#ifndef _BGC_TURN3_H_INCLUDED_ #define _BGC_TURN3_H_INCLUDED_ #include #include #include "./utilities.h" #include "./types.h" #include "./angle.h" #include "./quaternion.h" #define BGC_ERROR_TURN3_FIRST_VECTOR_ZERO -3010 #define BGC_ERROR_TURN3_SECOND_VECTOR_ZERO -3011 #define BGC_ERROR_TURN3_VECTORS_OPPOSITE -3012 #define _BGC_ERROR_TURN3_FIRST_PAIR -3020 #define _BGC_ERROR_TURN3_SECOND_PAIR -3030 #define _BGC_ERROR_TURN3_EMPTY_MAIN -1 #define _BGC_ERROR_TURN3_EMPTY_BRANCH -2 #define _BGC_ERROR_TURN3_PAIR_PARALLEL -3 #define BGC_ERROR_TURN3_FIRST_PAIR_ZERO_MAIN -3021 #define BGC_ERROR_TURN3_FIRST_PAIR_ZERO_BRANCH -3022 #define BGC_ERROR_TURN3_FIRST_PAIR_PARALLEL -3023 #define BGC_ERROR_TURN3_SECOND_PAIR_ZERO_MAIN -3031 #define BGC_ERROR_TURN3_SECOND_PAIR_ZERO_BRANCH -3032 #define BGC_ERROR_TURN3_SECOND_PAIR_PARALLEL -3033 // ================= Constants ================== // extern const BGC_FP32_Turn3 BGC_FP32_IDLE_TURN3; extern const BGC_FP64_Turn3 BGC_FP64_IDLE_TURN3; // =================== Reset ==================== // inline void bgc_fp32_turn3_reset(BGC_FP32_Turn3* const turn) { turn->_versor.s = 1.0f; turn->_versor.x = 0.0f; turn->_versor.y = 0.0f; turn->_versor.z = 0.0f; } inline void bgc_fp64_turn3_reset(BGC_FP64_Turn3* const turn) { turn->_versor.s = 1.0; turn->_versor.x = 0.0; turn->_versor.y = 0.0; turn->_versor.z = 0.0; } // ============= Private: Normalize ============= // inline void _bgc_fp32_turn3_normalize(BGC_FP32_Turn3* const turn) { const float square_magnitude = bgc_fp32_quaternion_get_square_magnitude(&turn->_versor); if (bgc_fp32_is_square_unit(square_magnitude)) { return; } if (square_magnitude <= BGC_FP32_SQUARE_EPSILON || isnan(square_magnitude)) { turn->_versor.s = 1.0f; turn->_versor.x = 0.0f; turn->_versor.y = 0.0f; turn->_versor.z = 0.0f; return; } const float multiplier = sqrtf(1.0f / square_magnitude); turn->_versor.s *= multiplier; turn->_versor.x *= multiplier; turn->_versor.y *= multiplier; turn->_versor.z *= multiplier; } inline void _bgc_fp64_turn3_normalize(BGC_FP64_Turn3* const turn) { const double square_magnitude = bgc_fp64_quaternion_get_square_magnitude(&turn->_versor); if (bgc_fp64_is_square_unit(square_magnitude)) { return; } if (square_magnitude <= BGC_FP64_SQUARE_EPSILON || isnan(square_magnitude)) { turn->_versor.s = 1.0; turn->_versor.x = 0.0; turn->_versor.y = 0.0; turn->_versor.z = 0.0; return; } const double multiplier = sqrt(1.0 / square_magnitude); turn->_versor.s *= multiplier; turn->_versor.x *= multiplier; turn->_versor.y *= multiplier; turn->_versor.z *= multiplier; } // ================= Set Values ================= // inline void bgc_fp32_turn3_set_values(BGC_FP32_Turn3* const turn, const float s, const float x, const float y, const float z) { bgc_fp32_quaternion_set_values(&turn->_versor, s, x, y, z); _bgc_fp32_turn3_normalize(turn); } inline void bgc_fp64_turn3_set_values(BGC_FP64_Turn3* const turn, const double s, const double x, const double y, const double z) { bgc_fp64_quaternion_set_values(&turn->_versor, s, x, y, z); _bgc_fp64_turn3_normalize(turn); } // =============== Get Quaternion =============== // inline void bgc_fp32_turn3_get_quaternion(BGC_FP32_Quaternion* const quaternion, const BGC_FP32_Turn3* const turn) { bgc_fp32_quaternion_copy(quaternion, &turn->_versor); } inline void bgc_fp64_turn3_get_quaternion(BGC_FP64_Quaternion* const quaternion, const BGC_FP64_Turn3* const turn) { bgc_fp64_quaternion_copy(quaternion, &turn->_versor); } // =============== Set Quaternion =============== // inline void bgc_fp32_turn3_set_quaternion(BGC_FP32_Turn3* const turn, const BGC_FP32_Quaternion* const quaternion) { bgc_fp32_quaternion_copy(&turn->_versor, quaternion); _bgc_fp32_turn3_normalize(turn); } inline void bgc_fp64_turn3_set_quaternion(BGC_FP64_Turn3* const turn, const BGC_FP64_Quaternion* const