/* 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 #include #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); }