Рефакторинг и оптимизация вычислений / Refactoring and optimization of computations
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03e390c1d0
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15 changed files with 810 additions and 829 deletions
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@ -7,9 +7,24 @@ const BgFP32Versor BG_FP32_IDLE_VERSOR = { 1.0f, 0.0f, 0.0f, 0.0f };
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const BgFP64Versor BG_FP64_IDLE_VERSOR = { 1.0, 0.0, 0.0, 0.0 };
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void __bg_fp32_versor_normalize(const float square_modulus, __BgFP32DarkTwinVersor* twin)
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// ==================== Set ===================== //
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void bg_fp32_versor_set_values(const float s0, const float x1, const float x2, const float x3, BgFP32Versor* versor)
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{
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if (square_modulus <= BG_FP32_SQUARE_EPSYLON || (twin->s0 * twin->s0) >= (1.0f - BG_FP32_TWO_EPSYLON) * square_modulus) {
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__BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)versor;
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twin->s0 = s0;
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twin->x1 = x1;
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twin->x2 = x2;
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twin->x3 = x3;
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const float square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
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if (1.0f - BG_FP32_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0f + BG_FP32_TWO_EPSYLON) {
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return;
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}
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if (square_modulus <= BG_FP32_SQUARE_EPSYLON) {
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twin->s0 = 1.0f;
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twin->x1 = 0.0f;
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twin->x2 = 0.0f;
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@ -17,17 +32,30 @@ void __bg_fp32_versor_normalize(const float square_modulus, __BgFP32DarkTwinVers
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return;
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}
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const float modulus = sqrtf(square_modulus);
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const float multiplier = sqrtf(1.0f / square_modulus);
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twin->s0 /= modulus;
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twin->x1 /= modulus;
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twin->x2 /= modulus;
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twin->x3 /= modulus;
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twin->s0 *= multiplier;
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twin->x1 *= multiplier;
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twin->x2 *= multiplier;
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twin->x3 *= multiplier;
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}
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void __bg_fp64_versor_normalize(const double square_modulus, __BgFP64DarkTwinVersor* twin)
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void bg_fp64_versor_set_values(const double s0, const double x1, const double x2, const double x3, BgFP64Versor* versor)
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{
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if (square_modulus <= BG_FP64_SQUARE_EPSYLON || (twin->s0 * twin->s0) >= (1.0 - BG_FP64_TWO_EPSYLON) * square_modulus) {
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__BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)versor;
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twin->s0 = s0;
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twin->x1 = x1;
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twin->x2 = x2;
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twin->x3 = x3;
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const double square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
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if (1.0 - BG_FP64_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0 + BG_FP64_TWO_EPSYLON) {
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return;
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}
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if (square_modulus <= BG_FP64_SQUARE_EPSYLON) {
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twin->s0 = 1.0;
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twin->x1 = 0.0;
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twin->x2 = 0.0;
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@ -35,12 +63,12 @@ void __bg_fp64_versor_normalize(const double square_modulus, __BgFP64DarkTwinVer
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return;
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}
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const double modulus = sqrt(square_modulus);
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const double multiplier = sqrt(1.0 / square_modulus);
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twin->s0 /= modulus;
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twin->x1 /= modulus;
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twin->x2 /= modulus;
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twin->x3 /= modulus;
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twin->s0 *= multiplier;
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twin->x1 *= multiplier;
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twin->x2 *= multiplier;
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twin->x3 *= multiplier;
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}
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// =============== Set Crude Turn =============== //
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@ -108,11 +136,11 @@ void bg_fp32_versor_get_rotation(const BgFP32Versor* versor, BgFP32Rotation3* re
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result->radians = 2.0f * acosf(versor->s0 / sqrtf(versor->s0 * versor->s0 + square_vector));
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const float vector_modulus = sqrtf(square_vector);
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const float multiplier = sqrtf(1.0f / square_vector);
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result->axis.x1 = versor->x1 / vector_modulus;
