#ifndef _GEOMETRY_VERSOR_H_ #define _GEOMETRY_VERSOR_H_ #include #include "basis.h" #include "angle.h" #include "vector3.h" #include "rotation3.h" #include "matrix3x3.h" // =================== Types ==================== // typedef struct { const float s0, x1, x2, x3; } BgFP32Versor; typedef struct { const double s0, x1, x2, x3; } BgFP64Versor; // ================= Dark Twins ================= // typedef struct { float s0, x1, x2, x3; } __BgFP32DarkTwinVersor; typedef struct { double s0, x1, x2, x3; } __BgFP64DarkTwinVersor; // ================= Constants ================== // extern const BgFP32Versor BG_FP32_IDLE_VERSOR; extern const BgFP64Versor BG_FP64_IDLE_VERSOR; // =================== Reset ==================== // static inline void bg_fp32_versor_reset(BgFP32Versor* versor) { __BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)versor; twin->s0 = 1.0f; twin->x1 = 0.0f; twin->x2 = 0.0f; twin->x3 = 0.0f; } static inline void bg_fp64_versor_reset(BgFP64Versor* versor) { __BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)versor; twin->s0 = 1.0; twin->x1 = 0.0; twin->x2 = 0.0; twin->x3 = 0.0; } // ==================== Set ===================== // void __bg_fp32_versor_normalize(const float square_modulus, __BgFP32DarkTwinVersor* twin); void __bg_fp64_versor_normalize(const double square_modulus, __BgFP64DarkTwinVersor* twin); static inline void bg_fp32_versor_set_values(const float s0, const float x1, const float x2, const float x3, BgFP32Versor* versor) { __BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)versor; twin->s0 = s0; twin->x1 = x1; twin->x2 = x2; twin->x3 = x3; const float square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3); if (1.0f - BG_FP32_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0f + BG_FP32_TWO_EPSYLON) { return; } __bg_fp32_versor_normalize(square_modulus, (__BgFP32DarkTwinVersor*)versor); } static inline void bg_fp64_versor_set_values(const double s0, const double x1, const double x2, const double x3, BgFP64Versor* versor) { __BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)versor; twin->s0 = s0; twin->x1 = x1; twin->x2 = x2; twin->x3 = x3; const double square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3); if (1.0 - BG_FP64_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0 + BG_FP64_TWO_EPSYLON) { return; } __bg_fp64_versor_normalize(square_modulus, twin); } // ==================== Copy ==================== // static inline void bg_fp32_versor_copy(const BgFP32Versor* from, BgFP32Versor* to) { __BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)to; twin->s0 = from->s0; twin->x1 = from->x1; twin->x2 = from->x2; twin->x3 = from->x3; } static inline void bg_fp64_versor_copy(const BgFP64Versor* from, BgFP64Versor* to) { __BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)to; twin->s0 = from->s0; twin->x1 = from->x1; twin->x2 = from->x2; twin->x3 = from->x3; } // =============== Set Crude Turn =============== // void bg_fp32_versor_set_crude_turn(const float x1, const float x2, const float x3, const float angle, const angle_unit_t unit, BgFP32Versor* result); void bg_fp64_versor_set_crude_turn(const double x1, const double x2, const double x3, const double angle, const angle_unit_t unit, BgFP64Versor* result); // ================== Set Turn ================== // static inline void bg_fp32_versor_set_turn(const BgFP32Vector3* axis, const float angle, const angle_unit_t unit, BgFP32Versor* result) { bg_fp32_versor_set_crude_turn(axis->x1, axis->x2, axis->x3, angle, unit, result); } static inline void bg_fp64_versor_set_turn(const BgFP32Vector3* axis, const double angle, const angle_unit_t unit, BgFP64Versor* result) { bg_fp64_versor_set_crude_turn(axis->x1, axis->x2, axis->x3, angle, unit, result); } // ================ Set Rotation ================ // static inline void bg_fp32_versor_set_rotation(const BgFP32Rotation3* rotation, BgFP32Versor* result) { bg_fp32_versor_set_crude_turn(rotation->axis.x1, rotation->axis.x2, rotation->axis.x3, rotation->radians, BG_ANGLE_UNIT_RADIANS, result); } static