Replaced normalize with EuclideanNorm
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Merge-Checker / build_and_test (pull_request) Failing after 21s

This commit is contained in:
2025-06-02 14:26:41 -04:00
parent 37556c7c81
commit 60a2b12b5f
5 changed files with 177 additions and 129 deletions

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@@ -277,6 +277,11 @@ void Matrix<rows, columns>::ToString(std::string &stringBuffer) const {
} }
} }
template <uint8_t rows, uint8_t columns>
const float *Matrix<rows, columns>::ToArray() const {
return this->matrix.data();
}
template <uint8_t rows, uint8_t columns> template <uint8_t rows, uint8_t columns>
std::array<float, columns> & std::array<float, columns> &
Matrix<rows, columns>::operator[](uint8_t row_index) { Matrix<rows, columns>::operator[](uint8_t row_index) {
@@ -418,8 +423,8 @@ Matrix<rows, columns>::adjugate(Matrix<rows, columns> &result) const {
} }
template <uint8_t rows, uint8_t columns> template <uint8_t rows, uint8_t columns>
Matrix<rows, columns> & Matrix<rows, columns> Matrix<rows, columns>::EuclideanNorm() const {
Matrix<rows, columns>::Normalize(Matrix<rows, columns> &result) const {
float sum{0}; float sum{0};
for (uint8_t row_idx{0}; row_idx < rows; row_idx++) { for (uint8_t row_idx{0}; row_idx < rows; row_idx++) {
for (uint8_t column_idx{0}; column_idx < columns; column_idx++) { for (uint8_t column_idx{0}; column_idx < columns; column_idx++) {
@@ -428,14 +433,14 @@ Matrix<rows, columns>::Normalize(Matrix<rows, columns> &result) const {
} }
} }
Matrix<rows, columns> result{};
if (sum == 0) { if (sum == 0) {
// this wouldn't do anything anyways // this wouldn't do anything anyways
result.Fill(1e+6); result.Fill(0);
return result; return result;
} }
sum = sqrt(sum); sum = sqrt(sum);
for (uint8_t row_idx{0}; row_idx < rows; row_idx++) { for (uint8_t row_idx{0}; row_idx < rows; row_idx++) {
for (uint8_t column_idx{0}; column_idx < columns; column_idx++) { for (uint8_t column_idx{0}; column_idx < columns; column_idx++) {
result[row_idx][column_idx] = this->Get(row_idx, column_idx) / sum; result[row_idx][column_idx] = this->Get(row_idx, column_idx) / sum;
@@ -491,11 +496,9 @@ void Matrix<rows, columns>::SetSubMatrix(
template <uint8_t rows, uint8_t columns> template <uint8_t rows, uint8_t columns>
void Matrix<rows, columns>::QRDecomposition(Matrix<rows, columns> &Q, void Matrix<rows, columns>::QRDecomposition(Matrix<rows, columns> &Q,
Matrix<columns, columns> &R) const { Matrix<columns, columns> &R) const {
static_assert(columns <= rows, "QR decomposition requires columns <= rows"); static_assert(columns <= rows, "QR decomposition requires columns <= rows");
// Gram-Schmidt orthogonalization
Matrix<rows, 1> a_col, u, e, proj; Matrix<rows, 1> a_col, u, q_col, proj;
Matrix<rows, 1> q_col;
Q.Fill(0); Q.Fill(0);
R.Fill(0); R.Fill(0);
@@ -505,18 +508,17 @@ void Matrix<rows, columns>::QRDecomposition(Matrix<rows, columns> &Q,
for (uint8_t j = 0; j < k; ++j) { for (uint8_t j = 0; j < k; ++j) {
Q.GetColumn(j, q_col); Q.GetColumn(j, q_col);
