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Madgwick_BMX160.h
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Madgwick_BMX160.h
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//=============================================================================================
// Madgwick.h
//=============================================================================================
//
// Implementation of Madgwick's IMU and AHRS algorithms.
// See: http://www.x-io.co.uk/open-source-imu-and-ahrs-algorithms/
//
// From the x-io website "Open-source resources available on this website are
// provided under the GNU General Public Licence unless an alternative licence
// is provided in source."
//
// Date Author Notes
// 29/09/2011 SOH Madgwick Initial release
// 02/10/2011 SOH Madgwick Optimised for reduced CPU load
//
//=============================================================================================
#ifndef __Madgwick_BMX160_h__
#define __Madgwick_BMX160_h__
#include <math.h>
#include <stdint.h>
//--------------------------------------------------------------------------------------------
// Variable declaration
class Madgwick_BMX160{
private:
double delta_t = 0; // Used to control display output rate
uint32_t now = 0; // used to calculate integration interval
uint32_t last_update = 0; // used to calculate integration interval
static float invSqrt(float x);
float beta; // algorithm gain
float q0;
float q1;
float q2;
float q3; // quaternion of sensor frame relative to auxiliary frame
float roll;
float pitch;
float yaw;
char anglesComputed;
void computeAngles();
//-------------------------------------------------------------------------------------------
// Function declarations
public:
Madgwick_BMX160(void);
void begin() { }
void update(float gx, float gy, float gz, float ax, float ay, float az, float mx, float my, float mz);
void updateIMU(float gx, float gy, float gz, float ax, float ay, float az);
//float getPitch(){return atan2f(2.0f * q2 * q3 - 2.0f * q0 * q1, 2.0f * q0 * q0 + 2.0f * q3 * q3 - 1.0f);};
//float getRoll(){return -1.0f * asinf(2.0f * q1 * q3 + 2.0f * q0 * q2);};
//float getYaw(){return atan2f(2.0f * q1 * q2 - 2.0f * q0 * q3, 2.0f * q0 * q0 + 2.0f * q1 * q1 - 1.0f);};
float getRoll() {
if (!anglesComputed) computeAngles();
return roll * 57.29578f;
}
float getPitch() {
if (!anglesComputed) computeAngles();
return pitch * 57.29578f;
}
float getYaw() {
if (!anglesComputed) computeAngles();
return yaw * 57.29578f + 180.0f;
}
float getRollRadians() {
if (!anglesComputed) computeAngles();
return roll;
}
float getPitchRadians() {
if (!anglesComputed) computeAngles();
return pitch;
}
float getYawRadians() {
if (!anglesComputed) computeAngles();
return yaw;
}
void getQuaternion(float *w, float *x, float *y, float *z) {
*w = q0;
*x = q1;
*y = q2;
*z = q3;
}
};
#endif