Переименование Posture в Rigit Pose, изменение внутренней организации Rigid Pose
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6 changed files with 174 additions and 159 deletions
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@ -100,6 +100,10 @@
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<Option compilerVar="CC" />
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</Unit>
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<Unit filename="quaternion.h" />
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<Unit filename="rigid-pose3.c">
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<Option compilerVar="CC" />
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</Unit>
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<Unit filename="rigid-pose3.h" />
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<Unit filename="slerp3.c">
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<Option compilerVar="CC" />
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</Unit>
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@ -1,40 +0,0 @@
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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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extern inline void bgc_fp32_posture3_copy(BGC_FP32_Posture3* destination, const BGC_FP32_Posture3* source);
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extern inline void bgc_fp64_posture3_copy(BGC_FP64_Posture3* destination, const BGC_FP64_Posture3* source);
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extern inline void bgc_fp32_posture3_swap(BGC_FP32_Posture3* posture1, BGC_FP32_Posture3* posture2);
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extern inline void bgc_fp64_posture3_swap(BGC_FP64_Posture3* posture1, BGC_FP64_Posture3* posture2);
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extern inline void bgc_fp32_posture3_convert_to_fp64(BGC_FP64_Posture3* destination, const BGC_FP32_Posture3* source);
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extern inline void bgc_fp64_posture3_convert_to_fp32(BGC_FP32_Posture3* destination, const BGC_FP64_Posture3* source);
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extern inline void bgc_fp32_posture3_combine(BGC_FP32_Posture3* combination, const BGC_FP32_Posture3* first, const BGC_FP32_Posture3* second);
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extern inline void bgc_fp64_posture3_combine(BGC_FP64_Posture3* combination, const BGC_FP64_Posture3* first, const BGC_FP64_Posture3* second);
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void _bgc_fp32_posture3_normalize(BGC_FP32_Posture3* posture, const float square_magnitude)
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{
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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_dual_quaternion_multiply_by_real_number(&posture->_versor, &posture->_versor, multiplier);
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}
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void _bgc_fp64_posture3_normalize(BGC_FP64_Posture3* posture, const double square_magnitude)
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{
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if (square_magnitude <= BGC_FP64_SQUARE_EPSILON || isnan(square_magnitude)) {
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bgc_fp64_posture3_reset(posture);
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return;
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}
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const double multiplier = sqrt(1.0 / square_magnitude);
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bgc_fp64_dual_quaternion_multiply_by_real_number(&posture->_versor, &posture->_versor, multiplier);
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}
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@ -1,114 +0,0 @@
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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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// ================= Normalize ================== //
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void _bgc_fp32_posture3_normalize(BGC_FP32_Posture3* posture, const float square_magnitude);
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void _bgc_fp64_posture3_normalize(BGC_FP64_Posture3* posture, const double square_magnitude);
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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->_versor.real_part.s0 = 1.0f;
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posture->_versor.real_part.x1 = 0.0f;
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posture->_versor.real_part.x2 = 0.0f;
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posture->_versor.real_part.x3 = 0.0f;
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posture->_versor.dual_part.s0 = 0.0f;
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posture->_versor.dual_part.x1 = 0.0f;
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posture->_versor.dual_part.x2 = 0.0f;
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posture->_versor.dual_part.x3 = 0.0f;
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}
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