Добавление функции получения поворота (turn3) на основе матрицы поворота (matrix3x3)
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@ -62,6 +62,9 @@ extern inline void bgc_fp64_turn3_exclude(BGC_FP64_Turn3* const difference, cons
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extern inline void bgc_fp32_turn3_get_rotation_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn);
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extern inline void bgc_fp32_turn3_get_rotation_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn);
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extern inline void bgc_fp64_turn3_get_rotation_matrix(BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Turn3* const turn);
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extern inline void bgc_fp64_turn3_get_rotation_matrix(BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Turn3* const turn);
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extern inline int bgc_fp32_turn3_set_rotation_matrix(BGC_FP32_Turn3* const turn, const BGC_FP32_Matrix3x3* const matrix);
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extern inline int bgc_fp64_turn3_set_rotation_matrix(BGC_FP64_Turn3* const turn, const BGC_FP64_Matrix3x3* const matrix);
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extern inline void bgc_fp32_turn3_get_reverse_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn);
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extern inline void bgc_fp32_turn3_get_reverse_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn);
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extern inline void bgc_fp64_turn3_get_reverse_matrix(BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Turn3* const turn);
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extern inline void bgc_fp64_turn3_get_reverse_matrix(BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Turn3* const turn);
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@ -371,6 +371,18 @@ inline void bgc_fp64_turn3_get_rotation_matrix(BGC_FP64_Matrix3x3* const matrix,
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bgc_fp64_quaternion_get_rotation_matrix(matrix, &turn->_versor);
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bgc_fp64_quaternion_get_rotation_matrix(matrix, &turn->_versor);
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}
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}
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// ============ Set Rotation Matrix ============= //
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inline int bgc_fp32_turn3_set_rotation_matrix(BGC_FP32_Turn3* const turn, const BGC_FP32_Matrix3x3* const matrix)
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{
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return bgc_fp32_quaternion_set_rotation_matrix(&turn->_versor, matrix);
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}
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inline int bgc_fp64_turn3_set_rotation_matrix(BGC_FP64_Turn3* const turn, const BGC_FP64_Matrix3x3* const matrix)
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{
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return bgc_fp64_quaternion_set_rotation_matrix(&turn->_versor, matrix);
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}
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// ============= Get Reverse Matrix ============= //
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// ============= Get Reverse Matrix ============= //
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inline void bgc_fp32_turn3_get_reverse_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn)
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inline void bgc_fp32_turn3_get_reverse_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn)
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