Унификация названий
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20 changed files with 215 additions and 216 deletions
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@ -255,9 +255,9 @@ inline int bgc_quaternion_normalize_fp64(BgcQuaternionFP64* quaternion)
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return 1;
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}
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// =============== Make Conjugate =============== //
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// =============== Get Conjugate ================ //
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inline void bgc_quaternion_make_conjugate_fp32(const BgcQuaternionFP32* quaternion, BgcQuaternionFP32* conjugate)
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inline void bgc_quaternion_get_conjugate_fp32(const BgcQuaternionFP32* quaternion, BgcQuaternionFP32* conjugate)
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{
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conjugate->s0 = quaternion->s0;
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conjugate->x1 = -quaternion->x1;
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@ -265,7 +265,7 @@ inline void bgc_quaternion_make_conjugate_fp32(const BgcQuaternionFP32* quaterni
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conjugate->x3 = -quaternion->x3;
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}
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inline void bgc_quaternion_make_conjugate_fp64(const BgcQuaternionFP64* quaternion, BgcQuaternionFP64* conjugate)
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inline void bgc_quaternion_get_conjugate_fp64(const BgcQuaternionFP64* quaternion, BgcQuaternionFP64* conjugate)
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{
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conjugate->s0 = quaternion->s0;
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conjugate->x1 = -quaternion->x1;
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@ -273,15 +273,15 @@ inline void bgc_quaternion_make_conjugate_fp64(const BgcQuaternionFP64* quaterni
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conjugate->x3 = -quaternion->x3;
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}
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// ============== Make Normalized =============== //
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// =============== Get Normalized =============== //
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inline int bgc_quaternion_make_normalized_fp32(const BgcQuaternionFP32* quaternion, BgcQuaternionFP32* normalized)
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inline int bgc_quaternion_get_normalized_fp32(const BgcQuaternionFP32* quaternion, BgcQuaternionFP32* normalized)
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{
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bgc_quaternion_copy_fp32(quaternion, normalized);
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return bgc_quaternion_normalize_fp32(normalized);
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}
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inline int bgc_quaternion_make_normalized_fp64(const BgcQuaternionFP64* quaternion, BgcQuaternionFP64* normalized)
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inline int bgc_quaternion_get_normalized_fp64(const BgcQuaternionFP64* quaternion, BgcQuaternionFP64* normalized)
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{
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bgc_quaternion_copy_fp64(quaternion, normalized);
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return bgc_quaternion_normalize_fp64(normalized);
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@ -289,7 +289,7 @@ inline int bgc_quaternion_make_normalized_fp64(const BgcQuaternionFP64* quaterni
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// ================== Product =================== //
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inline void bgc_quaternion_make_product_fp32(const BgcQuaternionFP32* left, const BgcQuaternionFP32* right, BgcQuaternionFP32* product)
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inline void bgc_quaternion_get_product_fp32(const BgcQuaternionFP32* left, const BgcQuaternionFP32* right, BgcQuaternionFP32* product)
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{
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const float s0 = (left->s0 * right->s0 - left->x1 * right->x1) - (left->x2 * right->x2 + left->x3 * right->x3);
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const float x1 = (left->x1 * right->s0 + left->s0 * right->x1) - (left->x3 * right->x2 - left->x2 * right->x3);
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@ -302,7 +302,7 @@ inline void bgc_quaternion_make_product_fp32(const BgcQuaternionFP32* left, cons
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product->x3 = x3;
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}
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inline void bgc_quaternion_make_product_fp64(const BgcQuaternionFP64* left, const BgcQuaternionFP64* right, BgcQuaternionFP64* product)
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inline void bgc_quaternion_get_product_fp64(const BgcQuaternionFP64* left, const BgcQuaternionFP64* right, BgcQuaternionFP64* product)
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{
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const double s0 = (left->s0 * right->s0 - left->x1 * right->x1) - (left->x2 * right->x2 + left->x3 * right->x3);
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const double x1 = (left->x1 * right->s0 + left->s0 * right->x1) - (left->x3 * right->x2 - left->x2 * right->x3);
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@ -315,9 +315,9 @@ inline void bgc_quaternion_make_product_fp64(const BgcQuaternionFP64* left, cons
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product->x3 = x3;
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}
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// ============ Make Rotation Matrix ============ //
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// ============ Get Rotation Matrix ============= //
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inline void bgc_quaternion_make_rotation_matrix_fp32(const BgcQuaternionFP32* quaternion, BgcMatrix3x3FP32* rotation)
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inline void bgc_quaternion_get_rotation_matrix_fp32(const BgcQuaternionFP32* quaternion, BgcMatrix3x3FP32* rotation)
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{
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const float s0s0 = quaternion->s0 * quaternion->s0;
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const float x1x1 = quaternion->x1 * quaternion->x1;
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@ -356,7 +356,7 @@ inline void bgc_quaternion_make_rotation_matrix_fp32(const BgcQuaternionFP32* qu
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rotation->r1c3 = corrector2 * (x1x3 + s0x2);
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}
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inline void bgc_quaternion_make_rotation_matrix_fp64(const BgcQuaternionFP64* quaternion, BgcMatrix3x3FP64* rotation)
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inline void bgc_quaternion_get_rotation_matrix_fp64(const BgcQuaternionFP64* quaternion, BgcMatrix3x3FP64* rotation)
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{
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const double s0s0 = quaternion->s0 * quaternion->s0;
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const double x1x1 = quaternion->x1 * quaternion->x1;
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@ -395,9 +395,9 @@ inline void bgc_quaternion_make_rotation_matrix_fp64(const BgcQuaternionFP64* qu
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rotation->r1c3 = corrector2 * (x1x3 + s0x2);
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}
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// ============ Make Reverse Matrix ============= //
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// ============= Get Reverse Matrix ============= //
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inline void bgc_quaternion_make_reverse_matrix_fp32(const BgcQuaternionFP32* quaternion, BgcMatrix3x3FP32* reverse)
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inline void bgc_quaternion_get_reverse_matrix_fp32(const BgcQuaternionFP32* quaternion, BgcMatrix3x3FP32* reverse)
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{
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const float s0s0 = quaternion->s0 * quaternion->s0;
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const float x1x1 = quaternion->x1 * quaternion->x1;
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@ -436,7 +436,7 @@ inline void bgc_quaternion_make_reverse_matrix_fp32(const BgcQuaternionFP32* qua
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reverse->r1c3 = corrector2 * (x1x3 - s0x2);
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}
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inline void bgc_quaternion_make_reverse_matrix_fp64(const BgcQuaternionFP64* quaternion, BgcMatrix3x3FP64* reverse)
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inline void bgc_quaternion_get_reverse_matrix_fp64(const BgcQuaternionFP64* quaternion, BgcMatrix3x3FP64* reverse)
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{
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const double s0s0 = quaternion->s0 * quaternion->s0;
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const double x1x1 = quaternion->x1 * quaternion->x1;
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