float r_jk = Matrix<rows, 1>::DotProduct(q_col, a_col); float r_jk = Matrix<rows, 1>::DotProduct(
q_col, u); // FIXED: use u instead of a_col
R[j][k] = r_jk; R[j][k] = r_jk;
// proj = r_jk * q_j
proj = q_col * r_jk; proj = q_col * r_jk;
u = u - proj; u = u - proj;
} }
float norm = sqrt(Matrix<rows, 1>::DotProduct(u, u)); float norm = sqrt(Matrix<rows, 1>::DotProduct(u, u));
if (norm == 0) { if (norm < 1e-12f)
norm = 1e-12f; // avoid div by zero norm = 1e-12f; // for stability
}
for (uint8_t i = 0; i < rows; ++i) { for (uint8_t i = 0; i < rows; ++i) {
Q[i][k] = u[i][0] / norm; Q[i][k] = u[i][0] / norm;

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@@ -132,7 +132,7 @@ public:
* @brief reduce the matrix so the sum of its elements equal 1 * @brief reduce the matrix so the sum of its elements equal 1
* @param result a buffer to store the result into * @param result a buffer to store the result into
*/ */
Matrix<rows, columns> &Normalize(Matrix<rows, columns> &result) const; Matrix<rows, columns> EuclideanNorm() const;
/** /**
* @brief Get a row from the matrix * @brief Get a row from the matrix
@@ -159,8 +159,16 @@ public:
*/ */
constexpr uint8_t GetColumnSize() { return columns; } constexpr uint8_t GetColumnSize() { return columns; }
/**
* @brief Write a string representation of the matrix into the buffer
*/
void ToString(std::string &stringBuffer) const; void ToString(std::string &stringBuffer) const;
/**
* @brief Returns the internal representation of the matrix as an array
*/
const float *ToArray() const;
/** /**
* @brief Get an element from the matrix * @brief Get an element from the matrix
* @param row the row index of the element * @param row the row index of the element

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@@ -6,115 +6,116 @@
* @param angle The angle to rotate by * @param angle The angle to rotate by
* @param axis The axis to rotate around * @param axis The axis to rotate around
*/ */
Quaternion Quaternion::FromAngleAndAxis(float angle, const Matrix<1, 3> &axis) Quaternion Quaternion::FromAngleAndAxis(float angle, const Matrix<1, 3> &axis) {
{ const float halfAngle = angle / 2;
const float halfAngle = angle / 2; const float sinHalfAngle = sin(halfAngle);
const float sinHalfAngle = sin(halfAngle); Matrix<1, 3> normalizedAxis{};
Matrix<1, 3> normalizedAxis{}; normalizedAxis = axis.EuclideanNorm();
axis.Normalize(normalizedAxis); return Quaternion{static_cast<float>(cos(halfAngle)),
return Quaternion{ normalizedAxis.Get(0, 0) * sinHalfAngle,
static_cast<float>(cos(halfAngle)), normalizedAxis.Get(0, 1) * sinHalfAngle,
normalizedAxis.Get(0, 0) * sinHalfAngle, normalizedAxis.Get(0, 2) * sinHalfAngle};
normalizedAxis.Get(0, 1) * sinHalfAngle,
normalizedAxis.Get(0, 2) * sinHalfAngle};
} }
float Quaternion::operator[](uint8_t index) const float Quaternion::operator[](uint8_t index) const {
{ if (index < 4) {
if (index < 4) return this->matrix[index];
{ }
return this->matrix[index];
}
// index out of bounds // index out of bounds
return 1e+6; return 1e+6;
} }
void Quaternion::operator=(const Quaternion &other) void Quaternion::operator=(const Quaternion &other) {