inline void bg_fp64_versor_set_rotation(const BgFP64Rotation3* rotation, BgFP64Versor* result) { bg_fp64_versor_set_crude_turn(rotation->axis.x1, rotation->axis.x2, rotation->axis.x3, rotation->radians, BG_ANGLE_UNIT_RADIANS, result); } // =============== Square modulus =============== // static inline int bg_fp32_versor_get_square_modulus(const BgFP32Versor* versor) { return (versor->s0 * versor->s0 + versor->x1 * versor->x1) + (versor->x2 * versor->x2 + versor->x3 * versor->x3); } static inline int bg_fp64_versor_get_square_modulus(const BgFP64Versor* versor) { return (versor->s0 * versor->s0 + versor->x1 * versor->x1) + (versor->x2 * versor->x2 + versor->x3 * versor->x3); } // =================== Modulus ================== // static inline int bg_fp32_versor_get_modulus(const BgFP32Versor* versor) { return sqrtf(bg_fp32_versor_get_square_modulus(versor)); } static inline int bg_fp64_versor_get_modulus(const BgFP64Versor* versor) { return sqrt(bg_fp64_versor_get_square_modulus(versor)); } // ================= Comparison ================= // static inline int bg_fp32_versor_is_idle(const BgFP32Versor* versor) { return 1.0f - BG_FP32_EPSYLON <= versor->s0 || versor->s0 <= -(1.0 - BG_FP32_EPSYLON); } static inline int bg_fp64_versor_is_idle(const BgFP64Versor* versor) { return 1.0 - BG_FP64_EPSYLON <= versor->s0 || versor->s0 <= -(1.0 - BG_FP64_EPSYLON); } // ============= Copy to twin type ============== // static inline void bg_fp32_versor_set_from_fp64(const BgFP64Versor* versor, BgFP32Versor* result) { bg_fp32_versor_set_values( (float) versor->s0, (float) versor->x1, (float) versor->x2, (float) versor->x3, result ); } static inline void bg_fp64_versor_set_from_fp32(const BgFP32Versor* versor, BgFP64Versor* result) { bg_fp64_versor_set_values( versor->s0, versor->x1, versor->x2, versor->x3, result ); } // ================= Inversion ================== // static inline void bg_fp32_versor_invert(BgFP32Versor* versor) { __BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)versor; twin->x1 = -versor->x1; twin->x2 = -versor->x2; twin->x3 = -versor->x3; } static inline void bg_fp64_versor_invert(BgFP64Versor* versor) { __BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)versor; twin->x1 = -versor->x1; twin->x2 = -versor->x2; twin->x3 = -versor->x3; } // ================ Set Inverted ================ // static inline void bg_fp32_versor_set_inverted(const BgFP32Versor* versor, BgFP32Versor* to) { __BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)to; twin->s0 = versor->s0; twin->x1 = -versor->x1; twin->x2 = -versor->x2; twin->x3 = -versor->x3; } static inline void bg_fp64_versor_set_inverted(const BgFP64Versor* versor, BgFP64Versor* to) { __BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)to; twin->s0 = versor->s0; twin->x1 = -versor->x1; twin->x2 = -versor->x2; twin->x3 = -versor->x3; } // ================ Set Inverted ================ // static inline void bg_fp32_versor_set_inverted_fp64(const BgFP64Versor* versor, BgFP32Versor* to) { bg_fp32_versor_set_values( (float) versor->s0, (float) -versor->x1, (float) -versor->x2, (float) -versor->x3, to ); } static inline void bg_fp64_versor_set_inverted_fp32(const BgFP32Versor* versor, BgFP64Versor* to) { bg_fp64_versor_set_values( versor->s0, -versor->x1, -versor->x2, -versor->x3, to ); } // ================ Combination ================= // static inline void bg_fp32_versor_combine(const BgFP32Versor* second, const BgFP32Versor* first, BgFP32Versor* result) { const float s0 = (second->s0 * first->s0 - second->x1 * first->x1) - (second->x2 * first->x2 + second->x3 * first->x3); const float x1 = (second->x1 * first->s0 + second->s0 * first->x1) - (second->x3 * first->x2 - second->x2 * first->x3); const float x2 = (second->x2 * first->s0 + second->s0 * first->x2) - (second->x1 * first->x3 - second->x3 * first->x1); const float x3 = (second->x3 * first->s0 + second->s0 * first->x3) - (second->x2 * first->x1 - second->x1 * first->x2); const float square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3); __BgFP32DarkTwinVersor* twin = (__BgFP32DarkTwinVersor*)result; twin->s0 = s0; twin->x1 = x1; twin->x2 = x2; twin->x3 = x3; if (1.0f - BG_FP32_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0f + BG_FP32_TWO_EPSYLON) { return; } __bg_fp32_versor_normalize(square_modulus, twin); } static inline void bg_fp64_versor_combine(const BgFP64Versor* second, const BgFP64Versor* first, BgFP64Versor* result) { const double s0 = (second->s0 * first->s0 - second->x1 * first->x1) - (second->x2 * first->x2 + second->x3 * first->x3); const double x1 = (second->x1 * first->s0 + second->s0 * first->x1) - (second->x3 * first->x2 - second->x2 * first->x3); const double x2 = (second->x2 * first->s0 + second->s0 * first->x2) - (second->x1 * first->x3 - second->x3 * first->x1); const double x3 = (second->x3 * first->s0 + second->s0 * first->x3) - (second->x2 * first->x1 - second->x1 * first->x2); const double square_modulus = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3); __BgFP64DarkTwinVersor* twin = (__BgFP64DarkTwinVersor*)result; twin->s0 = s0; twin->x1 = x1; twin->x2 = x2; twin->x3 = x3; if (1.0 - BG_FP64_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0 + BG_FP64_TWO_EPSYLON) { return; } __bg_fp64_versor_normalize(square_modulus, twin); } // ================= Rotation3 ================== // void bg_fp32_versor_get_rotation(const BgFP32Versor* versor, BgFP32Rotation3* result); void bg_fp64_versor_get_rotation(const BgFP64Versor* versor, BgFP64Rotation3* result); // =========== Make Rotation Matrix3x3 ========== // static inline void bg_fp32_versor_get_rotation_matrix(const BgFP32Versor* versor, BgFP32Matrix3x3* matrix) { const float s0s0 = versor->s0 * versor->s0; const float x1x1 = versor->x1 * versor->x1; const float x2x2 = versor->x2 * versor->x2; const float x3x3 = versor->x3 * versor->x3; const float s0x1 = 2.0f * versor->s0 * versor->x1; const float s0x2 = 2.0f * versor->s0 * versor->x2; const float s0x3 = 2.0f * versor->s0 * versor->x3; const float x1x2 = 2.0f * versor->x1 * versor->x2; const float x1x3 = 2.0f * versor->x1 * versor->x3; const float x2x3 = 2.0f * versor->x2 * versor->x3; matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); matrix->r1c2 = x1x2 - s0x3; matrix->r2c3 = x2x3 - s0x1; matrix->r3c1 = x1x3 - s0x2; matrix->r2c1 = x1x2 + s0x3; matrix->r3c2 = x2x3 + s0x1; matrix->r1c3 = x1x3 + s0x2; } static inline void bg_fp64_versor_get_rotation_matrix(const BgFP64Versor* versor, BgFP64Matrix3x3* matrix) { const double s0s0 = versor->s0 * versor->s0; const double x1x1 = versor->x1 * versor->x1; const double x2x2 = versor->x2 * versor->x2; const double x3x3 = versor->x3 * versor->x3; const double s0x1 = 2.0 * versor->s0 * versor->x1; const double s0x2 = 2.0 * versor->s0 * versor->x2; const double s0x3 = 2.0 * versor->s0 * versor->x3; const double x1x2 = 2.0 * versor->x1 * versor->x2; const double x1x3 = 2.0 * versor->x1 * versor->x3; const double x2x3 = 2.0 * versor->x2 * versor->x3; matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); matrix->r1c2 = x1x2 - s0x3; matrix->r2c3 = x2x3 - s0x1; matrix->r3c1 = x1x3 - s0x2; matrix->r2c1 = x1x2 + s0x3; matrix->r3c2 = x2x3 + s0x1; matrix->r1c3 = x1x3 + s0x2; } // =========== Make Reverse Matrix3x3 =========== // static inline void bg_fp32_versor_get_reverse_matrix(const BgFP32Versor* versor, BgFP32Matrix3x3* matrix) { const float s0s0 = versor->s0 * versor->s0; const float x1x1 = versor->x1 * versor->x1; const float x2x2 = versor->x2 * versor->x2; const float x3x3 = versor->x3 * versor->x3; const float s0x1 = 2.0f * versor->s0 * versor->x1; const float s0x2 = 2.0f * versor->s0 * versor->x2; const float s0x3 = 2.0f * versor->s0 * versor->x3; const float x1x2 = 2.0f * versor->x1 * versor->x2; const float x1x3 = 2.0f * versor->x1 * versor->x3; const float x2x3 = 2.0f * versor->x2 * versor->x3; matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); matrix->r1c2 = x1x2 + s0x3; matrix->r2c3 = x2x3 + s0x1; matrix->r3c1 = x1x3 + s0x2; matrix->r2c1 = x1x2 - s0x3; matrix->r3c2 = x2x3 - s0x1; matrix->r1c3 = x1x3 - s0x2; } static inline void bg_fp64_versor_get_reverse_matrix(const BgFP64Versor* versor, BgFP64Matrix3x3* matrix) { const double s0s0 = versor->s0 * versor->s0; const double x1x1 = versor->x1 * versor->x1; const double x2x2 = versor->x2 * versor->x2; const double x3x3 = versor->x3 * versor->x3; const double s0x1 = 2.0 * versor->s0 * versor->x1; const double s0x2 = 2.0 * versor->s0 * versor->x2; const double s0x3 = 2.0 * versor->s0 * versor->x3; const double x1x2 = 2.0 * versor->x1 * versor->x2; const double x1x3 = 2.0 * versor->x1 * versor->x3; const double x2x3 = 2.0 * versor->x2 * versor->x3; matrix->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); matrix->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); matrix->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); matrix->r1c2 = x1x2 + s0x3; matrix->r2c3 = x2x3 + s0x1; matrix->r3c1 = x1x3 + s0x2; matrix->r2c1 = x1x2 - s0x3; matrix->r3c2 = x2x3 - s0x1; matrix->r1c3 = x1x3 - s0x2; } // ================ Turn Vector ================= // static inline void bg_fp32_versor_turn(const BgFP32Versor* versor, const BgFP32Vector3* vector, BgFP32Vector3* result) { const float tx1 = 2.0f * (versor->x2 * vector->x3 - versor->x3 * vector->x2); const float tx2 = 2.0f * (versor->x3 * vector->x1 - versor->x1 * vector->x3); const float tx3 = 2.0f * (versor->x1 * vector->x2 - versor->x2 * vector->x1); const float x1 = (vector->x1 + tx1 * versor->s0) + (versor->x2 * tx3 - versor->x3 * tx2); const float x2 = (vector->x2 + tx2 * versor->s0) + (versor->x3 * tx1 - versor->x1 * tx3); const float x3 = (vector->x3 + tx3 * versor->s0) + (versor->x1 * tx2 - versor->x2 * tx1); result->x1 = x1; result->x2 = x2; result->x3 = x3; } static inline void bg_fp64_versor_turn(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; } // ================ Turn2 Vector ================ // static inline void bg_fp32_versor_turn2(const BgFP32Versor* versor, const BgFP32Vector3* vector, BgFP32Vector3* result) { const float s0s0 = versor->s0 * versor->s0; const float x1x1 = versor->x1 * versor->x1; const float x2x2 = versor->x2 * versor->x2; const float x3x3 = versor->x3 * versor->x3; const float s0x1 = 2.0f * versor->s0 * versor->x1; const float s0x2 = 2.0f * versor->s0 * versor->x2; const float s0x3 = 2.0f * versor->s0 * versor->x3; const float x1x2 = 2.0f * versor->x1 * versor->x2; const float x1x3 = 2.0f * versor->x1 * versor->x3; const float x2x3 = 2.0f * versor->x2 * versor->x3; const float r2c1 = x1x2 + s0x3; const float r3c2 = x2x3 + s0x1; const float r1c3 = x1x3 + s0x2; const float r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); const float r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); const float r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); const float r1c2 = x1x2 - s0x3; const float r2c3 = x2x3 - s0x1; const float r3c1 = x1x3 - s0x2; const float x1 = r1c1 * vector->x1 + r1c2 * vector->x2 + r1c3 * vector->x3; const float x2 = r2c1 * vector->x1 + r2c2 * vector->x2 + r2c3 * vector->x3; const float x3 = r3c1 * vector->x1 + r3c2 * vector->x2 + r3c3 * vector->x3; result->x1 = x1; result->x2 = x2; result->x3 = x3; } static inline void bg_fp64_versor_turn2(const BgFP64Versor* versor, const BgFP64Vector3* vector, BgFP64Vector3* result) { const double s0s0 = versor->s0 * versor->s0; const double x1x1 = versor->x1 * versor->x1; const double x2x2 = versor->x2 * versor->x2; const double x3x3 = versor->x3 * versor->x3; const double s0x1 = 2.0f * versor->s0 * versor->x1; const double s0x2 = 2.0f * versor->s0 * versor->x2; const double s0x3 = 2.0f * versor->s0 * versor->x3; const double x1x2 = 2.0f * versor->x1 * versor->x2; const double x1x3 = 2.0f * versor->x1 * versor->x3; const double x2x3 = 2.0f * versor->x2 * versor->x3; const double r2c1 = x1x2 + s0x3; const double r3c2 = x2x3 + s0x1; const double r1c3 = x1x3 + s0x2; const double r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); const