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result->axis.x2 = versor->x2 / vector_modulus;
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result->axis.x3 = versor->x3 / vector_modulus;
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result->axis.x1 = versor->x1 * multiplier;
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result->axis.x2 = versor->x2 * multiplier;
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result->axis.x3 = versor->x3 * multiplier;
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}
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void bg_fp64_versor_get_rotation(const BgFP64Versor* versor, BgFP64Rotation3* result)
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@ -130,9 +158,264 @@ void bg_fp64_versor_get_rotation(const BgFP64Versor* versor, BgFP64Rotation3* re
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result->radians = 2.0 * acos(versor->s0 / sqrt(versor->s0 * versor->s0 + square_vector));
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const double vector_modulus = sqrt(square_vector);
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const double multiplier = sqrt(1.0 / square_vector);
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result->axis.x1 = versor->x1 / vector_modulus;
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result->axis.x2 = versor->x2 / vector_modulus;
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result->axis.x3 = versor->x3 / vector_modulus;
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result->axis.x1 = versor->x1 * multiplier;
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result->axis.x2 = versor->x2 * multiplier;
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result->axis.x3 = versor->x3 * multiplier;
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}
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// ================ Combination ================= //
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void bg_fp32_versor_combine(const BgFP32Versor* second, const BgFP32Versor* first, BgFP32Versor* result)
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{
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const float s0 = (second->s0 * first->s0 - second->x1 * first->x1) - (second->x2 * first->x2 + second->x3 * first->x3);
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const float x1 = (second->x1 * first->s0 + second->s0 * first->x1) - (second->x3 * first->x2 - second->x2 * first->x3);
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const float x2 = (second->x2 * first->s0 + second->s0 * first->x2) - (second->x1 * first->x3 - second->x3 * first->x1);
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const float x3 = (second->x3 * first->s0 + second->s0 * first->x3) - (second->x2 * first->x1 - second->x1 * first->x2);
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const float square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
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__BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)result;
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twin->s0 = s0;
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twin->x1 = x1;
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twin->x2 = x2;
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twin->x3 = x3;
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if (1.0f - BG_FP32_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0f + BG_FP32_TWO_EPSYLON) {
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return;
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}
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if (square_modulus <= BG_FP32_SQUARE_EPSYLON) {
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twin->s0 = 1.0f;
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twin->x1 = 0.0f;
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twin->x2 = 0.0f;
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twin->x3 = 0.0f;
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return;
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}
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const float multiplier = sqrtf(1.0f / square_modulus);
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twin->s0 *= multiplier;
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twin->x1 *= multiplier;
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twin->x2 *= multiplier;
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twin->x3 *= multiplier;
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}
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void bg_fp64_versor_combine(const BgFP64Versor* second, const BgFP64Versor* first, BgFP64Versor* result)
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{
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const double s0 = (second->s0 * first->s0 - second->x1 * first->x1) - (second->x2 * first->x2 + second->x3 * first->x3);
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const double x1 = (second->x1 * first->s0 + second->s0 * first->x1) - (second->x3 * first->x2 - second->x2 * first->x3);
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const double x2 = (second->x2 * first->s0 + second->s0 * first->x2) - (second->x1 * first->x3 - second->x3 * first->x1);
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const double x3 = (second->x3 * first->s0 + second->s0 * first->x3) - (second->x2 * first->x1 - second->x1 * first->x2);
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const double square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
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__BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)result;
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twin->s0 = s0;
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twin->x1 = x1;
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twin->x2 = x2;
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twin->x3 = x3;
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if (1.0 - BG_FP64_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0 + BG_FP64_TWO_EPSYLON) {
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return;
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}
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if (square_modulus <= BG_FP64_SQUARE_EPSYLON) {
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twin->s0 = 1.0;
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twin->x1 = 0.0;
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twin->x2 = 0.0;
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twin->x3 = 0.0;
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return;
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}
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const double multiplier = sqrt(1.0 / square_modulus);
