#ifndef _BGC_POSITION3_H_INCLUDED_ #define _BGC_POSITION3_H_INCLUDED_ #include "vector3.h" #include "affine3.h" #include "turn3.h" // ==================== Types ==================== // typedef struct { BGC_FP32_Turn3 turn; BGC_FP32_Vector3 shift; } BGC_FP32_Position3; typedef struct { BGC_FP64_Turn3 turn; BGC_FP64_Vector3 shift; } BGC_FP64_Position3; // ==================== Reset ==================== // inline void bgc_fp32_position3_reset(BGC_FP32_Position3 * position) { bgc_fp32_turn3_reset(&position->turn); bgc_fp32_vector3_reset(&position->shift); } inline void bgc_fp64_position3_reset(BGC_FP64_Position3 * position) { bgc_fp64_turn3_reset(&position->turn); bgc_fp64_vector3_reset(&position->shift); } // ==================== Make ===================== // inline void bgc_fp32_position3_make(BGC_FP32_Position3* position, const BGC_FP32_Turn3 * turn, const BGC_FP32_Vector3 * shift) { bgc_fp32_turn3_copy(&position->turn, turn); bgc_fp32_vector3_copy(&position->shift, shift); } inline void bgc_fp64_position3_make(BGC_FP64_Position3* position, const BGC_FP64_Turn3 * turn, const BGC_FP64_Vector3 * shift) { bgc_fp64_turn3_copy(&position->turn, turn); bgc_fp64_vector3_copy(&position->shift, shift); } // ==================== Copy ===================== // inline void bgc_fp32_position3_copy(BGC_FP32_Position3* destination, const BGC_FP32_Position3 * source) { bgc_fp32_turn3_copy(&destination->turn, &source->turn); bgc_fp32_vector3_copy(&destination->shift, &source->shift); } inline void bgc_fp64_position3_copy(BGC_FP64_Position3* destination, const BGC_FP64_Position3 * source) { bgc_fp64_turn3_copy(&destination->turn, &source->turn); bgc_fp64_vector3_copy(&destination->shift, &source->shift); } // ==================== Swap ===================== // inline void bgc_fp32_position3_swap(BGC_FP32_Position3 * first, BGC_FP32_Position3 * second) { bgc_fp32_turn3_swap(&first->turn, &second->turn); bgc_fp32_vector3_swap(&first->shift, &second->shift); } inline void bgc_fp64_position3_swap(BGC_FP64_Position3 * first, BGC_FP64_Position3 * second) { bgc_fp64_turn3_swap(&first->turn, &second->turn); bgc_fp64_vector3_swap(&first->shift, &second->shift); } // =================== Convert =================== // inline void bgc_fp32_position3_convert_to_fp64(BGC_FP64_Position3* destination, const BGC_FP32_Position3 * source) { bgc_fp32_turn3_convert_to_fp64(&destination->turn, &source->turn); bgc_fp32_vector3_convert_to_fp64(&destination->shift, &source->shift); } inline void bgc_fp64_position3_convert_to_fp32(BGC_FP32_Position3* destination, const BGC_FP64_Position3* source) { bgc_fp64_turn3_convert_to_fp32(&destination->turn, &source->turn); bgc_fp64_vector3_convert_to_fp32(&destination->shift, &source->shift); } // =================== Is Idle =================== // inline int bgc_fp32_position3_is_idle(const BGC_FP32_Position3 * position) { return bgc_fp32_vector3_is_zero(&position->shift) && bgc_fp32_turn3_is_idle(&position->turn); } inline int bgc_fp64_position3_is_idle(const BGC_FP64_Position3 * position) { return bgc_fp64_vector3_is_zero(&position->shift) && bgc_fp64_turn3_is_idle(&position->turn); } // =================== Invert ==================== // inline void bgc_fp32_position3_invert(BGC_FP32_Position3 * position) { bgc_fp32_turn3_vector_back(&position->shift, &position->turn, &position->shift); bgc_fp32_turn3_revert(&position->turn); bgc_fp32_vector3_revert(&position->shift); } inline void bgc_fp64_position3_invert(BGC_FP64_Position3 * position) { bgc_fp64_turn3_vector_back(&position->shift, &position->turn, &position->shift); bgc_fp64_turn3_revert(&position->turn); bgc_fp64_vector3_revert(&position->shift); } // ================= Get Inverse ================= // inline void bgc_fp32_position3_get_inverse(BGC_FP32_Position3* inverse, const BGC_FP32_Position3 * position) { bgc_fp32_turn3_vector_back(&inverse->shift, &position->turn, &position->shift); bgc_fp32_turn3_get_reverse(&inverse->turn, &position->turn); bgc_fp32_vector3_revert(&inverse->shift); } inline void bgc_fp64_position3_get_inverse(BGC_FP64_Position3* inverse, const BGC_FP64_Position3 * position) { bgc_fp64_turn3_vector_back(&inverse->shift, &position->turn, &position->shift); bgc_fp64_turn3_get_reverse(&inverse->turn, &position->turn); bgc_fp64_vector3_revert(&inverse->shift); } // =================== Combine =================== // inline void bgc_fp32_position3_combine(BGC_FP32_Position3* combination, const BGC_FP32_Position3 * first, const BGC_FP32_Position3 * second) { BGC_FP32_Vector3 relative_shift; bgc_fp32_turn3_vector(&relative_shift, &second->turn, &first->shift); bgc_fp32_turn3_combine(&combination->turn, &first->turn, &second->turn); bgc_fp32_vector3_add(&combination->shift, &relative_shift, &second->shift); } inline void bgc_fp64_position3_combine(BGC_FP64_Position3* combination, const BGC_FP64_Position3 * first, const BGC_FP64_Position3 * second) { BGC_FP64_Vector3 