#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); } // =================== 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 Affine ================== // inline void bgc_position3_get_affine3_map_fp32(const BgcPosition3FP32 * position, BgcAffine3FP32 * affine_map) { #if BGC_AFFINE_USE_MATRIX bgc_versor_get_rotation_matrix_fp32(&position->turn, &affine_map->distortion); bgc_vector3_copy_fp32(&position->shift, &affine_map->shift); #else const float s0s0 = position->turn._s0 * position->turn._s0; const float x1x1 = position->turn._x1 * position->turn._x1; const float x2x2 = position->turn._x2 * position->turn._x2; const float x3x3 = position->turn._x3 * position->turn._x3; const float s0x1 = position->turn._s0 * position->turn._x1; const float s0x2 = position->turn._s0 * position->turn._x2; const float s0x3 = position->turn._s0 * position->turn._x3; const float x1x2 = position->turn._x1 * position->turn._x2; const float x1x3 = position->turn._x1 * position->turn._x3; const float x2x3 = position->turn._x2 * position->turn._x3; affine_map->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); affine_map->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); affine_map->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); affine_map->r1c2 = 2.0f * (x1x2 - s0x3); affine_map->r2c3 = 2.0f * (x2x3 - s0x1); affine_map->r3c1 = 2.0f * (x1x3 - s0x2); affine_map->r2c1 = 2.0f * (x1x2 + s0x3); affine_map->r3c2 = 2.0f * (x2x3 + s0x1); affine_map->r1c3 = 2.0f * (x1x3 + s0x2); affine_map->shift1 = position->shift.x1; affine_map->shift2 = position->shift.x2; affine_map->shift3 = position->shift.x3; #endif } inline void bgc_position3_get_affine3_map_fp64(const BgcPosition3FP64 * position, BgcAffine3FP64 * affine_map) { #if BGC_AFFINE_USE_MATRIX bgc_versor_get_rotation_matrix_fp64(&position->turn, &affine_map->distortion); bgc_vector3_copy_fp64(&position->shift, &affine_map->shift); #else const double s0s0 = position->turn._s0 * position->turn._s0; const double x1x1 = position->turn._x1 * position->turn._x1; const double x2x2 = position->turn._x2 * position->turn._x2; const double x3x3 = position->turn._x3 * position->turn._x3; const double s0x1 = position->turn._s0 * position->turn._x1; const double s0x2 = position->turn._s0 * position->turn._x2; const double s0x3 = position->turn._s0 * position->turn._x3; const double x1x2 = position->turn._x1 * position->turn._x2; const double x1x3 = position->turn._x1 * position->turn._x3; const double x2x3 = position->turn._x2 * position->turn._x3; affine_map->r1c1 = (s0s0 + x1x1) - (x2x2 + x3x3); affine_map->r2c2 = (s0s0 + x2x2) - (x1x1 + x3x3); affine_map->r3c3 = (s0s0 + x3x3) - (x1x1 + x2x2); affine_map->r1c2 = 2.0 * (x1x2 - s0x3); affine_map->r2c3 = 2.0 * (x2x3 - s0x1); affine_map->r3c1 = 2.0 * (x1x3 - s0x2); affine_map->r2c1 = 2.0 * (x1x2 + s0x3); affine_map->r3c2 = 2.0 * (x2x3 + s0x1); affine_map->r1c3 = 2.0 * (x1x3 + s0x2); affine_map->shift1 = position->shift.x1; affine_map->shift2 = position->shift.x2; affine_map->shift3 = position->shift.x3; #endif } #endif // _BGC_POSITION_H_INCLUDED_