; + + c[1][0] = a[1][0]*b[0][0]+a[1][1]*b[1][0]+a[1][2]*b[2][0]; + c[1][1] = a[1][0]*b[0][1]+a[1][1]*b[1][1]+a[1][2]*b[2][1]; + c[1][2] = a[1][0]*b[0][2]+a[1][1]*b[1][2]+a[1][2]*b[2][2]; + + c[2][0] = a[2][0]*b[0][0]+a[2][1]*b[1][0]+a[2][2]*b[2][0]; + c[2][1] = a[2][0]*b[0][1]+a[2][1]*b[1][1]+a[2][2]*b[2][1]; + c[2][2] = a[2][0]*b[0][2]+a[2][1]*b[1][2]+a[2][2]*b[2][2]; +} + +// matrix times vector +void matrixDotVector3x3(float p[3], float m[3][3], float v[3]) +{ + p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2]; + p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2]; + p[2] = m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2]; +} + +// determinant of matrix +// Computes determinant of matrix m, returning d +void determinant3x3(float * d, float m[3][3]) +{ + *d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]); + *d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]); + *d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]); +} + +// adjoint of matrix +// Computes adjoint of matrix m, returning a +// (Note that adjoint is just the transpose of the cofactor matrix) +void adjoint3x3(float a[3][3], float m[3][3]) +{ + a[0][0] = m[1][1]*m[2][2] - m[1][2]*m[2][1]; + a[1][0] = - (m[1][0]*m[2][2] - m[2][0]*m[1][2]); + a[2][0] = m[1][0]*m[2][1] - m[1][1]*m[2][0]; + a[0][1] = - (m[0][1]*m[2][2] - m[0][2]*m[2][1]); + a[1][1] = m[0][0]*m[2][2] - m[0][2]*m[2][0]; + a[2][1] = - (m[0][0]*m[2][1] - m[0][1]*m[2][0]); + a[0][2] = m[0][1]*m[1][2] - m[0][2]*m[1][1]; + a[1][2] = - (m[0][0]*m[1][2] - m[0][2]*m[1][0]); + a[2][2] = m[0][0]*m[1][1] - m[0][1]*m[1][0]; +} + +// compute adjoint of matrix and scale +// Computes adjoint of matrix m, scales it by s, returning a +void scaleAdjoint3x3(float a[3][3], float s, float m[3][3]) +{ + a[0][0] = (s) * (m[1][1] * m[2][2] - m[1][2] * m[2][1]); + a[1][0] = (s) * (m[1][2] * m[2][0] - m[1][0] * m[2][2]); + a[2][0] = (s) * (m[1][0] * m[2][1] - m[1][1] * m[2][0]); + + a[0][1] = (s) * (m[0][2] * m[2][1] - m[0][1] * m[2][2]); + a[1][1] = (s) * (m[0][0] * m[2][2] - m[0][2] * m[2][0]); + a[2][1] = (s) * (m[0][1] * m[2][0] - m[0][0] * m[2][1]); + + a[0][2] = (s) * (m[0][1] * m[1][2] - m[0][2] * m[1][1]); + a[1][2] = (s) * (m[0][2] * m[1][0] - m[0][0] * m[1][2]); + a[2][2] = (s) * (m[0][0] * m[1][1] - m[0][1] * m[1][0]); +} + +// inverse of matrix +// Compute inverse of matrix a, returning determinant m and +// inverse b +void invert3x3(float b[3][3], float a[3][3]) +{ + float tmp; + determinant3x3(& tmp, a); + tmp = 1.0 / (tmp); + scaleAdjoint3x3(b, tmp, a); +} + +// skew matrix from vector +void skew(float a[3][3], float v[3]) +{ + a[0][1] = -v[2]; + a[0][2] = v[1]; + a[1][2] = -v[0]; + a[1][0] = v[2]; + a[2][0] = -v[1]; + a[2][1] = v[0]; + // set diagonal to 0 + a[0][0] = 0.0; + a[1][1] = 0.0; + a[2][2] = 0.0; +} + +void printMatrix3X3(float mmm[3][3]) +{ + int i,j; + printf ("matrix mmm is \n"); + if (mmm == NULL) { + printf (" Null \n"); + } else { + for (i=0; i<3; i++) { + for (j=0; j<3; j++) { + printf ("%f ", mmm[i][j]); + } + printf (" \n"); + } + } +} + +void vecPrint(float a[3]) +{ + float len; + vectorLength(& len, a); + printf(" a is %f %f %f length of a is %f \n", a[0], a[1], a[2], len); +} |