double r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); const double r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); const double r1c2 = x1x2 - s0x3; const double r2c3 = x2x3 - s0x1; const double r3c1 = x1x3 - s0x2; const double x1 = r1c1 * vector->x1 + r1c2 * vector->x2 + r1c3 * vector->x3; const double x2 = r2c1 * vector->x1 + r2c2 * vector->x2 + r2c3 * vector->x3; const double x3 = r3c1 * vector->x1 + r3c2 * vector->x2 + r3c3 * vector->x3; result->x1 = x1; result->x2 = x2; result->x3 = x3; } // ============== Turn Vector Back ============== // static inline void bg_fp32_versor_turn_back(const BgFP32Versor* versor, const BgFP32Vector3* vector, BgFP32Vector3* result) { const float tx1 = 2.0f * (versor->x2 * vector->x3 - versor->x3 * vector->x2); const float tx2 = 2.0f * (versor->x3 * vector->x1 - versor->x1 * vector->x3); const float tx3 = 2.0f * (versor->x1 * vector->x2 - versor->x2 * vector->x1); const float x1 = (vector->x1 - tx1 * versor->s0) + (versor->x2 * tx3 - versor->x3 * tx2); const float x2 = (vector->x2 - tx2 * versor->s0) + (versor->x3 * tx1 - versor->x1 * tx3); const float x3 = (vector->x3 - tx3 * versor->s0) + (versor->x1 * tx2 - versor->x2 * tx1); result->x1 = x1; result->x2 = x2; result->x3 = x3; } static inline 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; } // ============== Turn Vector Back2 ============= // static inline void bg_fp32_versor_turn_back2(const BgFP32Versor* versor, const BgFP32Vector3* vector, BgFP32Vector3* result) { const float s0s0 = versor->s0 * versor->s0; const float x1x1 = versor->x1 * versor->x1; const float x2x2 = versor->x2 * versor->x2; const float x3x3 = versor->x3 * versor->x3; const float s0x1 = 2.0f * versor->s0 * versor->x1; const float s0x2 = 2.0f * versor->s0 * versor->x2; const float s0x3 = 2.0f * versor->s0 * versor->x3; const float x1x2 = 2.0f * versor->x1 * versor->x2; const float x1x3 = 2.0f * versor->x1 * versor->x3; const float x2x3 = 2.0f * versor->x2 * versor->x3; const float r1c2 = x1x2 + s0x3; const float r2c3 = x2x3 + s0x1; const float r3c1 = x1x3 + s0x2; const float r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); const float r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); const float r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); const float r2c1 = x1x2 - s0x3; const float r3c2 = x2x3 - s0x1; const float r1c3 = x1x3 - s0x2; const float x1 = r1c1 * vector->x1 + r1c2 * vector->x2 + r1c3 * vector->x3; const float x2 = r2c1 * vector->x1 + r2c2 * vector->x2 + r2c3 * vector->x3; const float x3 = r3c1 * vector->x1 + r3c2 * vector->x2 + r3c3 * vector->x3; result->x1 = x1; result->x2 = x2; result->x3 = x3; } static inline void bg_fp64_versor_turn_back2(const BgFP64Versor* versor, const BgFP64Vector3* vector, BgFP64Vector3* result) { const double s0s0 = versor->s0 * versor->s0; const double x1x1 = versor->x1 * versor->x1; const double x2x2 = versor->x2 * versor->x2; const double x3x3 = versor->x3 * versor->x3; const double s0x1 = 2.0f * versor->s0 * versor->x1; const double s0x2 = 2.0f * versor->s0 * versor->x2; const double s0x3 = 2.0f * versor->s0 * versor->x3; const double x1x2 = 2.0f * versor->x1 * versor->x2; const double x1x3 = 2.0f * versor->x1 * versor->x3; const double x2x3 = 2.0f * versor->x2 * versor->x3; const double r1c2 = x1x2 + s0x3; const double r2c3 = x2x3 + s0x1; const double r3c1 = x1x3 + s0x2; const double r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); const double r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); const double r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); const double r2c1 = x1x2 - s0x3; const double r3c2 = x2x3 - s0x1; const double r1c3 = x1x3 - s0x2; const double x1 = r1c1 * vector->x1 + r1c2 * vector->x2 + r1c3 * vector->x3; const double x2 = r2c1 * vector->x1 + r2c2 * vector->x2 + r2c3 * vector->x3; const double x3 = r3c1 * vector->x1 + r3c2 * vector->x2 + r3c3 * vector->x3; result->x1 = x1; result->x2 = x2; result->x3 = x3; } #endif