relative_shift; bgc_fp64_turn3_vector(&relative_shift, &second->turn, &first->shift); bgc_fp64_turn3_combine(&combination->turn, &first->turn, &second->turn); bgc_fp64_vector3_add(&combination->shift, &relative_shift, &second->shift); } // =================== Exclude =================== // inline void bgc_fp32_position3_exclude(BGC_FP32_Position3* difference, const BGC_FP32_Position3 * base, const BGC_FP32_Position3 * excludant) { BGC_FP32_Vector3 relative_shift; bgc_fp32_vector3_subtract(&relative_shift, &base->shift, &excludant->shift); bgc_fp32_turn3_vector_back(&difference->shift, &excludant->turn, &relative_shift); bgc_fp32_turn3_exclude(&difference->turn, &base->turn, &excludant->turn); } inline void bgc_fp64_position3_exclude(BGC_FP64_Position3* difference, const BGC_FP64_Position3 * base, const BGC_FP64_Position3 * excludant) { BGC_FP64_Vector3 relative_shift; bgc_fp64_vector3_subtract(&relative_shift, &base->shift, &excludant->shift); bgc_fp64_turn3_vector_back(&difference->shift, &excludant->turn, &relative_shift); bgc_fp64_turn3_exclude(&difference->turn, &base->turn, &excludant->turn); } // ============= Get Outward Affine ============== // inline void bgc_fp32_position3_get_outward_affine(BGC_FP32_Affine3* outward_affine_map, const BGC_FP32_Position3 * position) { bgc_fp32_turn3_get_rotation_matrix(&outward_affine_map->distortion, &position->turn); bgc_fp32_vector3_copy(&outward_affine_map->shift, &position->shift); } inline void bgc_fp64_position3_get_outward_affine(BGC_FP64_Affine3* outward_affine_map, const BGC_FP64_Position3 * position) { bgc_fp64_turn3_get_rotation_matrix(&outward_affine_map->distortion, &position->turn); bgc_fp64_vector3_copy(&outward_affine_map->shift, &position->shift); } // ============== Get Inward Affine ============== // inline void bgc_fp32_position3_get_inward_affine(BGC_FP32_Affine3* inward_affine_map, const BGC_FP32_Position3 * position) { bgc_fp32_turn3_get_reverse_matrix(&inward_affine_map->distortion, &position->turn); bgc_fp32_multiply_matrix3x3_by_vector3(&inward_affine_map->shift, &inward_affine_map->distortion, &position->shift); bgc_fp32_vector3_revert(&inward_affine_map->shift); } inline void bgc_fp64_position3_get_inward_affine(BGC_FP64_Affine3* inward_affine_map, const BGC_FP64_Position3 * position) { bgc_fp64_turn3_get_reverse_matrix(&inward_affine_map->distortion, &position->turn); bgc_fp64_multiply_matrix3x3_by_vector3(&inward_affine_map->shift, &inward_affine_map->distortion, &position->shift); bgc_fp64_vector3_revert(&inward_affine_map->shift); } // ========== Transform Point Outwards =========== // inline void bgc_fp32_position3_transform_point_outwards(BGC_FP32_Vector3* outer_point, const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * inner_point) { BGC_FP32_Vector3 turned_point; bgc_fp32_turn3_vector(&turned_point, &position->turn, inner_point); bgc_fp32_vector3_add(outer_point, &position->shift, &turned_point); } inline void bgc_fp64_position3_transform_point_outwards(BGC_FP64_Vector3* outer_point, const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * inner_point) { BGC_FP64_Vector3 turned_point; bgc_fp64_turn3_vector(&turned_point, &position->turn, inner_point); bgc_fp64_vector3_add(outer_point, &position->shift, &turned_point); } // =========== Transform Point Inwards =========== // inline void bgc_fp32_position3_transform_point_inwards(BGC_FP32_Vector3* inner_point, const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * outer_point) { BGC_FP32_Vector3 relative_point; bgc_fp32_vector3_subtract(&relative_point, outer_point, &position->shift); bgc_fp32_turn3_vector_back(inner_point, &position->turn, &relative_point); } inline void bgc_fp64_position3_transform_point_inwards(BGC_FP64_Vector3* inner_point, const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * outer_point) { BGC_FP64_Vector3 relative_point; bgc_fp64_vector3_subtract(&relative_point, outer_point, &position->shift); bgc_fp64_turn3_vector_back(inner_point, &position->turn, &relative_point); } // ========== Transform Vector Outwards ========== // inline void bgc_fp32_position3_transform_vector_outwards(BGC_FP32_Vector3* outer_vector, const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * inner_vector) { bgc_fp32_turn3_vector(outer_vector, &position->turn, inner_vector); } inline void bgc_fp64_position3_transform_vector_outwards(BGC_FP64_Vector3* outer_vector, const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * inner_vector) { bgc_fp64_turn3_vector(outer_vector, &position->turn, inner_vector); } // ========== Transform Vector Inwards =========== // inline void bgc_fp32_position3_transform_vector_inwards(BGC_FP32_Vector3* inner_vector, const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * outer_vector) { bgc_fp32_turn3_vector_back(inner_vector, &position->turn, outer_vector); } inline void bgc_fp64_position3_transform_vector_inwards(BGC_FP64_Vector3* inner_vector, const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * outer_vector) { bgc_fp64_turn3_vector_back(inner_vector, &position->turn, outer_vector); } #endif // _BGC_POSITION_H_INCLUDED_