{ memcpy(&(this->matrix), &(other.matrix), 4 * sizeof(float));
memcpy(&(this->matrix), &(other.matrix), 4 * sizeof(float));
} }
Quaternion Quaternion::operator*(const Quaternion &other) const Quaternion Quaternion::operator*(const Quaternion &other) const {
{ Quaternion result{};
Quaternion result{}; this->Q_Mult(other, result);
this->Q_Mult(other, result); return result;
return result;
} }
Quaternion Quaternion::operator*(float scalar) const Quaternion Quaternion::operator*(float scalar) const {
{ return Quaternion{this->w * scalar, this->v1 * scalar, this->v2 * scalar,
return Quaternion{this->w * scalar, this->v1 * scalar, this->v2 * scalar, this->v3 * scalar}; this->v3 * scalar};
} }
Quaternion Quaternion::operator+(const Quaternion &other) const Quaternion Quaternion::operator+(const Quaternion &other) const {
{ return Quaternion{this->w + other.w, this->v1 + other.v1, this->v2 + other.v2,
return Quaternion{this->w + other.w, this->v1 + other.v1, this->v2 + other.v2, this->v3 + other.v3}; this->v3 + other.v3};
} }
Quaternion & Quaternion &Quaternion::Q_Mult(const Quaternion &other,
Quaternion::Q_Mult(const Quaternion &other, Quaternion &buffer) const Quaternion &buffer) const {
{
// eq. 6 // eq. 6
buffer.w = (other.w * this->w - other.v1 * this->v1 - other.v2 * this->v2 - other.v3 * this->v3); buffer.w = (other.w * this->w - other.v1 * this->v1 - other.v2 * this->v2 -
buffer.v1 = (other.w * this->v1 + other.v1 * this->w - other.v2 * this->v3 + other.v3 * this->v2); other.v3 * this->v3);
buffer.v2 = (other.w * this->v2 + other.v1 * this->v3 + other.v2 * this->w - other.v3 * this->v1); buffer.v1 = (other.w * this->v1 + other.v1 * this->w - other.v2 * this->v3 +
buffer.v3 = (other.w * this->v3 - other.v1 * this->v2 + other.v2 * this->v1 + other.v3 * this->w); other.v3 * this->v2);
return buffer; buffer.v2 = (other.w * this->v2 + other.v1 * this->v3 + other.v2 * this->w -
other.v3 * this->v1);
buffer.v3 = (other.w * this->v3 - other.v1 * this->v2 + other.v2 * this->v1 +
other.v3 * this->w);
return buffer;
} }
Quaternion &Quaternion::Rotate(Quaternion &other, Quaternion &buffer) const Quaternion &Quaternion::Rotate(Quaternion &other, Quaternion &buffer) const {
{ Quaternion prime{this->w, -this->v1, -this->v2, -this->v3};
Quaternion prime{this->w, -this->v1, -this->v2, -this->v3}; buffer.v1 = other.v1;
buffer.v1 = other.v1; buffer.v2 = other.v2;
buffer.v2 = other.v2; buffer.v3 = other.v3;
buffer.v3 = other.v3; buffer.w = 0;
buffer.w = 0;
Quaternion temp{}; Quaternion temp{};
this->Q_Mult(buffer, temp); this->Q_Mult(buffer, temp);
temp.Q_Mult(prime, buffer); temp.Q_Mult(prime, buffer);
return buffer; return buffer;
} }
void Quaternion::Normalize() void Quaternion::Normalize() {
{ float magnitude = sqrt(this->v1 * this->v1 + this->v2 * this->v2 +
float magnitude = sqrt(this->v1 * this->v1 + this->v2 * this->v2 + this->v3 * this->v3 + this->w * this->w); this->v3 * this->v3 + this->w * this->w);
if (magnitude == 0) if (magnitude == 0) {
{ return;
return; }
} this->v1 /= magnitude;