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twin->s0 *= multiplier;
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twin->x1 *= multiplier;
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twin->x2 *= multiplier;
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twin->x3 *= multiplier;
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}
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// =========== Make Rotation Matrix3x3 ========== //
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void bg_fp32_versor_get_rotation_matrix(const BgFP32Versor* versor, BgFP32Matrix3x3* matrix)
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{
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const float s0s0 = versor->s0 * versor->s0;
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const float x1x1 = versor->x1 * versor->x1;
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const float x2x2 = versor->x2 * versor->x2;
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const float x3x3 = versor->x3 * versor->x3;
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const float s0x1 = 2.0f * versor->s0 * versor->x1;
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const float s0x2 = 2.0f * versor->s0 * versor->x2;
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const float s0x3 = 2.0f * versor->s0 * versor->x3;
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const float x1x2 = 2.0f * versor->x1 * versor->x2;
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const float x1x3 = 2.0f * versor->x1 * versor->x3;
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const float x2x3 = 2.0f * versor->x2 * versor->x3;
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matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3);
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matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3);
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matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2);
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matrix->r1c2 = x1x2 - s0x3;
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matrix->r2c3 = x2x3 - s0x1;
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matrix->r3c1 = x1x3 - s0x2;
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matrix->r2c1 = x1x2 + s0x3;
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matrix->r3c2 = x2x3 + s0x1;
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matrix->r1c3 = x1x3 + s0x2;
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}
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void bg_fp64_versor_get_rotation_matrix(const BgFP64Versor* versor, BgFP64Matrix3x3* matrix)
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{
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const double s0s0 = versor->s0 * versor->s0;
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const double x1x1 = versor->x1 * versor->x1;
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const double x2x2 = versor->x2 * versor->x2;
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const double x3x3 = versor->x3 * versor->x3;
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const double s0x1 = 2.0 * versor->s0 * versor->x1;
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const double s0x2 = 2.0 * versor->s0 * versor->x2;
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const double s0x3 = 2.0 * versor->s0 * versor->x3;
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const double x1x2 = 2.0 * versor->x1 * versor->x2;
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const double x1x3 = 2.0 * versor->x1 * versor->x3;
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const double x2x3 = 2.0 * versor->x2 * versor->x3;
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matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3);
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matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3);
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matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2);
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matrix->r1c2 = x1x2 - s0x3;
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matrix->r2c3 = x2x3 - s0x1;
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matrix->r3c1 = x1x3 - s0x2;
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matrix->r2c1 = x1x2 + s0x3;
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matrix->r3c2 = x2x3 + s0x1;
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matrix->r1c3 = x1x3 + s0x2;
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}
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// =========== Make Reverse Matrix3x3 =========== //
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void bg_fp32_versor_get_reverse_matrix(const BgFP32Versor* versor, BgFP32Matrix3x3* matrix)
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{
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const float s0s0 = versor->s0 * versor->s0;
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const float x1x1 = versor->x1 * versor->x1;
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const float x2x2 = versor->x2 * versor->x2;
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const float x3x3 = versor->x3 * versor->x3;
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const float s0x1 = 2.0f * versor->s0 * versor->x1;
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const float s0x2 = 2.0f * versor->s0 * versor->x2;
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const float s0x3 = 2.0f * versor->s0 * versor->x3;
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const float x1x2 = 2.0f * versor->x1 * versor->x2;
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const float x1x3 = 2.0f * versor->x1 * versor->x3;
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const float x2x3 = 2.0f * versor->x2 * versor->x3;
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matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3);
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matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3);
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matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2);
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matrix->r1c2 = x1x2 + s0x3;
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matrix->r2c3 = x2x3 + s0x1;
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matrix->r3c1 = x1x3 + s0x2;
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matrix->r2c1 = x1x2 - s0x3;
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matrix->r3c2 = x2x3 - s0x1;
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matrix->r1c3 = x1x3 - s0x2;
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}
