コード例 #1
0
ファイル: eulers.cpp プロジェクト: ArmaJo/ardupilot
static void test_euler(float roll, float pitch, float yaw)
{
    Matrix3f m;
    float roll2, pitch2, yaw2;

    m.from_euler(roll, pitch, yaw);
    m.to_euler(&roll2, &pitch2, &yaw2);
    check_result("test_euler", roll, pitch, yaw, roll2, pitch2, yaw2);
}
コード例 #2
0
ファイル: eulers.cpp プロジェクト: ArmaJo/ardupilot
static void test_quaternion(float roll, float pitch, float yaw)
{
    Quaternion q;
    Matrix3f m;
    float roll2, pitch2, yaw2;

    q.from_euler(roll, pitch, yaw);
    q.to_euler(roll2, pitch2, yaw2);
    check_result("test_quaternion1", roll, pitch, yaw, roll2, pitch2, yaw2);

    m.from_euler(roll, pitch, yaw);
    m.to_euler(&roll2, &pitch2, &yaw2);
    check_result("test_quaternion2", roll, pitch, yaw, roll2, pitch2, yaw2);

    m.from_euler(roll, pitch, yaw);
    q.from_rotation_matrix(m);
    q.to_euler(roll2, pitch2, yaw2);
    check_result("test_quaternion3", roll, pitch, yaw, roll2, pitch2, yaw2);

    q.rotation_matrix(m);
    m.to_euler(&roll2, &pitch2, &yaw2);
    check_result("test_quaternion4", roll, pitch, yaw, roll2, pitch2, yaw2);
}
コード例 #3
0
ファイル: SITL.cpp プロジェクト: GGPENG/ardupilot
/*
  convert angular velocities from body frame to
  earth frame.

  all inputs and outputs are in radians/s
*/
Vector3f SITL::convert_earth_frame(const Matrix3f &dcm, const Vector3f &gyro)
{
    float p = gyro.x;
    float q = gyro.y;
    float r = gyro.z;

    float phi, theta, psi;
    dcm.to_euler(&phi, &theta, &psi);

    float phiDot = p + tanf(theta)*(q*sinf(phi) + r*cosf(phi));
    float thetaDot = q*cosf(phi) - r*sinf(phi);
    if (fabsf(cosf(theta)) < 1.0e-20f) {
        theta += 1.0e-10f;
    }
    float psiDot = (q*sinf(phi) + r*cosf(phi))/cosf(theta);
    return Vector3f(phiDot, thetaDot, psiDot);
}
コード例 #4
0
ファイル: AP_AHRS.cpp プロジェクト: BrendanSmith/ardupilot
/*
  calculate sin and cos of roll/pitch/yaw from a body_to_ned rotation matrix
 */
void AP_AHRS::calc_trig(const Matrix3f &rot,
                        float &cr, float &cp, float &cy,
                        float &sr, float &sp, float &sy) const
{
    Vector2f yaw_vector(rot.a.x, rot.b.x);

    if (fabsf(yaw_vector.x) > 0 ||
        fabsf(yaw_vector.y) > 0) {
        yaw_vector.normalize();
    }
    sy = constrain_float(yaw_vector.y, -1.0f, 1.0f);
    cy = constrain_float(yaw_vector.x, -1.0f, 1.0f);

    // sanity checks
    if (yaw_vector.is_inf() || yaw_vector.is_nan()) {
        sy = 0.0f;
        cy = 1.0f;
    }

    const float cx2 = rot.c.x * rot.c.x;
    if (cx2 >= 1.0f) {
        cp = 0;
        cr = 1.0f;
    } else {
        cp = safe_sqrt(1 - cx2);
        cr = rot.c.z / cp;
    }
    cp = constrain_float(cp, 0.0f, 1.0f);
    cr = constrain_float(cr, -1.0f, 1.0f); // this relies on constrain_float() of infinity doing the right thing

    sp = -rot.c.x;

    if (!is_zero(cp)) {
        sr = rot.c.y / cp;
    }

    if (is_zero(cp) || isinf(cr) || isnan(cr) || isinf(sr) || isnan(sr)) {
        float r, p, y;
        rot.to_euler(&r, &p, &y);
        cr = cosf(r);
        sr = sinf(r);
    }
}