void initBoardAlignment(const boardAlignment_t *boardAlignment) { if (isBoardAlignmentStandard(boardAlignment)) { return; } standardBoardAlignment = false; fp_angles_t rotationAngles; rotationAngles.angles.roll = degreesToRadians(boardAlignment->rollDegrees ); rotationAngles.angles.pitch = degreesToRadians(boardAlignment->pitchDegrees); rotationAngles.angles.yaw = degreesToRadians(boardAlignment->yawDegrees ); buildRotationMatrix(&rotationAngles, boardRotation); }
void initBoardAlignment(void) { if (isBoardAlignmentStandard(boardAlignment())) { standardBoardAlignment = true; } else { fp_angles_t rotationAngles; standardBoardAlignment = false; rotationAngles.angles.roll = DECIDEGREES_TO_RADIANS(boardAlignment()->rollDeciDegrees ); rotationAngles.angles.pitch = DECIDEGREES_TO_RADIANS(boardAlignment()->pitchDeciDegrees); rotationAngles.angles.yaw = DECIDEGREES_TO_RADIANS(boardAlignment()->yawDeciDegrees ); rotationMatrixFromAngles(&boardRotMatrix, &rotationAngles); } }