quaternion) { bgc_fp64_quaternion_copy(&turn->_versor, quaternion); _bgc_fp64_turn3_normalize(turn); } // ================ Get Rotation ================ // float bgc_fp32_turn3_get_rotation(BGC_FP32_Vector3* const axis, const BGC_FP32_Turn3* const turn, const int angle_unit); double bgc_fp64_turn3_get_rotation(BGC_FP64_Vector3* const axis, const BGC_FP64_Turn3* const turn, const int angle_unit); // ================ Set Rotation ================ // void bgc_fp32_turn3_set_rotation(BGC_FP32_Turn3* const turn, const float x, const float y, const float z, const float angle, const int angle_unit); void bgc_fp64_turn3_set_rotation(BGC_FP64_Turn3* const turn, const double x, const double y, const double z, const double angle, const int angle_unit); // ========= Find Direction Difference ========== // int bgc_fp32_turn3_find_direction_difference(BGC_FP32_Turn3* const turn, const BGC_FP32_Vector3* const start, const BGC_FP32_Vector3* const end); int bgc_fp64_turn3_find_direction_difference(BGC_FP64_Turn3* const turn, const BGC_FP64_Vector3* const start, const BGC_FP64_Vector3* const end); // ======= Find Direction Pair Difference ======= // int bgc_fp32_turn3_find_pair_difference( BGC_FP32_Turn3* const turn, const BGC_FP32_Vector3* const first_pair_main, const BGC_FP32_Vector3* const first_pair_branch, const BGC_FP32_Vector3* const second_pair_main, const BGC_FP32_Vector3* const second_pair_branch ); int bgc_fp64_turn3_find_pair_difference( BGC_FP64_Turn3* const turn, const BGC_FP64_Vector3* const first_pair_main, const BGC_FP64_Vector3* const first_pair_branch, const BGC_FP64_Vector3* const second_pair_main, const BGC_FP64_Vector3* const second_pair_branch ); // ==================== Copy ==================== // inline void bgc_fp32_turn3_copy(BGC_FP32_Turn3* const destination, const BGC_FP32_Turn3* const source) { bgc_fp32_quaternion_copy(&destination->_versor, &source->_versor); } inline void bgc_fp64_turn3_copy(BGC_FP64_Turn3* const destination, const BGC_FP64_Turn3* const source) { bgc_fp64_quaternion_copy(&destination->_versor, &source->_versor); } // ==================== Swap ==================== // inline void bgc_fp32_turn3_swap(BGC_FP32_Turn3* const turn1, BGC_FP32_Turn3* const turn2) { bgc_fp32_quaternion_swap(&turn1->_versor, &turn2->_versor); } inline void bgc_fp64_turn3_swap(BGC_FP64_Turn3* const turn1, BGC_FP64_Turn3* const turn2) { bgc_fp64_quaternion_swap(&turn1->_versor, &turn2->_versor); } // ================= Comparison ================= // inline int bgc_fp32_turn3_is_idle(const BGC_FP32_Turn3* const turn) { return bgc_fp32_quaternion_is_real(&turn->_versor); } inline int bgc_fp64_turn3_is_idle(const BGC_FP64_Turn3* const turn) { return bgc_fp64_quaternion_is_real(&turn->_versor); } // ================== Convert =================== // inline void bgc_fp32_turn3_convert_to_fp64(BGC_FP64_Turn3* const destination, const BGC_FP32_Turn3* const source) { bgc_fp32_quaternion_convert_to_fp64(&destination->_versor, &source->_versor); _bgc_fp64_turn3_normalize(destination); } inline void bgc_fp64_turn3_convert_to_fp32(BGC_FP32_Turn3* const destination, const BGC_FP64_Turn3* const source) { bgc_fp64_quaternion_convert_to_fp32(&destination->_versor, &source->_versor); _bgc_fp32_turn3_normalize(destination); } // ================== Shorten =================== // inline void bgc_fp32_turn3_shorten(BGC_FP32_Turn3* const turn) { if (turn->_versor.s < 0.0f) { bgc_fp32_quaternion_revert(&turn->_versor); } } inline void bgc_fp64_turn3_shorten(BGC_FP64_Turn3* const turn) { if (turn->_versor.s < 0.0) { bgc_fp64_quaternion_revert(&turn->_versor); } } inline void bgc_fp32_turn3_get_shortened(BGC_FP32_Turn3* const shortened, const BGC_FP32_Turn3* const turn) { if (turn->_versor.s >= 0.0f) { bgc_fp32_quaternion_copy(&shortened->_versor, &turn->_versor); } else { bgc_fp32_quaternion_get_reverse(&shortened->_versor, &turn->_versor); } } inline void bgc_fp64_turn3_get_shortened(BGC_FP64_Turn3* const shortened, const BGC_FP64_Turn3* const turn) { if (turn->_versor.s >= 0.0) { bgc_fp64_quaternion_copy(&shortened->_versor, &turn->_versor); } else { bgc_fp64_quaternion_get_reverse(&shortened->_versor, &turn->_versor); } } // ================= Alternate ================== // inline void bgc_fp32_turn3_alternate(BGC_FP32_Turn3* const turn) { bgc_fp32_quaternion_revert(&turn->_versor); } inline void bgc_fp64_turn3_alternate(BGC_FP64_Turn3* const turn) { bgc_fp64_quaternion_revert(&turn->_versor); } inline void bgc_fp32_turn3_get_alternative(BGC_FP32_Turn3* const alternative, const BGC_FP32_Turn3* const turn) { bgc_fp32_quaternion_get_reverse(&alternative->_versor, &turn->_versor); } inline void bgc_fp64_turn3_get_alternative(BGC_FP64_Turn3* const alternative, const BGC_FP64_Turn3* const turn) { bgc_fp64_quaternion_get_reverse(&alternative->_versor, &turn->_versor); } // =================== Revert =================== // inline void bgc_fp32_turn3_revert(BGC_FP32_Turn3* const turn) { bgc_fp32_quaternion_conjugate(&turn->_versor); } inline void bgc_fp64_turn3_revert(BGC_FP64_Turn3* const turn) { bgc_fp64_quaternion_conjugate(&turn->_versor); } inline void bgc_fp32_turn3_get_reverse(BGC_FP32_Turn3* const inverse, const BGC_FP32_Turn3* const turn) { bgc_fp32_quaternion_get_conjugate(&inverse->_versor, &turn->_versor); } inline void bgc_fp64_turn3_get_reverse(BGC_FP64_Turn3* const inverse, const BGC_FP64_Turn3* const turn) { bgc_fp64_quaternion_get_conjugate(&inverse->_versor, &turn->_versor); } // =============== Get Exponation =============== // void bgc_fp32_turn3_get_power(BGC_FP32_Turn3* const power, const BGC_FP32_Turn3* const base, const float exponent); void bgc_fp64_turn3_get_power(BGC_FP64_Turn3* const power, const BGC_FP64_Turn3* const base, const double exponent); // ================ Combination ================= // inline void bgc_fp32_turn3_combine(BGC_FP32_Turn3* const combination, const BGC_FP32_Turn3* const first, const BGC_FP32_Turn3* const second) { bgc_fp32_quaternion_multiply_by_quaternion(&combination->_versor, &second->_versor, &first->_versor); _bgc_fp32_turn3_normalize(combination); } inline void bgc_fp64_turn3_combine(BGC_FP64_Turn3* const combination, const BGC_FP64_Turn3* const first, const BGC_FP64_Turn3* const second) { bgc_fp64_quaternion_multiply_by_quaternion(&combination->_versor, &second->_versor, &first->_versor); _bgc_fp64_turn3_normalize(combination); } // ============ Combination of three ============ // inline void bgc_fp32_turn3_combine3(BGC_FP32_Turn3* const combination, const BGC_FP32_Turn3* const first, const BGC_FP32_Turn3* const second, const BGC_FP32_Turn3* const third) { BGC_FP32_Quaternion product; _bgc_fp32_restrict_quaternion_multiply_by_quaternion(&product, &second->_versor, &first->_versor); bgc_fp32_quaternion_multiply_by_quaternion(&combination->_versor, &third->_versor, &product); _bgc_fp32_turn3_normalize(combination); } inline void bgc_fp64_turn3_combine3(BGC_FP64_Turn3* const combination, const BGC_FP64_Turn3* const first, const BGC_FP64_Turn3* const second, const BGC_FP64_Turn3* const third) { BGC_FP64_Quaternion product; _bgc_fp64_restrict_quaternion_multiply_by_quaternion(&product, &second->_versor, &first->_versor); bgc_fp64_quaternion_multiply_by_quaternion(&combination->_versor, &third->_versor, &product); _bgc_fp64_turn3_normalize(combination); } // ================= Exclusion ================== // inline void bgc_fp32_turn3_exclude(BGC_FP32_Turn3* const difference, const BGC_FP32_Turn3* const base, const BGC_FP32_Turn3* const excludant) { bgc_fp32_quaternion_multiply_by_conjugate(&difference->_versor, &base->_versor, &excludant->_versor); _bgc_fp32_turn3_normalize(difference); } inline