Добавление дополнительных операций умножения кватернионов, переименование функций для единообразия названий
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18 changed files with 379 additions and 177 deletions
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@ -206,6 +206,70 @@ inline void bgc_fp64_dual_vector3_multiply_by_conjugate_dual_number(BGC_FP64_Dua
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bgc_fp64_vector3_copy(&product->dual_part, &dual_part);
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}
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// ========== Left Dual Vector Product ========== //
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inline void bgc_fp32_dual_vector3_multiply_by_matrix3x3(BGC_FP32_DualVector3* const product, const BGC_FP32_DualVector3* const vector, const BGC_FP32_Matrix3x3* const matrix)
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{
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const float real_x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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const float real_x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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const float real_x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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const float dual_x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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const float dual_x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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const float dual_x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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product->real_part.x1 = real_x1;
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product->real_part.x2 = real_x2;
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product->real_part.x3 = real_x3;
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product->real_part.x1 = real_x1;
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product->real_part.x2 = real_x2;
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product->real_part.x3 = real_x3;
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}
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inline void bgc_fp64_dual_vector3_multiply_by_matrix3x3(BGC_FP64_DualVector3* const product, const BGC_FP64_DualVector3* const vector, const BGC_FP64_Matrix3x3* const matrix)
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{
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const double real_x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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const double real_x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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const double real_x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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const double dual_x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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const double dual_x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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const double dual_x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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product->real_part.x1 = real_x1;
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product->real_part.x2 = real_x2;
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product->real_part.x3 = real_x3;
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product->real_part.x1 = real_x1;
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product->real_part.x2 = real_x2;
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product->real_part.x3 = real_x3;
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}
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// ===== Restrict Left Dual Vector Product ====== //
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inline void _bgc_fp32_restrict_dual_vector3_multiply_by_matrix3x3(BGC_FP32_DualVector3* restrict const product, const BGC_FP32_DualVector3* const vector, const BGC_FP32_Matrix3x3* const matrix)
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{
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product->real_part.x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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product->real_part.x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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product->real_part.x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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product->real_part.x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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product->real_part.x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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product->real_part.x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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}
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inline void _bgc_fp64_restrict_dual_vector3_multiply_by_matrix3x3(BGC_FP64_DualVector3* restrict const product, const BGC_FP64_DualVector3* const vector, const BGC_FP64_Matrix3x3* const matrix)
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{
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product->real_part.x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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product->real_part.x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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product->real_part.x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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product->real_part.x1 = vector->real_part.x1 * matrix->r1c1 + vector->real_part.x2 * matrix->r2c1 + vector->real_part.x3 * matrix->r3c1;
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product->real_part.x2 = vector->real_part.x1 * matrix->r1c2 + vector->real_part.x2 * matrix->r2c2 + vector->real_part.x3 * matrix->r3c2;
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product->real_part.x3 = vector->real_part.x1 * matrix->r1c3 + vector->real_part.x2 * matrix->r2c3 + vector->real_part.x3 * matrix->r3c3;
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}
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// =================== Divide =================== //
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inline int bgc_fp32_dual_vector3_divide_by_real_number(BGC_FP32_DualVector3* const quotient, const BGC_FP32_DualVector3* const dividend, const float divisor)
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