Compare commits

...

6 Commits

7 changed files with 322 additions and 11 deletions

View File

@@ -0,0 +1,64 @@
#include "quaternion.h"
Quaternion QuatConjugate(const Quaternion* q)
{
Quaternion res = {.x = -q->x, .y = -q->y, .z = -q->z, .w = q->w};
return res;
}
Quaternion QuatInvert(const Quaternion* q)
{
Quaternion res;
float nsq = q->x * q->x + q->y * q->y + q->z * q->z + q->w * q->w;
if (nsq > 1e-6f)
{
nsq = 1.0f / nsq;
res.x = q->x * nsq;
res.y = q->y * nsq;
res.z = q->z * nsq;
res.w = q->w * nsq;
return res;
}
return *q;
}
Quaternion QuatNegate(const Quaternion* q)
{
Quaternion res = {.x = -q->x, .y = -q->y, .z = -q->z, .w = -q->w};
return res;
}
Quaternion QuatSum(const Quaternion* q1, const Quaternion* q2)
{
Quaternion res = {.x = q1->x + q2->x, .y = q1->y + q2->y, .z = q1->z + q2->z, .w = q1->w + q2->w};
return res;
}
Quaternion QuatDiff(const Quaternion* q1, const Quaternion* q2)
{
Quaternion res = {.x = q1->x - q2->x, .y = q1->y - q2->y, .z = q1->z - q2->z, .w = q1->w - q2->w};
return res;
}
Quaternion QuatConstProd(const Quaternion* q, const float value)
{
Quaternion res = {.x = q->x * value, .y = q->y * value, .z = q->z * value, .w = q->w * value};
return res;
}
Quaternion QuatProd(const Quaternion* q1, const Quaternion* q2)
{
Quaternion res = {
.x = q1->w * q2->x + q1->x * q2->w + q1->y * q2->z - q1->z * q2->y,
.y = q1->w * q2->y + q1->x * q2->z + q1->y * q2->w - q1->z * q2->x,
.z = q1->w * q2->z + q1->x * q2->y + q1->y * q2->x - q1->z * q2->w,
.w = q1->w * q2->w + q1->x * q2->x + q1->y * q2->y - q1->z * q2->z
};
return res;
}

View File

@@ -0,0 +1,30 @@
#pragma once
#ifndef QUATERNION_H
#define QUATERNION_H
#include "vector.h"
#include <stdbool.h>
typedef struct
{
float x, y, z, w;
} Quaternion;
Quaternion QuatNormalize(const Quaternion* q, const float gain);
Quaternion QuatConjugate(const Quaternion* q);
Quaternion QuatInvert(const Quaternion* q);
Quaternion QuatNegate(const Quaternion* q);
Quaternion QuatSum(const Quaternion* q1, const Quaternion* q2);
Quaternion QuatDiff(const Quaternion* q1, const Quaternion* q2);
Quaternion QuatConstProd(const Quaternion* q, const float value);
Quaternion QuatProd(const Quaternion* q1, const Quaternion* q2);
Vector3 QuatRotateAroundZ(const Vector3* vec, bool CCW);
Quaternion QuatCreateRollPitchYaw(const Vector3* RollPitchYawRad);
Quaternion QuatGetError(const Quaternion* current, const Quaternion* target, bool fastWay);
#endif

View File

@@ -0,0 +1,138 @@
#include "vector.h"
#include <math.h>
Vector2 normalizeV2(const Vector2* v, float gain)
{
float len = lengthV2(v);
Vector2 res = {.x = v->x / len, .y = v->y / len};
return res;
}
Vector3 normalizeV3(const Vector3* v, float gain)
{
float len = lengthV3(v);
Vector3 res = {.x = v->x / len, .y = v->y / len, .z = v->z};
return res;
}
Vector2 absV2(const Vector2* v)
{
Vector2 res = {.x = fabsf(v->x), .y = fabsf(v->y)};
return res;
}
Vector3 absV3(const Vector3* v)
{
Vector3 res = {.x = fabsf(v->x), .y = fabsf(v->y), .z = fabsf(v->z)};
return res;
}
float lengthV2(const Vector2* v)
{
return sqrtf(v->x * v->x + v->y * v->y);
}
float lengthV3(const Vector3* v)
{
return sqrtf(v->x * v->x + v->y * v->y + v->z * v->z);
}
float lengthSquaredV2(const Vector2* v)
{
return v->x * v->x + v->y * v->y;
}
float lengthSquaredV3(const Vector3* v)
{
return v->x * v->x + v->y * v->y + v->z * v->z;
}
Vector2 limitV2(const Vector2* v, float min, float max)
{
Vector2 lim;
if (v->x < min) lim.x = min; else if (v->x > max) lim.x = max; else lim.x = v->x;
if (v->y < min) lim.y = min; else if (v->y > max) lim.y = max; else lim.y = v->y;
return lim;
}
Vector3 limitV3(const Vector3* v, float min, float max)
{
Vector3 lim;
if (v->x < min) lim.x = min; else if (v->x > max) lim.x = max; else lim.x = v->x;
if (v->y < min) lim.y = min; else if (v->y > max) lim.y = max; else lim.y = v->y;
if (v->z < min) lim.z = min; else if (v->z > max) lim.z = max; else lim.z = v->z;
return lim;
}
Vector2 powerV2(const Vector2* v, float pow)
{
Vector2 res = {.x = powf(v->x, pow), .y = powf(v->y, pow)};
return res;
}
Vector3 powerV3(const Vector3* v, float pow)
{
Vector3 res = {.x = powf(v->x, pow), .y = powf(v->y, pow), .z = powf(v->z, pow)};
return res;
}
Vector2 sumV2(const Vector2* v1, const Vector2* v2)
{
Vector2 res = {.x = v1->x + v2->x, .y = v1->y + v2->y};
return res;
}
Vector3 sumV3(const Vector3* v1, const Vector3* v2)
{
Vector3 res = {.x = v1->x + v2->x, .y = v1->y + v2->y, .z = v1->z + v2->z};
return res;
}
Vector2 diffV2(const Vector2* v1, const Vector2* v2)
{
Vector2 res = {.x = v1->x - v2->x, .y = v1->y - v2->y};
return res;
}
Vector3 diffV3(const Vector3* v1, const Vector3* v2)
{
Vector3 res = {.x = v1->x - v2->x, .y = v1->y - v2->y, .z = v1->z - v2->z};
return res;
}
Vector2 constProdV2(const Vector2* v, float value)
{
Vector2 res = {.x = v->x * value, .y = v->y * value};
return res;
}
Vector3 constProdV3(const Vector3* v, float value)
{
Vector3 res = {.x = v->x * value, .y = v->y * value, .z = v->z * value};
return res;
}
float scalarProdV2(const Vector2* v1, const Vector2* v2)
{
float res = v1->x * v2->x + v1->y * v2->y;
return res;
}
float scalarProdV3(const Vector3* v1, const Vector3* v2)
{
float res = v1->x * v2->x + v1->y * v2->y + v1->z * v2->z;
return res;
}