void bgc_fp64_turn3_exclude(BGC_FP64_Turn3* const difference, const BGC_FP64_Turn3* const base, const BGC_FP64_Turn3* const excludant) { bgc_fp64_quaternion_multiply_by_conjugate(&difference->_versor, &base->_versor, &excludant->_versor); _bgc_fp64_turn3_normalize(difference); } // ============ Sphere Interpolation ============ // void bgc_fp32_turn3_spherically_interpolate(BGC_FP32_Turn3* const interpolation, const BGC_FP32_Turn3* const start, const BGC_FP32_Turn3* const end, const float phase); void bgc_fp64_turn3_spherically_interpolate(BGC_FP64_Turn3* const interpolation, const BGC_FP64_Turn3* const start, const BGC_FP64_Turn3* const end, const double phase); // ============ Get Rotation Matrix ============= // inline void bgc_fp32_turn3_get_rotation_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn) { _bgc_fp32_versor_get_rotation_matrix(matrix, &turn->_versor); } inline void bgc_fp64_turn3_get_rotation_matrix(BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Turn3* const turn) { _bgc_fp64_versor_get_rotation_matrix(matrix, &turn->_versor); } // ============= Get Reverse Matrix ============= // inline void bgc_fp32_turn3_get_reverse_matrix(BGC_FP32_Matrix3x3* const matrix, const BGC_FP32_Turn3* const turn) { _bgc_fp32_versor_get_reverse_matrix(matrix, &turn->_versor); } inline void bgc_fp64_turn3_get_reverse_matrix(BGC_FP64_Matrix3x3* const matrix, const BGC_FP64_Turn3* const turn) { _bgc_fp64_versor_get_reverse_matrix(matrix, &turn->_versor); } // ============= Get Both Matrixes ============== // inline void bgc_fp32_turn3_get_both_matrices(BGC_FP32_Matrix3x3* const rotation, BGC_FP32_Matrix3x3* const reverse, const BGC_FP32_Turn3* const turn) { _bgc_fp32_versor_get_reverse_matrix(reverse, &turn->_versor); bgc_fp32_matrix3x3_get_transposed(rotation, reverse); } inline void bgc_fp64_turn3_get_both_matrices(BGC_FP64_Matrix3x3* const rotation, BGC_FP64_Matrix3x3* const reverse, const BGC_FP64_Turn3* const turn) { _bgc_fp64_versor_get_reverse_matrix(reverse, &turn->_versor); bgc_fp64_matrix3x3_get_transposed(rotation, reverse); } // ================ Turn Vector ================= // inline void bgc_fp32_turn3_vector(BGC_FP32_Vector3* const turned_vector, const BGC_FP32_Turn3* const turn, const BGC_FP32_Vector3* const original_vector) { _bgc_fp32_versor_turn_vector(turned_vector, &turn->_versor, original_vector); } inline void bgc_fp64_turn3_vector(BGC_FP64_Vector3* const turned_vector, const BGC_FP64_Turn3* const turn, const BGC_FP64_Vector3* const original_vector) { _bgc_fp64_versor_turn_vector(turned_vector, &turn->_versor, original_vector); } // ============== Turn Vector Back ============== // inline void bgc_fp32_turn3_vector_back(BGC_FP32_Vector3* const turned_vector, const BGC_FP32_Turn3* const turn, const BGC_FP32_Vector3* const original_vector) { _bgc_fp32_versor_turn_vector_back(turned_vector, &turn->_versor, original_vector); } inline void bgc_fp64_turn3_vector_back(BGC_FP64_Vector3* const turned_vector, const BGC_FP64_Turn3* const turn, const BGC_FP64_Vector3* const original_vector) { _bgc_fp64_versor_turn_vector_back(turned_vector, &turn->_versor, original_vector); } // ================== Are Close ================= // inline int bgc_fp32_turn3_are_close(const BGC_FP32_Turn3* const turn1, const BGC_FP32_Turn3* const turn2) { BGC_FP32_Quaternion difference; bgc_fp32_quaternion_subtract(&difference, &turn1->_versor, &turn2->_versor); return bgc_fp32_quaternion_get_square_magnitude(&difference) <= BGC_FP32_SQUARE_EPSILON; } inline int bgc_fp64_turn3_are_close(const BGC_FP64_Turn3* const turn1, const BGC_FP64_Turn3* const turn2) { BGC_FP64_Quaternion difference; bgc_fp64_quaternion_subtract(&difference, &turn1->_versor, &turn2->_versor); return bgc_fp64_quaternion_get_square_magnitude(&difference) <= BGC_FP64_SQUARE_EPSILON; } #endif