Добавление структур для описания положения через дуальный кватернион
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5 changed files with 76 additions and 0 deletions
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@ -31,6 +31,7 @@
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<ClInclude Include="matrix2x3.h" />
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<ClInclude Include="matrix2x3.h" />
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<ClInclude Include="matrix3x2.h" />
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<ClInclude Include="matrix3x2.h" />
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<ClInclude Include="matrix3x3.h" />
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<ClInclude Include="matrix3x3.h" />
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<ClInclude Include="posture3.h" />
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<ClInclude Include="types.h" />
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<ClInclude Include="types.h" />
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<ClInclude Include="position2.h" />
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<ClInclude Include="position2.h" />
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<ClInclude Include="position3.h" />
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<ClInclude Include="position3.h" />
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@ -52,6 +53,7 @@
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<ClCompile Include="dual-vector3.c" />
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<ClCompile Include="dual-vector3.c" />
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<ClCompile Include="position2.c" />
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<ClCompile Include="position2.c" />
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<ClCompile Include="position3.c" />
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<ClCompile Include="position3.c" />
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<ClCompile Include="posture3.c" />
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<ClCompile Include="turn2.c" />
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<ClCompile Include="turn2.c" />
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<ClCompile Include="turn3.c" />
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<ClCompile Include="turn3.c" />
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<ClCompile Include="utilities.c" />
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<ClCompile Include="utilities.c" />
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@ -84,6 +84,9 @@
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<ClInclude Include="slerp3.h">
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<ClInclude Include="slerp3.h">
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<Filter>Файлы заголовков</Filter>
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="posture3.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="angle.c">
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<ClCompile Include="angle.c">
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@ -143,5 +146,8 @@
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<ClCompile Include="slerp3.c">
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<ClCompile Include="slerp3.c">
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<Filter>Исходные файлы</Filter>
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="posture3.c">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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19
basic-geometry/posture3.c
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19
basic-geometry/posture3.c
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#include "posture3.h"
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extern inline void bgc_fp32_posture3_reset(BGC_FP32_Posture3* posture);
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extern inline void bgc_fp64_posture3_reset(BGC_FP64_Posture3* posture);
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void _bgc_fp32_posture3_normalize(BGC_FP32_Posture3* posture)
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{
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const float square_magnitude = bgc_fp32_quaternion_get_square_magnitude(&posture->_dual_versor.real_part);
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if (square_magnitude <= BGC_FP32_SQUARE_EPSILON || isnan(square_magnitude)) {
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bgc_fp32_posture3_reset(posture);
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return;
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}
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const float multiplier = sqrtf(1.0f / square_magnitude);
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bgc_fp32_quaternion_multiply_by_real(&posture->_dual_versor.real_part, &posture->_dual_versor.real_part, multiplier);
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bgc_fp32_quaternion_multiply_by_real(&posture->_dual_versor.dual_part, &posture->_dual_versor.dual_part, multiplier);
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}
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39
basic-geometry/posture3.h
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39
basic-geometry/posture3.h
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#ifndef _BGC_POSTURE3_H_INCLUDED_
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#define _BGC_POSTURE3_H_INCLUDED_
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#include "types.h"
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#include "quaternion.h"
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#include "dual-quaternion.h"
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// ==================== Reset =================== //
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inline void bgc_fp32_posture3_reset(BGC_FP32_Posture3* posture)
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{
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posture->_dual_versor.real_part.s0 = 1.0f;
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posture->_dual_versor.real_part.x1 = 0.0f;
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posture->_dual_versor.real_part.x2 = 0.0f;
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posture->_dual_versor.real_part.x3 = 0.0f;
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posture->_dual_versor.dual_part.s0 = 0.0f;
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