View File

@@ -0,0 +1,50 @@
#pragma once
#ifndef VECTOR_H
#define VECTOR_H
typedef struct
{
float x, y;
} Vector2;
typedef struct
{
float x, y, z;
} Vector3;
Vector2 normalizeV2(const Vector2* v, float gain);
Vector3 normalizeV3(const Vector3* v, float gain);
Vector2 absV2(const Vector2* v);
Vector3 absV3(const Vector3* v);
float lengthV2(const Vector2* v);
float lengthV3(const Vector3* v);
float lengthSquaredV2(const Vector2* v);
float lengthSquaredV3(const Vector3* v);
Vector2 limitV2(const Vector2* v, float min, float max);
Vector3 limitV3(const Vector3* v, float min, float max);
Vector2 powerV2(const Vector2* v, float pow);
Vector3 powerV3(const Vector3* v, float pow);
Vector2 sumV2(const Vector2* v1, const Vector2* v2);
Vector3 sumV3(const Vector3* v1, const Vector3* v2);
Vector2 diffV2(const Vector2* v1, const Vector2* v2);
Vector3 diffV3(const Vector3* v1, const Vector3* v2);
Vector2 constProdV2(const Vector2* v, float value);
Vector3 constProdV3(const Vector3* v, float value);
float scalarProdV2(const Vector2* v1, const Vector2* v2);
float scalarProdV3(const Vector3* v1, const Vector3* v2);
Vector2 vectorProdV2(const Vector2* v1, const Vector2* v2);
Vector3 vectorProdV3(const Vector3* v1, const Vector3* v2);
#endif

View File

@@ -19,7 +19,7 @@ void delay_ms(uint32_t ms);
int main(void) int main(void)
{ {
/*__enable_irq(); __enable_irq();
NVIC_SetPriority(TIM6_DAC_IRQn, 2); NVIC_SetPriority(TIM6_DAC_IRQn, 2);
NVIC_SetPriority(USART3_IRQn, 1); NVIC_SetPriority(USART3_IRQn, 1);
@@ -36,17 +36,9 @@ int main(void)
receiver_init(); receiver_init();
motors_init();*/ motors_init();
lidar_init();
// lidar_tim7_init();
while (1) while (1)
{
lidar_update(&lidar);
}
/*while (1)
{ {
attitude_update(&attitude, &imu); attitude_update(&attitude, &imu);
@@ -65,7 +57,7 @@ int main(void)
{ {
motors_turn_off(); motors_turn_off();
} }
}*/ }
} }
void delay_ms(uint32_t ms) void delay_ms(uint32_t ms)

View File

@@ -362,6 +362,7 @@
<state>$PROJ_DIR$\Source\Core\Inc</state> <state>$PROJ_DIR$\Source\Core\Inc</state>
<state>$PROJ_DIR$\Source\BSP\Inc</state> <state>$PROJ_DIR$\Source\BSP\Inc</state>
<state>$PROJ_DIR$\Source\Control\Inc</state> <state>$PROJ_DIR$\Source\Control\Inc</state>
<state>$PROJ_DIR$\Source\INS\geometry</state>
</option> </option>
<option> <option>
<name>CCStdIncCheck</name> <name>CCStdIncCheck</name>
@@ -2367,6 +2368,24 @@
</group> </group>
</group> </group>
</group> </group>
<group>
<name>INS</name>
<group>
<name>geometry</name>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\quaternion.c</name>
</file>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\quaternion.h</name>
</file>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\vector.c</name>
</file>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\vector.h</name>
</file>
</group>
</group>
<file> <file>
<name>$PROJ_DIR$\Source\main.c</name> <name>$PROJ_DIR$\Source\main.c</name>
</file> </file>

View File

@@ -3552,6 +3552,24 @@
</group> </group>
</group> </group>
</group> </group>
<group>
<name>INS</name>
<group>
<name>geometry</name>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\quaternion.c</name>
</file>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\quaternion.h</name>
</file>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\vector.c</name>
</file>
<file>
<name>$PROJ_DIR$\Source\INS\geometry\vector.h</name>
</file>
</group>
</group>
<file> <file>
<name>$PROJ_DIR$\Source\main.c</name> <name>$PROJ_DIR$\Source\main.c</name>
</file> </file>