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void bg_fp64_versor_get_reverse_matrix(const BgFP64Versor* versor, BgFP64Matrix3x3* matrix)
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{
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const double s0s0 = versor->s0 * versor->s0;
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const double x1x1 = versor->x1 * versor->x1;
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const double x2x2 = versor->x2 * versor->x2;
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const double x3x3 = versor->x3 * versor->x3;
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const double s0x1 = 2.0 * versor->s0 * versor->x1;
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const double s0x2 = 2.0 * versor->s0 * versor->x2;
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const double s0x3 = 2.0 * versor->s0 * versor->x3;
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const double x1x2 = 2.0 * versor->x1 * versor->x2;
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const double x1x3 = 2.0 * versor->x1 * versor->x3;
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const double x2x3 = 2.0 * versor->x2 * versor->x3;
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matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3);
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matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3);
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matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2);
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matrix->r1c2 = x1x2 + s0x3;
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matrix->r2c3 = x2x3 + s0x1;
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matrix->r3c1 = x1x3 + s0x2;
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matrix->r2c1 = x1x2 - s0x3;
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matrix->r3c2 = x2x3 - s0x1;
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matrix->r1c3 = x1x3 - s0x2;
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}
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// ================ Turn Vector ================= //
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void bg_fp32_versor_turn(const BgFP32Versor* versor, const BgFP32Vector3* vector, BgFP32Vector3* result)
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{
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const float tx1 = 2.0f * (versor->x2 * vector->x3 - versor->x3 * vector->x2);
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const float tx2 = 2.0f * (versor->x3 * vector->x1 - versor->x1 * vector->x3);
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const float tx3 = 2.0f * (versor->x1 * vector->x2 - versor->x2 * vector->x1);
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const float x1 = (vector->x1 + tx1 * versor->s0) + (versor->x2 * tx3 - versor->x3 * tx2);
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const float x2 = (vector->x2 + tx2 * versor->s0) + (versor->x3 * tx1 - versor->x1 * tx3);
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const float x3 = (vector->x3 + tx3 * versor->s0) + (versor->x1 * tx2 - versor->x2 * tx1);
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result->x1 = x1;
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result->x2 = x2;
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result->x3 = x3;
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}
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void bg_fp64_versor_turn(const BgFP64Versor* versor, const BgFP64Vector3* vector, BgFP64Vector3* result)
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{
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const double tx1 = 2.0 * (versor->x2 * vector->x3 - versor->x3 * vector->x2);
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const double tx2 = 2.0 * (versor->x3 * vector->x1 - versor->x1 * vector->x3);
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const double tx3 = 2.0 * (versor->x1 * vector->x2 - versor->x2 * vector->x1);
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const double x1 = (vector->x1 + tx1 * versor->s0) + (versor->x2 * tx3 - versor->x3 * tx2);
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const double x2 = (vector->x2 + tx2 * versor->s0) + (versor->x3 * tx1 - versor->x1 * tx3);
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const double x3 = (vector->x3 + tx3 * versor->s0) + (versor->x1 * tx2 - versor->x2 * tx1);
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result->x1 = x1;
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result->x2 = x2;
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result->x3 = x3;
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}
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// ============== Turn Vector Back ============== //
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void bg_fp32_versor_turn_back(const BgFP32Versor* versor, const BgFP32Vector3* vector, BgFP32Vector3* result)
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{
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const float tx1 = 2.0f * (versor->x2 * vector->x3 - versor->x3 * vector->x2);
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const float tx2 = 2.0f * (versor->x3 * vector->x1 - versor->x1 * vector->x3);
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const float tx3 = 2.0f * (versor->x1 * vector->x2 - versor->x2 * vector->x1);
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const float x1 = (vector->x1 - tx1 * versor->s0) + (versor->x2 * tx3 - versor->x3 * tx2);
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const float x2 = (vector->x2 - tx2 * versor->s0) + (versor->x3 * tx1 - versor->x1 * tx3);
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const float x3 = (vector->x3 - tx3 * versor->s0) + (versor->x1 * tx2 - versor->x2 * tx1);
|
||||
|
||||
result->x1 = x1;
|
||||
result->x2 = x2;
|
||||
result->x3 = x3;
|
||||
}
|
||||
|
||||
void bg_fp64_versor_turn_back(const BgFP64Versor* versor, const BgFP64Vector3* vector, BgFP64Vector3* result)
|
||||
{
|
||||
const double tx1 = 2.0 * (versor->x2 * vector->x3 - versor->x3 * vector->x2);
|
||||
const double tx2 = 2.0 * (versor->x3 * vector->x1 - versor->x1 * vector->x3);
|
||||
const double tx3 = 2.0 * (versor->x1 * vector->x2 - versor->x2 * vector->x1);
|
||||
|
||||
const double x1 = (vector->x1 - tx1 * versor->s0) + (versor->x2 * tx3 - versor->x3 * tx2);
|
||||
const double x2 = (vector->x2 - tx2 * versor->s0) + (versor->x3 * tx1 - versor->x1 * tx3);
|
||||
const double x3 = (vector->x3 - tx3 * versor->s0) + (versor->x1 * tx2 - versor->x2 * tx1);
|
||||
|
||||
result->x1 = x1;
|
||||
result->x2 = x2;
|
||||
result->x3 = x3;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue