2001-12-01 06:22:24 +00:00
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#include "Math.hpp"
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#include "Glue.hpp"
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namespace yasim {
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void Glue::calcAlphaBeta(State* s, float* alpha, float* beta)
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{
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// Convert the velocity to the aircraft frame.
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float v[3];
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Math::vmul33(s->orient, s->v, v);
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// By convention, positive alpha is an up pitch, and a positive
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// beta is yawed to the right.
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*alpha = -Math::atan2(v[2], v[0]);
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*beta = Math::atan2(v[1], v[0]);
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}
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void Glue::calcEulerRates(State* s, float* roll, float* pitch, float* hdg)
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{
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// This one is easy, the projection of the rotation vector around
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// the "up" axis.
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float up[3];
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geodUp(s->pos, up);
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*hdg = -Math::dot3(up, s->rot); // negate for "NED" conventions
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// A bit harder: the X component of the rotation vector expressed
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// in airframe coordinates.
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float lr[3];
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Math::vmul33(s->orient, s->rot, lr);
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*roll = lr[0];
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// Hardest: the component of rotation along the direction formed
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// by the cross product of (and thus perpendicular to) the
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// aircraft's forward vector (i.e. the first three elements of the
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// orientation matrix) and the "up" axis.
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float pitchAxis[3];
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Math::cross3(s->orient, up, pitchAxis);
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Math::unit3(pitchAxis, pitchAxis);
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*pitch = Math::dot3(pitchAxis, s->rot);
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}
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void Glue::xyz2nedMat(double lat, double lon, float* out)
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{
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// Shorthand for our output vectors:
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float *north = out, *east = out+3, *down = out+6;
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2002-05-10 23:35:06 +00:00
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float slat = (float) Math::sin(lat);
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float clat = (float)Math::cos(lat);
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float slon = (float)Math::sin(lon);
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float clon = (float)Math::cos(lon);
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2001-12-01 06:22:24 +00:00
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north[0] = -clon * slat;
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north[1] = -slon * slat;
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north[2] = clat;
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east[0] = -slon;
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east[1] = clon;
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east[2] = 0;
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down[0] = -clon * clat;
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down[1] = -slon * clat;
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down[2] = -slat;
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}
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void Glue::euler2orient(float roll, float pitch, float hdg, float* out)
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{
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// To translate a point in aircraft space to the output "NED"
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// frame, first negate the Y and Z axes (ugh), then roll around
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// the X axis, then pitch around Y, then point to the correct
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// heading about Z. Expressed as a matrix multiplication, then,
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// the transformation from aircraft to local is HPRN. And our
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// desired output is the inverse (i.e. transpose) of that. Since
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// all rotations are 2D, they have a simpler form than a generic
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// rotation and are done out longhand below for efficiency.
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// Init to the identity matrix
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2001-12-07 20:00:59 +00:00
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int i, j;
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for(i=0; i<3; i++)
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for(j=0; j<3; j++)
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2002-05-10 23:35:06 +00:00
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out[3*i+j] = (i==j) ? 1.0f : 0.0f;
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2001-12-01 06:22:24 +00:00
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// Negate Y and Z
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out[4] = out[8] = -1;
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float s = Math::sin(roll);
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float c = Math::cos(roll);
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2001-12-07 20:00:59 +00:00
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int col;
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for(col=0; col<3; col++) {
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2001-12-01 06:22:24 +00:00
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float y=out[col+3], z=out[col+6];
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out[col+3] = c*y - s*z;
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out[col+6] = s*y + c*z;
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}
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s = Math::sin(pitch);
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c = Math::cos(pitch);
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2001-12-07 20:00:59 +00:00
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for(col=0; col<3; col++) {
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2001-12-01 06:22:24 +00:00
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float x=out[col], z=out[col+6];
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out[col] = c*x + s*z;
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out[col+6] = c*z - s*x;
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}
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s = Math::sin(hdg);
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c = Math::cos(hdg);
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2001-12-07 20:00:59 +00:00
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for(col=0; col<3; col++) {
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2001-12-01 06:22:24 +00:00
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float x=out[col], y=out[col+3];
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out[col] = c*x - s*y;
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out[col+3] = s*x + c*y;
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}
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// Invert:
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Math::trans33(out, out);
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}
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void Glue::orient2euler(float* o, float* roll, float* pitch, float* hdg)
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{
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// The airplane's "pointing" direction in NED coordinates is vx,
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// and it's y (left-right) axis is vy.
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float vx[3], vy[3];
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vx[0]=o[0], vx[1]=o[1], vx[2]=o[2];
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vy[0]=o[3], vy[1]=o[4], vy[2]=o[5];
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// The heading is simply the rotation of the projection onto the
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// XY plane
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*hdg = Math::atan2(vx[1], vx[0]);
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// The pitch is the angle between the XY plane and vx, remember
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// that rotations toward positive Z are _negative_
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float projmag = Math::sqrt(vx[0]*vx[0]+vx[1]*vx[1]);
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*pitch = -Math::atan2(vx[2], projmag);
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// Roll is a bit harder. Construct an "unrolled" orientation,
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// where the X axis is the same as the "rolled" one, and the Y
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// axis is parallel to the XY plane. These two can give you an
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// "unrolled" Z axis as their cross product. Now, take the "vy"
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// axis, which points out the left wing. The projections of this
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// along the "unrolled" YZ plane will give you the roll angle via
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// atan().
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float* ux = vx;
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float uy[3], uz[3];
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uz[0] = 0; uz[1] = 0; uz[2] = 1;
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Math::cross3(uz, ux, uy);
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Math::unit3(uy, uy);
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Math::cross3(ux, uy, uz);
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float py = -Math::dot3(vy, uy);
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float pz = -Math::dot3(vy, uz);
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*roll = Math::atan2(pz, py);
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}
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2003-12-19 02:42:32 +00:00
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void Glue::geodUp(double lat, double lon, float* up)
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2001-12-01 06:22:24 +00:00
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{
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2003-12-19 02:42:32 +00:00
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double coslat = Math::cos(lat);
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up[0] = (float)(Math::cos(lon) * coslat);
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up[1] = (float)(Math::sin(lon) * coslat);
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up[2] = (float)(Math::sin(lat));
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}
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// FIXME: Hardcoded WGS84 numbers...
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void Glue::geodUp(double* pos, float* up)
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{
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const double SQUASH = 0.9966471893352525192801545;
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const double STRETCH = 1.0033640898209764189003079;
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float x = (float)(pos[0] * SQUASH);
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float y = (float)(pos[1] * SQUASH);
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float z = (float)(pos[2] * STRETCH);
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float norm = 1/Math::sqrt(x*x + y*y + z*z);
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up[0] = x * norm;
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up[1] = y * norm;
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up[2] = z * norm;
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2001-12-01 06:22:24 +00:00
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}
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}; // namespace yasim
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