Beispiel #1
0
        /// <summary>
        /// Converts an orthonormal matrix to euler angle (pitch/yaw/roll) representation.
        /// </summary>
        /// <returns>Euler angles in degrees representing the rotation in this matrix.</returns>
        public Vector3 ToEulerAngles()
        {
            Radian xAngle = -MathEx.Asin(this[1, 2]);

            if (xAngle < MathEx.HalfPi)
            {
                if (xAngle > -MathEx.HalfPi)
                {
                    Radian yAngle = MathEx.Atan2(this[0, 2], this[2, 2]);
                    Radian zAngle = MathEx.Atan2(this[1, 0], this[1, 1]);

                    return(new Vector3(xAngle.Degrees, yAngle.Degrees, zAngle.Degrees));
                }
                else
                {
                    // Note: Not an unique solution.
                    xAngle = -MathEx.HalfPi;
                    Radian yAngle = MathEx.Atan2(-this[0, 1], this[0, 0]);
                    Radian zAngle = (Radian)0.0f;

                    return(new Vector3(xAngle.Degrees, yAngle.Degrees, zAngle.Degrees));
                }
            }
            else
            {
                // Note: Not an unique solution.
                xAngle = MathEx.HalfPi;
                Radian yAngle = MathEx.Atan2(this[0, 1], this[0, 0]);
                Radian zAngle = (Radian)0.0f;

                return(new Vector3(xAngle.Degrees, yAngle.Degrees, zAngle.Degrees));
            }
        }
Beispiel #2
0
        public void Calculate(float dt)
        {
            //Correcting centrifugal acceleration
            //CorrAccZ = InpAcc.Z - InpAirSpeed * InpGyr.X / degPerPi; //Check sign!

            if (dt < 0.5 && dt > 0)
            {
                SamplePeriod = dt;

                Update(InpGyr.X * piPerDeg, InpGyr.Y * piPerDeg, InpGyr.Z * piPerDeg, InpAcc.X, InpAcc.Y, InpAcc.Z, InpMag.X, InpMag.Y, InpMag.Z);

                float a01 = 2 * Quat[0] * Quat[1];
                float a02 = 2 * Quat[0] * Quat[2];
                float a03 = 2 * Quat[0] * Quat[3];
                float a11 = 2 * Quat[1] * Quat[1];
                float a12 = 2 * Quat[1] * Quat[2];
                float a13 = 2 * Quat[1] * Quat[3];
                float a22 = 2 * Quat[2] * Quat[2];
                float a23 = 2 * Quat[2] * Quat[3];
                float a33 = 2 * Quat[3] * Quat[3];

                Pitch = (float)MathEx.Asin(a01 + a23) * degPerPi;
                Roll  = -(float)MathEx.Atan2(a02 - a13, 1 - (a22 + a11)) * degPerPi;
                Yaw   = (float)MathEx.Atan2((a11 + a33) - 1, a12 - a03) * degPerPi;
            }
        }
Beispiel #3
0
        private static DirectResult Direct(double lat1, double lon1, double crs12, double d12)
        {
            const double eps = 0.00000000005;
            double       lon;

            if ((MathEx.Abs(MathEx.Cos(lat1)) < eps) && !(MathEx.Abs(MathEx.Sin(crs12)) < eps))
            {
                throw new ArgumentException("Only N-S courses are meaningful, starting at a pole!");
            }

            double lat = MathEx.Asin(MathEx.Sin(lat1) * MathEx.Cos(d12) +
                                     MathEx.Cos(lat1) * MathEx.Sin(d12) * MathEx.Cos(crs12));

            if (MathEx.Abs(MathEx.Cos(lat)) < eps)
            {
                lon = 0.0; //endpoint a pole
            }
            else
            {
                double dlon = MathEx.Atan2(MathEx.Sin(crs12) * MathEx.Sin(d12) * MathEx.Cos(lat1),
                                           MathEx.Cos(d12) - MathEx.Sin(lat1) * MathEx.Sin(lat));
                lon = Mod(lon1 - dlon + MathEx.PI, 2 * MathEx.PI) - MathEx.PI;
            }
            DirectResult outValue = new DirectResult {
                _lat = lat, _lon = lon
            };

