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/******************************************************************************
*
* Copyright (C) 2012 Asahi Kasei Microdevices Corporation, Japan
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
******************************************************************************/
#include "AKFS_Device.h"
/******************************************************************************/
/*! Initialize #AKFVEC array.
@return #AKFS_SUCCESS on success. Otherwise the return value is #AKFS_ERROR.
@param[in] ndata
@param[out] vdata
*/
int16 AKFS_InitBuffer(
const int16 ndata, /*!< Size of vector buffer */
AKFVEC vdata[] /*!< Vector buffer */
)
{
int i;
/* size check */
if (ndata <= 0) {
return AKFS_ERROR;
}
for (i = 0; i < ndata; i++) {
vdata[i].u.x = AKFS_INIT_VALUE_F;
vdata[i].u.y = AKFS_INIT_VALUE_F;
vdata[i].u.z = AKFS_INIT_VALUE_F;
}
return AKFS_SUCCESS;
}
/******************************************************************************/
/*! Shift #AKFVEC array.
@return #AKFS_SUCCESS on success. Otherwise the return value is #AKFS_ERROR.
@param[in] len
@param[in] shift
@param[in/out] v
*/
int16 AKFS_BufShift(
const int16 len, /*!< size of buffer */
const int16 shift, /*!< shift size */
AKFVEC v[] /*!< buffer */
)
{
int16 i;
if ((shift < 1) || (len < shift)) {
return AKFS_ERROR;
}
for (i = len-1; i >= shift; i--) {
v[i] = v[i-shift];
}
return AKFS_SUCCESS;
}
/******************************************************************************/
/*! Rotate vector according to the specified layout pattern number.
@return #AKFS_SUCCESS on success. Otherwise the return value is #AKFS_ERROR.
@param[in] pat
@param[in/out] vec
*/
int16 AKFS_Rotate(
const AKFS_PATNO pat,
AKFVEC *vec
)
{
AKFLOAT tmp;
switch (pat) {
/* Obverse */
case PAT1:
/* This is Android default */
break;
case PAT2:
tmp = vec->u.x;
vec->u.x = vec->u.y;
vec->u.y = -tmp;
break;
case PAT3:
vec->u.x = -(vec->u.x);
vec->u.y = -(vec->u.y);
break;
case PAT4:
tmp = vec->u.x;
vec->u.x = -(vec->u.y);
vec->u.y = tmp;
break;
/* Reverse */
case PAT5:
vec->u.x = -(vec->u.x);
vec->u.z = -(vec->u.z);
break;
case PAT6:
tmp = vec->u.x;
vec->u.x = vec->u.y;
vec->u.y = tmp;
vec->u.z = -(vec->u.z);
break;
case PAT7:
vec->u.y = -(vec->u.y);
vec->u.z = -(vec->u.z);
break;
case PAT8:
tmp = vec->u.x;
vec->u.x = -(vec->u.y);
vec->u.y = -tmp;
vec->u.z = -(vec->u.z);
break;
default:
return AKFS_ERROR;
}
return AKFS_SUCCESS;
}
/******************************************************************************/
/*! Rotate vector according to the specified layout matrix.
@return #AKFS_SUCCESS on success. Otherwise the return value is #AKFS_ERROR.
@param[in] pat
@param[in/out] vec
*/
int16 AKFS_RotateMat(
const int16 layout[3][3],
AKFVEC *vec
)
{
AKFVEC tmp;
tmp.u.x = layout[0][0]*vec->u.x + layout[0][1]*vec->u.y + layout[0][2]*vec->u.z;
tmp.u.y = layout[1][0]*vec->u.x + layout[1][1]*vec->u.y + layout[1][2]*vec->u.z;
tmp.u.z = layout[2][0]*vec->u.x + layout[2][1]*vec->u.y + layout[2][2]*vec->u.z;
*vec = tmp;
return AKFS_SUCCESS;
}
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