this->v1 /= magnitude; this->v2 /= magnitude;
this->v2 /= magnitude; this->v3 /= magnitude;
this->v3 /= magnitude; this->w /= magnitude;
this->w /= magnitude;
} }
Matrix<3, 3> Quaternion::ToRotationMatrix() const Matrix<3, 3> Quaternion::ToRotationMatrix() const {
{ float xx = this->v1 * this->v1;
float xx = this->v1 * this->v1; float yy = this->v2 * this->v2;
float yy = this->v2 * this->v2; float zz = this->v3 * this->v3;
float zz = this->v3 * this->v3; Matrix<3, 3> rotationMatrix{1 - 2 * (yy - zz),
Matrix<3, 3> rotationMatrix{ 2 * (this->v1 * this->v2 - this->v3 * this->w),
1 - 2 * (yy - zz), 2 * (this->v1 * this->v2 - this->v3 * this->w), 2 * (this->v1 * this->v3 + this->v2 * this->w), 2 * (this->v1 * this->v3 + this->v2 * this->w),
2 * (this->v1 * this->v2 + this->v3 * this->w), 1 - 2 * (xx - zz), 2 * (this->v2 * this->v3 - this->v1 * this->w), 2 * (this->v1 * this->v2 + this->v3 * this->w),
2 * (this->v1 * this->v3 - this->v2 * this->w), 2 * (this->v2 * this->v3 + this->v1 * this->w), 1 - 2 * (xx - yy)}; 1 - 2 * (xx - zz),
return rotationMatrix; 2 * (this->v2 * this->v3 - this->v1 * this->w),
2 * (this->v1 * this->v3 - this->v2 * this->w),
2 * (this->v2 * this->v3 + this->v1 * this->w),
1 - 2 * (xx - yy)};
return rotationMatrix;
}; };
Matrix<3, 1> Quaternion::ToEulerAngle() const Matrix<3, 1> Quaternion::ToEulerAngle() const {
{ float sqv1 = this->v1 * this->v1;
float sqv1 = this->v1 * this->v1; float sqv2 = this->v2 * this->v2;
float sqv2 = this->v2 * this->v2; float sqv3 = this->v3 * this->v3;
float sqv3 = this->v3 * this->v3; float sqw = this->w * this->w;
float sqw = this->w * this->w;
Matrix<3, 1> eulerAngle; Matrix<3, 1> eulerAngle;
{ {
atan2(2.0 * (this->v1 * this->v2 + this->v3 * this->w), (sqv1 - sqv2 - sqv3 + sqw)); atan2(2.0 * (this->v1 * this->v2 + this->v3 * this->w),
asin(-2.0 * (this->v1 * this->v3 - this->v2 * this->w) / (sqv1 + sqv2 + sqv3 + sqw)); (sqv1 - sqv2 - sqv3 + sqw));
atan2(2.0 * (this->v2 * this->v3 + this->v1 * this->w), (-sqv1 - sqv2 + sqv3 + sqw)); asin(-2.0 * (this->v1 * this->v3 - this->v2 * this->w) /
}; (sqv1 + sqv2 + sqv3 + sqw));
return eulerAngle; atan2(2.0 * (this->v2 * this->v3 + this->v1 * this->w),
(-sqv1 - sqv2 + sqv3 + sqw));
};
return eulerAngle;
} }

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@@ -282,26 +282,6 @@ TEST_CASE("Elementary Matrix Operations", "Matrix") {
REQUIRE(mat5.Get(2, 1) == 6); REQUIRE(mat5.Get(2, 1) == 6);
} }
SECTION("Normalize") {
mat1.Normalize(mat3);
float sqrt_30{static_cast<float>(sqrt(30.0f))};
REQUIRE(mat3.Get(0, 0) == 1 / sqrt_30);
REQUIRE(mat3.Get(0, 1) == 2 / sqrt_30);
REQUIRE(mat3.Get(1, 0) == 3 / sqrt_30);
REQUIRE(mat3.Get(1, 1) == 4 / sqrt_30);
Matrix<2, 1> mat4{-0.878877044, 2.92092276};
Matrix<2, 1> mat5{};
mat4.Normalize(mat5);
REQUIRE_THAT(mat5.Get(0, 0),
Catch::Matchers::WithinRel(-0.288129855179f, 1e-6f));
REQUIRE_THAT(mat5.Get(1, 0),
Catch::Matchers::WithinRel(0.957591346325f, 1e-6f));
}
SECTION("GET ROW") { SECTION("GET ROW") {
Matrix<1, 2> mat1Rows{}; Matrix<1, 2> mat1Rows{};
mat1.GetRow(0, mat1Rows); mat1.GetRow(0, mat1Rows);
