Rearranged original code port/fork to: * Make library compatible with TiltyQuad IMU; * Prevent multiple definition, and added inclusion guard; * Cleaner access to library functions and file structure; and * "Broke out" code to control Sampling Rate and FIFO buffer update rate. By Trung Tin Ian HUA 2014. Credit to Jeff Rowberg for his original code, the best DMP implementation thus far; and szymon gaertig for porting the arduino library to mbed.

Dependents:   MPU6050-DMP_test

Fork of MPU6050 by Shundo Kishi

Revision:
6:2dc23167c8d8
Parent:
0:662207e34fba
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Math/helper_3dmath.h	Tue Apr 29 10:36:21 2014 +0000
@@ -0,0 +1,216 @@
+// I2C device class (I2Cdev) demonstration Arduino sketch for MPU6050 class, 3D math helper
+// 6/5/2012 by Jeff Rowberg <jeff@rowberg.net>
+// Updates should (hopefully) always be available at https://github.com/jrowberg/i2cdevlib
+//
+// Changelog:
+//     2012-06-05 - add 3D math helper file to DMP6 example sketch
+
+/* ============================================
+I2Cdev device library code is placed under the MIT license
+Copyright (c) 2012 Jeff Rowberg
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+===============================================
+*/
+
+#ifndef _HELPER_3DMATH_H_
+#define _HELPER_3DMATH_H_
+
+class Quaternion {
+    public:
+        float w;
+        float x;
+        float y;
+        float z;
+        
+        Quaternion() {
+            w = 1.0f;
+            x = 0.0f;
+            y = 0.0f;
+            z = 0.0f;
+        }
+        
+        Quaternion(float nw, float nx, float ny, float nz) {
+            w = nw;
+            x = nx;
+            y = ny;
+            z = nz;
+        }
+
+        Quaternion getProduct(Quaternion q) {
+            // Quaternion multiplication is defined by:
+            //     (Q1 * Q2).w = (w1w2 - x1x2 - y1y2 - z1z2)
+            //     (Q1 * Q2).x = (w1x2 + x1w2 + y1z2 - z1y2)
+            //     (Q1 * Q2).y = (w1y2 - x1z2 + y1w2 + z1x2)
+            //     (Q1 * Q2).z = (w1z2 + x1y2 - y1x2 + z1w2
+            return Quaternion(
+                w*q.w - x*q.x - y*q.y - z*q.z,  // new w
+                w*q.x + x*q.w + y*q.z - z*q.y,  // new x
+                w*q.y - x*q.z + y*q.w + z*q.x,  // new y
+                w*q.z + x*q.y - y*q.x + z*q.w); // new z
+        }
+
+        Quaternion getConjugate() {
+            return Quaternion(w, -x, -y, -z);
+        }
+        
+        float getMagnitude() {
+            return sqrt(w*w + x*x + y*y + z*z);
+        }
+        
+        void normalize() {
+            float m = getMagnitude();
+            w /= m;
+            x /= m;
+            y /= m;
+            z /= m;
+        }
+        
+        Quaternion getNormalized() {
+            Quaternion r(w, x, y, z);
+            r.normalize();
+            return r;
+        }
+};
+
+class VectorInt16 {
+    public:
+        int16_t x;
+        int16_t y;
+        int16_t z;
+
+        VectorInt16() {
+            x = 0;
+            y = 0;
+            z = 0;
+        }
+        
+        VectorInt16(int16_t nx, int16_t ny, int16_t nz) {
+            x = nx;
+            y = ny;
+            z = nz;
+        }
+
+        float getMagnitude() {
+            return sqrt((float)(x*x + y*y + z*z));
+        }
+
+        void normalize() {
+            float m = getMagnitude();
+            x /= m;
+            y /= m;
+            z /= m;
+        }
+        
+        VectorInt16 getNormalized() {
+            VectorInt16 r(x, y, z);
+            r.normalize();
+            return r;
+        }
+        
+        void rotate(Quaternion *q) {
+            // http://www.cprogramming.com/tutorial/3d/quaternions.html
+            // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/index.htm
+            // http://content.gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation
+            // ^ or: http://webcache.googleusercontent.com/search?q=cache:xgJAp3bDNhQJ:content.gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation&hl=en&gl=us&strip=1
+        
+            // P_out = q * P_in * conj(q)
+            // - P_out is the output vector
+            // - q is the orientation quaternion
+            // - P_in is the input vector (a*aReal)
+            // - conj(q) is the conjugate of the orientation quaternion (q=[w,x,y,z], q*=[w,-x,-y,-z])
+            Quaternion p(0, x, y, z);
+
+            // quaternion multiplication: q * p, stored back in p
+            p = q -> getProduct(p);
+
+            // quaternion multiplication: p * conj(q), stored back in p
+            p = p.getProduct(q -> getConjugate());
+
+            // p quaternion is now [0, x', y', z']
+            x = p.x;
+            y = p.y;
+            z = p.z;
+        }
+
+        VectorInt16 getRotated(Quaternion *q) {
+            VectorInt16 r(x, y, z);
+            r.rotate(q);
+            return r;
+        }
+};
+
+class VectorFloat {
+    public:
+        float x;
+        float y;
+        float z;
+
+        VectorFloat() {
+            x = 0;
+            y = 0;
+            z = 0;
+        }
+        
+        VectorFloat(float nx, float ny, float nz) {
+            x = nx;
+            y = ny;
+            z = nz;
+        }
+
+        float getMagnitude() {
+            return sqrt(x*x + y*y + z*z);
+        }
+
+        void normalize() {
+            float m = getMagnitude();
+            x /= m;
+            y /= m;
+            z /= m;
+        }
+        
+        VectorFloat getNormalized() {
+            VectorFloat r(x, y, z);
+            r.normalize();
+            return r;
+        }
+        
+        void rotate(Quaternion *q) {
+            Quaternion p(0, x, y, z);
+
+            // quaternion multiplication: q * p, stored back in p
+            p = q -> getProduct(p);
+
+            // quaternion multiplication: p * conj(q), stored back in p
+            p = p.getProduct(q -> getConjugate());
+
+            // p quaternion is now [0, x', y', z']
+            x = p.x;
+            y = p.y;
+            z = p.z;
+        }
+
+        VectorFloat getRotated(Quaternion *q) {
+            VectorFloat r(x, y, z);
+            r.rotate(q);
+            return r;
+        }
+};
+
+#endif /* _HELPER_3DMATH_H_ */
\ No newline at end of file