#ifndef _BGC_POSITION3_H_INCLUDED_ #define _BGC_POSITION3_H_INCLUDED_ #include "vector3.h" #include "affine3.h" #include "versor.h" // ==================== Types ==================== // typedef struct { BgcVersorFP32 turn; BgcVector3FP32 shift; } BgcPosition3FP32; typedef struct { BgcVersorFP64 turn; BgcVector3FP64 shift; } BgcPosition3FP64; // ==================== Reset ==================== // inline void bgc_position3_reset_fp32(BgcPosition3FP32 * position) { bgc_versor_reset_fp32(&position->turn); bgc_vector3_reset_fp32(&position->shift); } inline void bgc_position3_reset_fp64(BgcPosition3FP64 * position) { bgc_versor_reset_fp64(&position->turn); bgc_vector3_reset_fp64(&position->shift); } // ==================== Make ===================== // inline void bgc_position3_make_fp32(const BgcVersorFP32 * turn, const BgcVector3FP32 * shift, BgcPosition3FP32 * position) { bgc_versor_copy_fp32(turn, &position->turn); bgc_vector3_copy_fp32(shift, &position->shift); } inline void bgc_position3_make_fp64(const BgcVersorFP64 * turn, const BgcVector3FP64 * shift, BgcPosition3FP64 * position) { bgc_versor_copy_fp64(turn, &position->turn); bgc_vector3_copy_fp64(shift, &position->shift); } // ==================== Copy ===================== // inline void bgc_position3_copy_fp32(const BgcPosition3FP32 * source, BgcPosition3FP32 * destination) { bgc_versor_copy_fp32(&source->turn, &destination->turn); bgc_vector3_copy_fp32(&source->shift, &destination->shift); } inline void bgc_position3_copy_fp64(const BgcPosition3FP64 * source, BgcPosition3FP64 * destination) { bgc_versor_copy_fp64(&source->turn, &destination->turn); bgc_vector3_copy_fp64(&source->shift, &destination->shift); } // =================== Convert =================== // inline void bgc_position3_convert_fp64_to_fp32(const BgcPosition3FP64 * source, BgcPosition3FP32 * destination) { bgc_versor_convert_fp64_to_fp32(&source->turn, &destination->turn); bgc_vector3_convert_fp64_to_fp32(&source->shift, &destination->shift); } inline void bgc_position3_convert_fp32_to_fp64(const BgcPosition3FP32 * source, BgcPosition3FP64 * destination) { bgc_versor_convert_fp32_to_fp64(&source->turn, &destination->turn); bgc_vector3_convert_fp32_to_fp64(&source->shift, &destination->shift); } // =================== Invert ==================== // inline void bgc_position3_invert_fp32(BgcPosition3FP32 * position) { bgc_versor_turn_vector_back_fp32(&position->turn, &position->shift, &position->shift); bgc_versor_invert_fp32(&position->turn); bgc_vector3_make_opposite_fp32(&position->shift); } inline void bgc_position3_invert_fp64(BgcPosition3FP64 * position) { bgc_versor_turn_vector_back_fp64(&position->turn, &position->shift, &position->shift); bgc_versor_invert_fp64(&position->turn); bgc_vector3_make_opposite_fp64(&position->shift); } // ================= Get Inverse ================= // inline void bgc_position3_get_inverse_fp32(const BgcPosition3FP32 * position, BgcPosition3FP32 * inverted) { bgc_versor_turn_vector_back_fp32(&position->turn, &position->shift, &inverted->shift); bgc_versor_get_inverse_fp32(&position->turn, &inverted->turn); bgc_vector3_make_opposite_fp32(&inverted->shift); } inline void bgc_position3_get_inverse_fp64(const BgcPosition3FP64 * position, BgcPosition3FP64 * inverted) { bgc_versor_turn_vector_back_fp64(&position->turn, &position->shift, &inverted->shift); bgc_versor_get_inverse_fp64(&position->turn, &inverted->turn); bgc_vector3_make_opposite_fp64(&inverted->shift); } // =================== Combine =================== // inline void bgc_position3_combine_fp32(const BgcPosition3FP32 * parent, const BgcPosition3FP32 * child, BgcPosition3FP32 * combination) { BgcVector3FP32 relative_shift; bgc_versor_turn_vector_fp32(&parent->turn, &child->shift, &relative_shift); bgc_versor_combine_fp32(&child->turn, &parent->turn, &combination->turn); bgc_vector3_add_fp32(&parent->shift, &relative_shift, &combination->shift); } inline void bgc_position3_combine_fp64(const BgcPosition3FP64 * parent, const BgcPosition3FP64 * child, BgcPosition3FP64 * combination) { BgcVector3FP64 