Добавление функций восстановления позиции в трёхмерном пространстве (position3) по аффинному преобрезованию (affine3); небольшие исправления в документации, а также переименование некоторых переменных

This commit is contained in:
Andrey Pokidov 2026-04-07 20:57:07 +07:00
parent 39352af3f9
commit 178e004e3f
5 changed files with 122 additions and 68 deletions

View file

@ -170,6 +170,28 @@ inline void bgc_fp64_position3_get_affine(BGC_FP64_Affine3* const affine_map, co
bgc_fp64_vector3_copy(&affine_map->shift, &position->shift);
}
// ================= Set Affine ================== //
inline int bgc_fp32_position3_set_affine(BGC_FP32_Position3* const position, const BGC_FP32_Affine3* const affine_map)
{
if (bgc_fp32_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) {
bgc_fp32_vector3_copy(&position->shift, &affine_map->shift);
return BGC_SUCCESS;
}
return BGC_FAILURE;
}
inline int bgc_fp64_position3_set_affine(BGC_FP64_Position3* const position, const BGC_FP64_Affine3* const affine_map)
{
if (bgc_fp64_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) {
bgc_fp64_vector3_copy(&position->shift, &affine_map->shift);
return BGC_SUCCESS;
}
return BGC_FAILURE;
}
// ============= Get Reverse Affine ============== //
inline void bgc_fp32_position3_get_reverse_affine(BGC_FP32_Affine3* const affine_map, const BGC_FP32_Position3* const position)
@ -186,6 +208,32 @@ inline void bgc_fp64_position3_get_reverse_affine(BGC_FP64_Affine3* const affine
bgc_fp64_vector3_revert(&affine_map->shift);
}
// ============= Set Reverse Affine ============== //
inline int bgc_fp32_position3_set_reverse_affine(BGC_FP32_Position3* const position, const BGC_FP32_Affine3* const affine_map)
{
if (bgc_fp32_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) {
bgc_fp32_vector3_multiply_by_matrix3x3(&position->shift, &affine_map->shift, &affine_map->distortion);
bgc_fp32_quaternion_conjugate(&position->turn._versor);
bgc_fp32_vector3_revert(&position->shift);
return BGC_SUCCESS;
}
return BGC_FAILURE;
}
inline int bgc_fp64_position3_set_reverse_affine(BGC_FP64_Position3* const position, const BGC_FP64_Affine3* const affine_map)
{
if (bgc_fp64_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) {
bgc_fp64_vector3_multiply_by_matrix3x3(&position->shift, &affine_map->shift, &affine_map->distortion);
bgc_fp64_quaternion_conjugate(&position->turn._versor);
bgc_fp64_vector3_revert(&position->shift);
return BGC_SUCCESS;
}
return BGC_FAILURE;
}
// =============== Transform Point =============== //
inline void bgc_fp32_position3_transform_point(BGC_FP32_Vector3* const transformed_point, const BGC_FP32_Position3* const position, const BGC_FP32_Vector3* const initial_point)