            return(outValue);
        }
Beispiel #4
0
        private static Vector3D GetEulerAnglesFromQuaternion(Quaternion q)
        {
            Vector3D result = new Vector3D();
            float    a01    = 2 * q.W * q.X;
            float    a02    = 2 * q.W * q.Y;
            float    a03    = 2 * q.W * q.Z;
            float    a11    = 2 * q.X * q.X;
            float    a12    = 2 * q.X * q.Y;
            float    a13    = 2 * q.X * q.Z;
            float    a22    = 2 * q.Y * q.Y;
            float    a23    = 2 * q.Y * q.Z;
            float    a33    = 2 * q.Z * q.Z;

            //result.Y = (float)MathEx.Atan2(a01 + a23, 1 - (a11 + a22)) * degPerPi;
            //result.X = (float)MathEx.Asin(a02 - a13) * degPerPi;
            //result.Z = (float)MathEx.Atan2(a03 + a12, 1 - (a22 + a33)) * degPerPi;

            result.Y = (float)MathEx.Atan2(a02 - a13, 1 - (a22 + a11)) * degPerPi;
            result.X = (float)MathEx.Asin(a01 + a23) * degPerPi;
            result.Z = (float)MathEx.Atan2(a03 - a12, 1 - (a11 + a33)) * degPerPi;

            return(result);
        }
Beispiel #5
0
        private int Calculate(Direction direction)
        {
            // doy (N)
            int N = date.DayOfYear;

            // appr. time (t)
            double lngHour = longitude / 15.0;

            double t;

            if (direction == Direction.Sunrise)
            {
                t = N + ((6.0 - lngHour) / 24.0);
            }
            else
            {
                t = N + ((18.0 - lngHour) / 24.0);
            }

            // mean anomaly (M)
            double M = (0.9856 * t) - 3.289;

            // true longitude (L)
            double L = M + (1.916 * MathEx.Sin(Deg2Rad(M))) + (0.020 * MathEx.Sin(Deg2Rad(2 * M))) + 282.634;

            L = FixValue(L, 0, 360);

            // right asc (RA)
            double RA = Rad2Deg(MathEx.Atan(0.91764 * MathEx.Tan(Deg2Rad(L))));

            RA = FixValue(RA, 0, 360);

            // adjust quadrant of RA
            double Lquadrant  = (Math.Floor(L / 90.0)) * 90.0;
            double RAquadrant = (Math.Floor(RA / 90.0)) * 90.0;

            RA = RA + (Lquadrant - RAquadrant);

            RA = RA / 15.0;

            // sin cos DEC (sinDec / cosDec)
            double sinDec = 0.39782 * MathEx.Sin(Deg2Rad(L));
            double cosDec = MathEx.Cos(MathEx.Asin(sinDec));

            // local hour angle (cosH)
            double cosH = (MathEx.Cos(Deg2Rad((double)zenith / 1000.0f)) - (sinDec * MathEx.Sin(Deg2Rad(latitude)))) / (cosDec * MathEx.Cos(Deg2Rad(latitude)));

            // local hour (H)
            double H;

            if (direction == Direction.Sunrise)
            {
                H = 360.0 - Rad2Deg(MathEx.Acos(cosH));
            }
            else
            {
                H = Rad2Deg(MathEx.Acos(cosH));
            }

            H = H / 15.0;

            // time (T)
            double T = H + RA - (0.06571 * t) - 6.622;

            // universal time (T)
            double UT = T - lngHour;

            UT += utcOffset;  // local UTC offset

            if (daylightChanges != null)
            {
                if ((date > daylightChanges.Start) && (date < daylightChanges.End))
                {
                    UT += (double)daylightChanges.Delta.Ticks / 36000000000;
                }
            }

            UT = FixValue(UT, 0, 24);

            return((int)Math.Round(UT * 3600));  // Convert to seconds
        }