relative_shift; bgc_versor_turn_vector_fp64(&parent->turn, &child->shift, &relative_shift); bgc_versor_combine_fp64(&child->turn, &parent->turn, &combination->turn); bgc_vector3_add_fp64(&parent->shift, &relative_shift, &combination->shift); } // ============= Get Outward Affine ============== // inline void bgc_position3_get_outward_affine_fp32(const BgcPosition3FP32 * position, BgcAffine3FP32 * outward_affine_map) { bgc_versor_get_rotation_matrix_fp32(&position->turn, &outward_affine_map->distortion); bgc_vector3_copy_fp32(&position->shift, &outward_affine_map->shift); } inline void bgc_position3_get_outward_affine_fp64(const BgcPosition3FP64 * position, BgcAffine3FP64 * outward_affine_map) { bgc_versor_get_rotation_matrix_fp64(&position->turn, &outward_affine_map->distortion); bgc_vector3_copy_fp64(&position->shift, &outward_affine_map->shift); } // ============== Get Inward Affine ============== // inline void bgc_position3_get_inward_affine_fp32(const BgcPosition3FP32 * position, BgcAffine3FP32 * inward_affine_map) { bgc_versor_get_reverse_matrix_fp32(&position->turn, &inward_affine_map->distortion); bgc_matrix3x3_get_right_product_fp32(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift); bgc_vector3_make_opposite_fp32(&inward_affine_map->shift); } inline void bgc_position3_get_inward_affine_fp64(const BgcPosition3FP64 * position, BgcAffine3FP64 * inward_affine_map) { bgc_versor_get_reverse_matrix_fp64(&position->turn, &inward_affine_map->distortion); bgc_matrix3x3_get_right_product_fp64(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift); bgc_vector3_make_opposite_fp64(&inward_affine_map->shift); } // ========== Transform Point Outwards =========== // inline void bgc_position3_transform_point_outwards_fp32(const BgcPosition3FP32 * position, const BgcVector3FP32 * inner_point, BgcVector3FP32 * outer_point) { BgcVector3FP32 turned_point; bgc_versor_turn_vector_fp32(&position->turn, inner_point, &turned_point); bgc_vector3_add_fp32(&position->shift, &turned_point, outer_point); } inline void bgc_position3_transform_point_outwards_fp64(const BgcPosition3FP64 * position, const BgcVector3FP64 * inner_point, BgcVector3FP64 * outer_point) { BgcVector3FP64 turned_point; bgc_versor_turn_vector_fp64(&position->turn, inner_point, &turned_point); bgc_vector3_add_fp64(&position->shift, &turned_point, outer_point); } // =========== Transform Point Inwards =========== // inline void bgc_position3_transform_point_inwards_fp32(const BgcPosition3FP32 * position, const BgcVector3FP32 * outer_point, BgcVector3FP32 * inner_point) { BgcVector3FP32 relative_point; bgc_vector3_subtract_fp32(outer_point, &position->shift, &relative_point); bgc_versor_turn_vector_back_fp32(&position->turn, &relative_point, inner_point); } inline void bgc_position3_transform_point_inwards_fp64(const BgcPosition3FP64 * position, const BgcVector3FP64 * outer_point, BgcVector3FP64 * inner_point) { BgcVector3FP64 relative_point; bgc_vector3_subtract_fp64(outer_point, &position->shift, &relative_point); bgc_versor_turn_vector_back_fp64(&position->turn, &relative_point, inner_point); } // ========== Transform Vector Outwards ========== // inline void bgc_position3_transform_vector_outwards_fp32(const BgcPosition3FP32 * position, const BgcVector3FP32 * inner_vector, BgcVector3FP32 * outer_vector) { bgc_versor_turn_vector_fp32(&position->turn, inner_vector, outer_vector); } inline void bgc_position3_transform_vector_outwards_fp64(const BgcPosition3FP64 * position, const BgcVector3FP64 * inner_vector, BgcVector3FP64 * outer_vector) { bgc_versor_turn_vector_fp64(&position->turn, inner_vector, outer_vector); } // ========== Transform Vector Inwards =========== // inline void bgc_position3_transform_vector_inward_fp32(const BgcPosition3FP32 * position, const BgcVector3FP32 * outer_vector, BgcVector3FP32 * inner_vector) { bgc_versor_turn_vector_back_fp32(&position->turn, outer_vector, inner_vector); } inline void bgc_position3_transform_vector_inward_fp64(const BgcPosition3FP64 * position, const BgcVector3FP64 * outer_vector, BgcVector3FP64 * inner_vector) { bgc_versor_turn_vector_back_fp64(&position->turn, outer_vector, inner_vector); } #endif // _BGC_POSITION_H_INCLUDED_