Files
flix/flix/vector.h
Oleg Kalachev 8418723ccc Refactor control subsystem
Add interpretControls function to convert pilot commands and mode into control targets and make control functions independent from the mode.
Add ratesExtra target for rates feed-forward; remove yawMode.
Rename controlRate to controlRates to reflect rates variable name.
Remove USER mode.
2025-08-26 01:00:56 +03:00

129 lines
2.7 KiB
C++

// Copyright (c) 2023 Oleg Kalachev <okalachev@gmail.com>
// Repository: https://github.com/okalachev/flix
// Lightweight vector library
#pragma once
class Vector : public Printable {
public:
float x, y, z;
Vector(): x(0), y(0), z(0) {};
Vector(float x, float y, float z): x(x), y(y), z(z) {};
bool zero() const {
return x == 0 && y == 0 && z == 0;
}
bool finite() const {
return isfinite(x) && isfinite(y) && isfinite(z);
}
bool valid() const {
return finite();
}
bool invalid() const {
return !valid();
}
void invalidate() {
x = NAN;
y = NAN;
z = NAN;
}
float norm() const {
return sqrt(x * x + y * y + z * z);
}
void normalize() {
float n = norm();
x /= n;
y /= n;
z /= n;
}
Vector operator + (const float b) const {
return Vector(x + b, y + b, z + b);
}
Vector operator * (const float b) const {
return Vector(x * b, y * b, z * b);
}
Vector operator / (const float b) const {
return Vector(x / b, y / b, z / b);
}
Vector operator + (const Vector& b) const {
return Vector(x + b.x, y + b.y, z + b.z);
}
Vector operator - (const Vector& b) const {
return Vector(x - b.x, y - b.y, z - b.z);
}
Vector& operator += (const Vector& b) {
return *this = *this + b;
}
Vector& operator -= (const Vector& b) {
return *this = *this - b;
}
// Element-wise multiplication
Vector operator * (const Vector& b) const {
return Vector(x * b.x, y * b.y, z * b.z);
}
// Element-wise division
Vector operator / (const Vector& b) const {
return Vector(x / b.x, y / b.y, z / b.z);
}
bool operator == (const Vector& b) const {
return x == b.x && y == b.y && z == b.z;
}
bool operator != (const Vector& b) const {
return !(*this == b);
}
static float dot(const Vector& a, const Vector& b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static Vector cross(const Vector& a, const Vector& b) {
return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
static float angleBetween(const Vector& a, const Vector& b) {
return acos(constrain(dot(a, b) / (a.norm() * b.norm()), -1, 1));
}
static Vector rotationVectorBetween(const Vector& a, const Vector& b) {
Vector direction = cross(a, b);
if (direction.zero()) {
// vectors are opposite, return any perpendicular vector
return cross(a, Vector(1, 0, 0));
}
direction.normalize();
float angle = angleBetween(a, b);
return direction * angle;
}
size_t printTo(Print& p) const {
return
p.print(x, 15) + p.print(" ") +
p.print(y, 15) + p.print(" ") +
p.print(z, 15);
}
};
Vector operator * (const float a, const Vector& b) { return b * a; }
Vector operator + (const float a, const Vector& b) { return b + a; }