diff options
Diffstat (limited to 'lib')
-rw-r--r-- | lib/maths.cpp | 47 | ||||
-rw-r--r-- | lib/maths.h | 21 |
2 files changed, 68 insertions, 0 deletions
diff --git a/lib/maths.cpp b/lib/maths.cpp index 543c887..60413f4 100644 --- a/lib/maths.cpp +++ b/lib/maths.cpp @@ -15,6 +15,53 @@ flat_orientation(const glm::vec3 & diff) return (std::isnan(e[0][0])) ? oneeighty : e; } +// Helper to lookup into a matrix given an xy vector coordinate +template<typename M> +inline auto & +operator^(M & m, glm::ivec2 xy) +{ + return m[xy.x][xy.y]; +} + +// Create a matrix for the angle, given the targets into the matrix +inline auto +rotation(float a, glm::ivec2 c1, glm::ivec2 s1, glm::ivec2 c2, glm::ivec2 ms2) +{ + glm::mat4 m(1); + sincosf(a, m ^ s1, m ^ c1); + m ^ c2 = m ^ c1; + m ^ ms2 = -(m ^ s1); + return m; +} + +// Create a roll transformation matrix +glm::mat4 +rotate_roll(float a) +{ + return rotation(a, {0, 0}, {0, 1}, {1, 1}, {1, 0}); +} + +// Create a yaw transformation matrix +glm::mat4 +rotate_yaw(float a) +{ + return rotation(a, {0, 0}, {2, 0}, {2, 2}, {0, 2}); +} + +// Create a pitch transformation matrix +glm::mat4 +rotate_pitch(float a) +{ + return rotation(a, {1, 1}, {1, 2}, {2, 2}, {2, 1}); +} + +// Create a bomcined yaw, pitch, roll transformation matrix +glm::mat4 +rotate_ypr(glm::vec3 a) +{ + return rotate_yaw(a.y) * rotate_pitch(a.x) * rotate_roll(a.z); +} + float vector_yaw(const glm::vec3 & diff) { diff --git a/lib/maths.h b/lib/maths.h index c072283..d304b65 100644 --- a/lib/maths.h +++ b/lib/maths.h @@ -1,6 +1,7 @@ #ifndef MATH_H #define MATH_H +#include <cmath> #include <glm/glm.hpp> #include <glm/gtc/constants.hpp> #include <utility> @@ -29,6 +30,26 @@ constexpr auto two_pi {glm::two_pi<float>()}; glm::mat4 flat_orientation(const glm::vec3 & diff); +// C++ wrapper for C's sincosf, but with references, not pointers +inline auto +sincosf(float a, float & s, float & c) +{ + return sincosf(a, &s, &c); +} + +inline std::pair<float, float> +sincosf(float a) +{ + std::pair<float, float> sc; + sincosf(a, &sc.first, &sc.second); + return sc; +} + +glm::mat4 rotate_roll(float); +glm::mat4 rotate_yaw(float); +glm::mat4 rotate_pitch(float); +glm::mat4 rotate_ypr(glm::vec3); + float vector_yaw(const glm::vec3 & diff); float vector_pitch(const glm::vec3 & diff); |