A quick implementation of Quaternion and Vector classes for use with my MPU9150 library

Dependents:   cool_step_new cool_step_1 SML2

Fork of QuaternionMath by Chris Pepper

Revision:
4:1ced03aa8c75
Parent:
3:c0137be74db4
Child:
8:08d9c0010cc0
--- a/Vector3.h	Fri Mar 13 09:10:41 2015 +0000
+++ b/Vector3.h	Fri Mar 13 09:11:22 2015 +0000
@@ -3,52 +3,53 @@
 
 //#include "arm_math.h"
 
-class Vector3 {
+class Vector3
+{
 public:
-    Vector3(){
+    Vector3() {
         x = y = z = 0;
     }
-    
-    Vector3(float x, float y, float z){
+
+    Vector3(float x, float y, float z) {
         this->x = x;
         this->y = y;
         this->z = z;
     }
-    
-    void set(float x, float y, float z){
+
+    void set(float x, float y, float z) {
         this->x = x;
         this->y = y;
-        this->z = z;     
+        this->z = z;
     }
-    
-    float length_squared() const{
+
+    float length_squared() const {
         return x*x + y*y + z*z;
     }
-    
-    float length() const{
-        return sqrt(length_squared());    
+
+    float length() const {
+        return sqrt(length_squared());
     }
-    
-    void normalise(){
+
+    void normalise() {
         float len = length();
         x = x/len;
         y = y/len;
         z = z/len;
     }
-    
-    Vector3 normalised() const{
+
+    Vector3 normalised() const {
         return *this / length();
     }
-    
-    float dot_product(const Vector3 &v) const{
+
+    float dot_product(const Vector3 &v) const {
         return x*v.x + y*v.y + z*v.z;
     }
-    
-    Vector3 cross_product(const Vector3 &v) const{
+
+    Vector3 cross_product(const Vector3 &v) const {
         Vector3 temp(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);
         return temp;
     }
-    
+
     //operator overides
     void operator ()(const float x, const float y, const float z) {
         this->x = x;
@@ -64,47 +65,47 @@
         return (x!=v.x || y!=v.y || z!=v.z);
     }
 
-    const Vector3 &operator = (const Vector3 &v) {   
+    const Vector3 &operator = (const Vector3 &v) {
         x = v.x;
         y = v.y;
-        z = v.z;     
+        z = v.z;
         return *this;
     }
-    
+
     const Vector3 operator - (void) const {
         return Vector3(-x,-y,-z);
     }
- 
+
     const Vector3 operator + (const Vector3 &v) const {
         return Vector3(x+v.x, y+v.y, z+v.z);
-    }  
+    }
 
     const Vector3 operator - (const Vector3 &v) const {
         return Vector3(x-v.x, y-v.y, z-v.z);
     }
-    
+
     const Vector3 operator * (const float num) const {
         Vector3 temp;
         temp.x = x * num;
-        temp.y = y * num;  
-        temp.z = z * num;  
+        temp.y = y * num;
+        temp.z = z * num;
         return temp;
     }
 
     const Vector3 operator / (const float num) const {
         Vector3 temp;
         temp.x = x / num;
-        temp.y = y / num;  
-        temp.z = z / num;  
+        temp.y = y / num;
+        temp.z = z / num;
         return temp;
     }
-    
+
     float operator * (const Vector3 &v) const {
         return x*v.x + y*v.y + z*v.z;
     }
-    
+
     float x, y, z;
-       
+
 };
 
 #endif
\ No newline at end of file