@@ -383,6 +363,63 @@ TEST_CASE("Elementary Matrix Operations", "Matrix") {
} }
} }
template <uint8_t rows, uint8_t columns>
float matrixSum(const Matrix<rows, columns> &matrix) {
float sum = 0;
for (uint32_t i = 0; i < rows * columns; i++) {
float number = matrix.ToArray()[i];
sum += number * number;
}
return std::sqrt(sum);
}
TEST_CASE("Normalization", "Matrix") {
SECTION("2x2 Normalize") {
Matrix<2, 2> mat1{1, 2, 3, 4};
Matrix<2, 2> mat2{};
mat2 = mat1.EuclideanNorm();
float sqrt_30{static_cast<float>(sqrt(30.0f))};
REQUIRE(mat2.Get(0, 0) == 1 / sqrt_30);
REQUIRE(mat2.Get(0, 1) == 2 / sqrt_30);
REQUIRE(mat2.Get(1, 0) == 3 / sqrt_30);
REQUIRE(mat2.Get(1, 1) == 4 / sqrt_30);
REQUIRE_THAT(matrixSum(mat2), Catch::Matchers::WithinRel(1.0f, 1e-6f));
}
SECTION("2x1 (Vector) Normalize") {
Matrix<2, 1> mat1{-0.878877044, 2.92092276};
Matrix<2, 1> mat2{};
mat2 = mat1.EuclideanNorm();
REQUIRE_THAT(mat2.Get(0, 0),
Catch::Matchers::WithinRel(-0.288129855179f, 1e-6f));
REQUIRE_THAT(mat2.Get(1, 0),
Catch::Matchers::WithinRel(0.957591346325f, 1e-6f));
float sum = matrixSum(mat2);
REQUIRE_THAT(sum, Catch::Matchers::WithinRel(1.0f, 1e-6f));
}
SECTION("Normalized vectors sum to 1") {
Matrix<9, 1> mat1{1, 2, 3, 4, 5, 6, 7, 8, 9};
Matrix<9, 1> mat2;
mat2 = mat1.EuclideanNorm();
float sum = matrixSum(mat2);
REQUIRE_THAT(sum, Catch::Matchers::WithinRel(1.0f, 1e-6f));
Matrix<2, 3> mat3{1, 2, 3, 4, 5, 6};
Matrix<2, 3> mat4{};
mat4 = mat3.EuclideanNorm();
sum = matrixSum(mat4);
REQUIRE_THAT(sum, Catch::Matchers::WithinRel(1.0f, 1e-6f));
}
}
TEST_CASE("QR Decompositions", "Matrix") { TEST_CASE("QR Decompositions", "Matrix") {
SECTION("2x2 QRDecomposition") { SECTION("2x2 QRDecomposition") {
Matrix<2, 2> A{1.0f, 2.0f, 3.0f, 4.0f}; Matrix<2, 2> A{1.0f, 2.0f, 3.0f, 4.0f};
@@ -434,6 +471,13 @@ TEST_CASE("QR Decompositions", "Matrix") {
Matrix<3, 3> Q{}, R{}; Matrix<3, 3> Q{}, R{};
A.QRDecomposition(Q, R); A.QRDecomposition(Q, R);
std::string strBuf1 = "";
Q.ToString(strBuf1);
std::cout << "Q:\n" << strBuf1 << std::endl;
strBuf1 = "";
R.ToString(strBuf1);
std::cout << "R:\n" << strBuf1 << std::endl;
// Check that Q * R ≈ A // Check that Q * R ≈ A
Matrix<3, 3> QR{}; Matrix<3, 3> QR{};
QR = Q * R; QR = Q * R;
@@ -463,13 +507,6 @@ TEST_CASE("QR Decompositions", "Matrix") {
} }
} }
std::string strBuf1 = "";
Q.ToString(strBuf1);
std::cout << "Q:\n" << strBuf1 << std::endl;
strBuf1 = "";
R.ToString(strBuf1);
std::cout << "R:\n" << strBuf1 << std::endl;
// check that all Q values are correct // check that all Q values are correct
REQUIRE_THAT(Q[0][0], Catch::Matchers::WithinRel(0.1231f, 1e-4f)); REQUIRE_THAT(Q[0][0], Catch::Matchers::WithinRel(0.1231f, 1e-4f));
REQUIRE_THAT(Q[0][1], Catch::Matchers::WithinRel(0.904534f, 1e-4f)); REQUIRE_THAT(Q[0][1], Catch::Matchers::WithinRel(0.904534f, 1e-4f));

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@@ -99,7 +99,7 @@ TEST_CASE("Timing Tests", "Matrix") {
SECTION("Normalize") { SECTION("Normalize") {
for (uint32_t i{0}; i < 10000; i++) { for (uint32_t i{0}; i < 10000; i++) {
mat1.Normalize(mat3); mat3 = mat1.EuclideanNorm();
} }
} }