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// -*- tab-width: 4; Mode: C++; c-basic-offset: 4; indent-tabs-mode: t -*-
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// Copyright 2010 Michael Smith, all rights reserved.
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//      This library is free software; you can redistribute it and / or
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//      modify it under the terms of the GNU Lesser General Public
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//      License as published by the Free Software Foundation; either
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//      version 2.1 of the License, or (at your option) any later version.
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// Inspired by:
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/****************************************
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 * 3D Vector Classes
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 * By Bill Perone (billperone@yahoo.com)
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 */
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//
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// 3x3 matrix implementation.
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//
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// Note that the matrix is organised in row-normal form (the same as
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// applies to array indexing).
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//
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// In addition to the template, this header defines the following types:
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//
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// Matrix3i             3x3 matrix of signed integers
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// Matrix3ui    3x3 matrix of unsigned integers
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// Matrix3l             3x3 matrix of signed longs
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// Matrix3ul    3x3 matrix of unsigned longs
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// Matrix3f             3x3 matrix of signed floats
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//
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#ifndef MATRIX3_H
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#define MATRIX3_H
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#include "vector3.h"
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// 3x3 matrix with elements of type T
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template <typename T>
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class Matrix3 {
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public:
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        // Vectors comprising the rows of the matrix
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        Vector3<T>      a, b, c;
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        // trivial ctor
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        // note that the Vector3 ctor will zero the vector elements
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        Matrix3<T>() {}
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        // setting ctor
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        Matrix3<T>(const Vector3<T> a0, const Vector3<T> b0, const Vector3<T> c0): a(a0), b(b0), c(c0) {}
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        // setting ctor
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        Matrix3<T>(const T ax, const T ay, const T az, const T bx, const T by, const T bz, const T cx, const T cy, const T cz): a(ax,ay,az), b(bx,by,bz), c(cx,cy,cz) {}
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        // function call operator
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        void operator () (const Vector3<T> a0, const Vector3<T> b0, const Vector3<T> c0)
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        {       a = a0; b = b0; c = c0;  }
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        // test for equality
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        bool operator == (const Matrix3<T> &m)
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        {       return (a==m.a && b==m.b && c==m.c);    }
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        // test for inequality
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        bool operator != (const Matrix3<T> &m)
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        {       return (a!=m.a || b!=m.b || c!=m.c);    }
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        // negation
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        Matrix3<T> operator - (void) const
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        {       return Matrix3<T>(-a,-b,-c);    }
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        // addition
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        Matrix3<T> operator + (const Matrix3<T> &m) const
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        {   return Matrix3<T>(a+m.a, b+m.b, c+m.c);      }
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        Matrix3<T> &operator += (const Matrix3<T> &m)
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        {       return *this = *this + m;       }
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        // subtraction
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        Matrix3<T> operator - (const Matrix3<T> &m) const
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        {   return Matrix3<T>(a-m.a, b-m.b, c-m.c);      }
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        Matrix3<T> &operator -= (const Matrix3<T> &m)
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        {       return *this = *this - m;       }
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        // uniform scaling
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        Matrix3<T> operator * (const T num) const
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        {       return Matrix3<T>(a*num, b*num, c*num); }
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        Matrix3<T> &operator *= (const T num)
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        {       return *this = *this * num;     }
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         Matrix3<T> operator / (const T num) const
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        {       return Matrix3<T>(a/num, b/num, c/num); }
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        Matrix3<T> &operator /= (const T num)
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        {       return *this = *this / num;     }
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        // multiplication by a vector
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        Vector3<T> operator *(const Vector3<T> &v) const;
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        // multiplication of transpose by a vector
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        Vector3<T> mul_transpose(const Vector3<T> &v) const;
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        // multiplication by another Matrix3<T>
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        Matrix3<T> operator *(const Matrix3<T> &m) const;
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        Matrix3<T> &operator *=(const Matrix3<T> &m)
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        {       return *this = *this * m;       }
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        // transpose the matrix
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        Matrix3<T> transposed(void) const
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        {
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                return Matrix3<T>(Vector3<T>(a.x, b.x, c.x),
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                                                  Vector3<T>(a.y, b.y, c.y),
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                                                  Vector3<T>(a.z, b.z, c.z));
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        }
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        Matrix3<T> transpose(void)
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        {       return *this = transposed();    }
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        // zero the matrix
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        void zero(void) {
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                a.x = a.y = a.z = 0;
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                b.x = b.y = b.z = 0;
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                c.x = c.y = c.z = 0;
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        }
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        // setup the identity matrix
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        void identity(void) {
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                a.x = b.y = c.z = 1;
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                a.y = a.z = 0;
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                b.x = b.z = 0;
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                c.x = c.y = 0;
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        }
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        // check if any elements are NAN
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        bool is_nan(void)
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                {   return a.is_nan() || b.is_nan() || c.is_nan(); }
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        // fill in the matrix with a standard rotation
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        void rotation(enum Rotation rotation);
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    // create a rotation matrix from Euler angles
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        void from_euler(float roll, float pitch, float yaw);
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    // create eulers from a rotation matrix
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        void to_euler(float *roll, float *pitch, float *yaw);
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    // apply an additional rotation from a body frame gyro vector
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    // to a rotation matrix.
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        void rotate(const Vector3<T> &g);
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};
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typedef Matrix3<int16_t>                Matrix3i;
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typedef Matrix3<uint16_t>               Matrix3ui;
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typedef Matrix3<int32_t>                Matrix3l;
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typedef Matrix3<uint32_t>               Matrix3ul;
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typedef Matrix3<float>                  Matrix3f;
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#endif // MATRIX3_H