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:
1:857642c51139
Parent:
0:3cc1a808d8c6
Child:
2:26ba41c58962
--- a/Vector3.h	Mon Sep 01 13:48:26 2014 +0000
+++ b/Vector3.h	Tue Feb 24 10:05:29 2015 +0000
@@ -1,7 +1,7 @@
 #ifndef __AHRSMATHDSP_VECTOR3_
 #define __AHRSMATHDSP_VECTOR3_
 
-#include "arm_math.h"
+//#include "arm_math.h"
 
 class Vector3 {
 public:
@@ -21,11 +21,11 @@
         this->z = z;     
     }
     
-    float length_squared(){
+    float length_squared() const{
         return x*x + y*y + z*z;
     }
     
-    float length(){
+    float length() const{
         return sqrt(length_squared());    
     }
     
@@ -36,11 +36,11 @@
         z = z/len;
     }
     
-    float dot_product(const Vector3 &v){
+    float dot_product(const Vector3 &v) const{
         return x*v.x + y*v.y + z*v.z;
     }
     
-    Vector3 cross_product(const Vector3 &v){
+    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;
     }
@@ -52,11 +52,11 @@
         this->z = z;
     }
 
-    bool operator == (const Vector3 &v) {
+    bool operator == (const Vector3 &v) const {
         return (x==v.x && y==v.y && z==v.z);
     }
 
-    bool operator != (const Vector3 &v) {
+    bool operator != (const Vector3 &v) const {
         return (x!=v.x || y!=v.y || z!=v.z);
     }