Добавление тангентов (аналог версоров, но для двумерных пространств) / Adding of tangent pairs, it is like versors but for 2 dimensional spaces
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7 changed files with 316 additions and 5 deletions
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@ -530,7 +530,7 @@ void bg_fp64_versor_get_rotation(const BgFP64Versor* versor, BgFP64Rotation3* re
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// =========== Make Rotation Matrix3x3 ========== //
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static inline void bg_fp32_versor_get_rotation_matrix(const BgFP32Versor* versor, BgFP32Matrix3x3* matrix)
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static inline void bg_fp32_versor_make_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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@ -558,7 +558,7 @@ static inline void bg_fp32_versor_get_rotation_matrix(const BgFP32Versor* versor
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matrix->r1c3 = x1x3 + s0x2;
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}
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static inline void bg_fp64_versor_get_rotation_matrix(const BgFP64Versor* versor, BgFP64Matrix3x3* matrix)
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static inline void bg_fp64_versor_make_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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@ -588,7 +588,7 @@ static inline void bg_fp64_versor_get_rotation_matrix(const BgFP64Versor* versor
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// =========== Make Reverse Matrix3x3 =========== //
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static inline void bg_fp32_versor_get_reverse_matrix(const BgFP32Versor* versor, BgFP32Matrix3x3* matrix)
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static inline void bg_fp32_versor_make_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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@ -616,7 +616,7 @@ static inline void bg_fp32_versor_get_reverse_matrix(const BgFP32Versor* versor,
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matrix->r1c3 = x1x3 - s0x2;
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}
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static inline void bg_fp64_versor_get_reverse_matrix(const BgFP64Versor* versor, BgFP64Matrix3x3* matrix)
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static inline void bg_fp64_versor_make_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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