#include "quaternion.h" // =============== Normalization ================ // int bg_fp32_quaternion_normalize(BgFP32Quaternion* quaternion) { const float square_modulus = bg_fp32_quaternion_get_square_modulus(quaternion); if (1.0f - BG_FP32_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0f + BG_FP32_TWO_EPSYLON) { return 1; } if (square_modulus <= BG_FP32_SQUARE_EPSYLON) { bg_fp32_quaternion_reset(quaternion); return 0; } const float multiplier = sqrtf(1.0f / square_modulus); quaternion->s0 *= multiplier; quaternion->x1 *= multiplier; quaternion->x2 *= multiplier; quaternion->x3 *= multiplier; return 1; } int bg_fp64_quaternion_normalize(BgFP64Quaternion* quaternion) { const double square_modulus = bg_fp64_quaternion_get_square_modulus(quaternion); if (1.0 - BG_FP64_TWO_EPSYLON <= square_modulus && square_modulus <= 1.0 + BG_FP64_TWO_EPSYLON) { return 1; } if (square_modulus <= BG_FP32_SQUARE_EPSYLON) { bg_fp64_quaternion_reset(quaternion); return 0; } const double multiplier = sqrt(1.0 / square_modulus); quaternion->s0 *= multiplier; quaternion->x1 *= multiplier; quaternion->x2 *= multiplier; quaternion->x3 *= multiplier; return 1; } // ============ Make Rotation Matrix ============ // void bg_fp32_quaternion_get_rotation_matrix(const BgFP32Quaternion* quaternion, BgFP32Matrix3x3* matrix) { const float s0s0 = quaternion->s0 * quaternion->s0; const float x1x1 = quaternion->x1 * quaternion->x1; const float x2x2 = quaternion->x2 * quaternion->x2; const float x3x3 = quaternion->x3 * quaternion->x3; const float square_modulus = (s0s0 + x1x1) + (x2x2 + x3x3); if (-BG_FP32_EPSYLON <= square_modulus && square_modulus <= BG_FP32_EPSYLON) { bg_fp32_matrix3x3_set_to_identity(matrix); return; } const float corrector1 = 1.0f / square_modulus; const float corrector2 = 2.0f * corrector1; const float s0x1 = quaternion->s0 * quaternion->x1; const float s0x2 = quaternion->s0 * quaternion->x2; const float s0x3 = quaternion->s0 * quaternion->x3; const float x1x2 = quaternion->x1 * quaternion->x2; const float x1x3 = quaternion->x1 * quaternion->x3; const float x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 - s0x3); matrix->r2c3 = corrector2 * (x2x3 - s0x1); matrix->r3c1 = corrector2 * (x1x3 - s0x2); matrix->r2c1 = corrector2 * (x1x2 + s0x3); matrix->r3c2 = corrector2 * (x2x3 + s0x1); matrix->r1c3 = corrector2 * (x1x3 + s0x2); } void bg_fp64_quaternion_get_rotation_matrix(const BgFP64Quaternion* quaternion, BgFP64Matrix3x3* matrix) { const double s0s0 = quaternion->s0 * quaternion->s0; const double x1x1 = quaternion->x1 * quaternion->x1; const double x2x2 = quaternion->x2 * quaternion->x2; const double x3x3 = quaternion->x3 * quaternion->x3; const double square_modulus = (s0s0 + x1x1) + (x2x2 + x3x3); if (-BG_FP64_EPSYLON <= square_modulus && square_modulus <= BG_FP64_EPSYLON) { bg_fp64_matrix3x3_set_to_identity(matrix); return; } const double corrector1 = 1.0f / square_modulus; const double corrector2 = 2.0f * corrector1; const double s0x1 = quaternion->s0 * quaternion->x1; const double s0x2 = quaternion->s0 * quaternion->x2; const double s0x3 = quaternion->s0 * quaternion->x3; const double x1x2 = quaternion->x1 * quaternion->x2; const double x1x3 = quaternion->x1 * quaternion->x3; const double x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 - s0x3); matrix->r2c3 = corrector2 * (x2x3 - s0x1); matrix->r3c1 = corrector2 * (x1x3 - s0x2); matrix->r2c1 = corrector2 * (x1x2 + s0x3); matrix->r3c2 = corrector2 * (x2x3 + s0x1); matrix->r1c3 = corrector2 * (x1x3 + s0x2); } // ============ Make Reverse Matrix ============= // void bg_fp32_quaternion_get_reverse_matrix(const BgFP32Quaternion* quaternion, BgFP32Matrix3x3* matrix) { const float s0s0 = quaternion->s0 * quaternion->s0; const float x1x1 = quaternion->x1 * quaternion->x1; const float x2x2 = quaternion->x2 * quaternion->x2; const float x3x3 = quaternion->x3 * quaternion->x3; const float square_modulus = (s0s0 + x1x1) + (x2x2 + x3x3); if (-BG_FP32_EPSYLON <= square_modulus && square_modulus <= BG_FP32_EPSYLON) { bg_fp32_matrix3x3_set_to_identity(matrix); return; } const float corrector1 = 1.0f / square_modulus; const float corrector2 = 2.0f * corrector1; const float s0x1 = quaternion->s0 * quaternion->x1; const float s0x2 = quaternion->s0 * quaternion->x2; const float s0x3 = quaternion->s0 * quaternion->x3; const float x1x2 = quaternion->x1 * quaternion->x2; const float x1x3 = quaternion->x1 * quaternion->x3; const float x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 + s0x3); matrix->r2c3 = corrector2 * (x2x3 + s0x1); matrix->r3c1 = corrector2 * (x1x3 + s0x2); matrix->r2c1 = corrector2 * (x1x2 - s0x3); matrix->r3c2 = corrector2 * (x2x3 - s0x1); matrix->r1c3 = corrector2 * (x1x3 - s0x2); } void bg_fp64_quaternion_get_reverse_matrix(const BgFP64Quaternion* quaternion, BgFP64Matrix3x3* matrix) { const double s0s0 = quaternion->s0 * quaternion->s0; const double x1x1 = quaternion->x1 * quaternion->x1; const double x2x2 = quaternion->x2 * quaternion->x2; const double x3x3 = quaternion->x3 * quaternion->x3; const double square_modulus = (s0s0 + x1x1) + (x2x2 + x3x3); if (-BG_FP64_EPSYLON <= square_modulus && square_modulus <= BG_FP64_EPSYLON) { bg_fp64_matrix3x3_set_to_identity(matrix); return; } const double corrector1 = 1.0f / square_modulus; const double corrector2 = 2.0f * corrector1; const double s0x1 = quaternion->s0 * quaternion->x1; const double s0x2 = quaternion->s0 * quaternion->x2; const double s0x3 = quaternion->s0 * quaternion->x3; const double x1x2 = quaternion->x1 * quaternion->x2; const double x1x3 = quaternion->x1 * quaternion->x3; const double x2x3 = quaternion->x2 * quaternion->x3; matrix->r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3)); matrix->r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3)); matrix->r3c3 = corrector1 * ((s0s0 + x3x3) - (x1x1 + x2x2)); matrix->r1c2 = corrector2 * (x1x2 + s0x3); matrix->r2c3 = corrector2 * (x2x3 + s0x1); matrix->r3c1 = corrector2 * (x1x3 + s0x2); matrix->r2c1 = corrector2 * (x1x2 - s0x3); matrix->r3c2 = corrector2 * (x2x3 - s0x1); matrix->r1c3 = corrector2 * (x1x3 - s0x2); } // ================== Product =================== // void bg_fp32_quaternion_get_product(const BgFP32Quaternion* left, const BgFP32Quaternion* right, BgFP32Quaternion* product) { const float s0 = (left->s0 * right->s0 - left->x1 * right->x1) - (left->x2 * right->x2 + left->x3 * right->x3); const float x1 = (left->x1 * right->s0 + left->s0 * right->x1) - (left->x3 * right->x2 - left->x2 * right->x3); const float x2 = (left->x2 * right->s0 + left->s0 * right->x2) - (left->x1 * right->x3 - left->x3 * right->x1); const float x3 = (left->x3 * right->s0 + left->s0 * right->x3) - (left->x2 * right->x1 - left->x1 * right->x2); product->s0 = s0; product->x1 = x1; product->x2 = x2; product->x3 = x3; } void bg_fp64_quaternion_get_product(const BgFP64Quaternion* left, const BgFP64Quaternion* right, BgFP64Quaternion* product) { const double s0 = (left->s0 * right->s0 - left->x1 * right->x1) - (left->x2 * right->x2 + left->x3 * right->x3); const double x1 = (left->x1 * right->s0 + left->s0 * right->x1) - (left->x3 * right->x2 - left->x2 * right->x3); const double x2 = (left->x2 * right->s0 + left->s0 * right->x2) - (left->x1 * right->x3 - left->x3 * right->x1); const double x3 = (left->x3 * right->s0 + left->s0 * right->x3) - (left->x2 * right->x1 - left->x1 * right->x2); product->s0 = s0; product->x1 = x1; product->x2 = x2; product->x3 = x3; }