#ifndef _BGC_HG_VECTOR3_H_INCLUDED_ #define _BGC_HG_VECTOR3_H_INCLUDED_ #include "./vector3.h" // ================== Vector3 =================== // // Homogeneous 3D Vector typedef struct { float x1, x2, x3, ratio; } BGC_FP32_HgVector3; // Homogeneous 3D Vector typedef struct { double x1, x2, x3, ratio; } BGC_FP64_HgVector3; // ================ Reset Point ================= // inline void bgc_fp32_hg_vector3_reset_point(BGC_FP32_HgVector3* homogeneous_vector) { homogeneous_vector->x1 = 0.0f; homogeneous_vector->x2 = 0.0f; homogeneous_vector->x3 = 0.0f; homogeneous_vector->ratio = 1.0f; } inline void bgc_fp64_hg_vector3_reset_point(BGC_FP64_HgVector3* homogeneous_vector) { homogeneous_vector->x1 = 0.0; homogeneous_vector->x2 = 0.0; homogeneous_vector->x3 = 0.0; homogeneous_vector->ratio = 1.0; } // ================ Reset Point ================= // inline void bgc_fp32_hg_vector3_reset_vector(BGC_FP32_HgVector3* homogeneous_vector) { homogeneous_vector->x1 = 0.0f; homogeneous_vector->x2 = 0.0f; homogeneous_vector->x3 = 0.0f; homogeneous_vector->ratio = 0.0f; } inline void bgc_fp64_hg_vector3_reset_vector(BGC_FP64_HgVector3* homogeneous_vector) { homogeneous_vector->x1 = 0.0; homogeneous_vector->x2 = 0.0; homogeneous_vector->x3 = 0.0; homogeneous_vector->ratio = 0.0; } // ==================== Make ==================== // inline void bgc_fp32_hg_vector3_make(BGC_FP32_HgVector3* homogeneous_vector, const float x1, const float x2, const float x3, const float ratio) { homogeneous_vector->x1 = x1; homogeneous_vector->x2 = x2; homogeneous_vector->x3 = x3; homogeneous_vector->ratio = ratio; } inline void bgc_fp64_hg_vector3_make(BGC_FP64_HgVector3* homogeneous_vector, const double x1, const double x2, const double x3, const double ratio) { homogeneous_vector->x1 = x1; homogeneous_vector->x2 = x2; homogeneous_vector->x3 = x3; homogeneous_vector->ratio = ratio; } // ================= Make Point ================= // inline void bgc_fp32_hg_vector3_make_point(BGC_FP32_HgVector3* homogeneous_vector, const BGC_FP32_Vector3* regular_vector) { homogeneous_vector->x1 = regular_vector->x1; homogeneous_vector->x2 = regular_vector->x2; homogeneous_vector->x3 = regular_vector->x3; homogeneous_vector->ratio = 1.0f; } inline void bgc_fp64_hg_vector3_make_point(BGC_FP64_HgVector3* homogeneous_vector, const BGC_FP64_Vector3* regular_vector) { homogeneous_vector->x1 = regular_vector->x1; homogeneous_vector->x2 = regular_vector->x2; homogeneous_vector->x3 = regular_vector->x3; homogeneous_vector->ratio = 1.0; } // ================ Make Vector ================= // inline void bgc_fp32_hg_vector3_make_vector(BGC_FP32_HgVector3* homogeneous_vector, const BGC_FP32_Vector3* regular_vector) { homogeneous_vector->x1 = regular_vector->x1; homogeneous_vector->x2 = regular_vector->x2; homogeneous_vector->x3 = regular_vector->x3; homogeneous_vector->ratio = 0.0f; } inline void bgc_fp64_hg_vector3_make_vector(BGC_FP64_HgVector3* homogeneous_vector, const BGC_FP64_Vector3* regular_vector) { homogeneous_vector->x1 = regular_vector->x1; homogeneous_vector->x2 = regular_vector->x2; homogeneous_vector->x3 = regular_vector->x3; homogeneous_vector->ratio = 0.0; } // ================== Is Point ================== // inline int bgc_fp32_hg_vector3_is_point(const BGC_FP32_HgVector3* homogeneous_vector) { return !bgc_fp32_is_zero(homogeneous_vector->ratio); } inline int bgc_fp64_hg_vector3_is_point(const BGC_FP64_HgVector3* homogeneous_vector) { return !bgc_fp64_is_zero(homogeneous_vector->ratio); } // ================= Is Vector ================== // inline int bgc_fp32_hg_vector3_is_vector(const BGC_FP32_HgVector3* homogeneous_vector) { return bgc_fp32_is_zero(homogeneous_vector->ratio); } inline int bgc_fp64_hg_vector3_is_vector(const BGC_FP64_HgVector3* homogeneous_vector) { return bgc_fp64_is_zero(homogeneous_vector->ratio); } // ==================== Copy ==================== // inline void bgc_fp32_hg_vector3_copy(BGC_FP32_HgVector3* destination, const BGC_FP32_HgVector3* source) { destination->x1 = source->x1; destination->x2 = source->x2; destination->x3 = source->x3; destination->ratio = source->ratio; } inline void bgc_fp64_hg_vector3_copy(BGC_FP64_HgVector3* destination, const BGC_FP64_HgVector3* source) { destination->x1 = source->x1; destination->x2 = source->x2; destination->x3 = source->x3; destination->ratio = source->ratio; } // ==================== Swap ==================== // inline void bgc_fp32_hg_vector3_swap(BGC_FP32_HgVector3* first, BGC_FP32_HgVector3* second) { const float x1 = first->x1; const float x2 = first->x2; const float x3 = first->x3; const float ratio = first->ratio; first->x1 = second->x1; first->x2 = second->x2; first->x3 = second->x3; first->ratio = second->ratio; second->x1 = x1; second->x2 = x2; second->x3 = x3; second->ratio = ratio; } inline void bgc_fp64_hg_vector3_swap(BGC_FP64_HgVector3* first, BGC_FP64_HgVector3* second) { const double x1 = first->x1; const double x2 = first->x2; const double x3 = first->x3; const double ratio = first->ratio; first->x1 = second->x1; first->x2 = second->x2; first->x3 = second->x3; first->ratio = second->ratio; second->x1 = x1; second->x2 = x2; second->x3 = x3; second->ratio = ratio; } #endif