#ifndef _GEOMETRY_QUATERNION_H_ #define _GEOMETRY_QUATERNION_H_ #include #include "basis.h" #include "matrix3x3.h" typedef struct { float s0, x1, x2, x3; } BgFP32Quaternion; typedef struct { double s0, x1, x2, x3; } BgFP64Quaternion; // ==================== Reset =================== // static inline void bg_fp32_quaternion_reset(BgFP32Quaternion * quaternion) { quaternion->s0 = 0.0f; quaternion->x1 = 0.0f; quaternion->x2 = 0.0f; quaternion->x3 = 0.0f; } static inline void bg_fp64_quaternion_reset(BgFP64Quaternion * quaternion) { quaternion->s0 = 0.0; quaternion->x1 = 0.0; quaternion->x2 = 0.0; quaternion->x3 = 0.0; } // ================== Set Unit ================== // static inline void bg_fp32_quaternion_set_identity(BgFP32Quaternion * quaternion) { quaternion->s0 = 1.0f; quaternion->x1 = 0.0f; quaternion->x2 = 0.0f; quaternion->x3 = 0.0f; } static inline void bg_fp64_quaternion_set_identity(BgFP64Quaternion * quaternion) { quaternion->s0 = 1.0; quaternion->x1 = 0.0; quaternion->x2 = 0.0; quaternion->x3 = 0.0; } // ==================== Set ===================== // static inline void bg_fp32_quaternion_set_values(const float s0, const float x1, const float x2, const float x3, BgFP32Quaternion * quaternion) { quaternion->s0 = s0; quaternion->x1 = x1; quaternion->x2 = x2; quaternion->x3 = x3; } static inline void bg_fp64_quaternion_set_values(const double s0, const double x1, const double x2, const double x3, BgFP64Quaternion * quaternion) { quaternion->s0 = s0; quaternion->x1 = x1; quaternion->x2 = x2; quaternion->x3 = x3; } // ==================== Copy ==================== // static inline void bg_fp32_quaternion_copy(const BgFP32Quaternion* from, BgFP32Quaternion* to) { to->s0 = from->s0; to->x1 = from->x1; to->x2 = from->x2; to->x3 = from->x3; } static inline void bg_fp64_quaternion_copy(const BgFP64Quaternion* from, BgFP64Quaternion* to) { to->s0 = from->s0; to->x1 = from->x1; to->x2 = from->x2; to->x3 = from->x3; } // ============= Copy to twin type ============== // static inline void bg_fp32_quaternion_set_from_fp64(const BgFP64Quaternion* versor, BgFP32Quaternion* result) { result->s0 = (float) versor->s0; result->x1 = (float) versor->x1; result->x2 = (float) versor->x2; result->x3 = (float) versor->x3; } static inline void bg_fp64_quaternion_set_from_fp32(const BgFP32Quaternion* versor, BgFP64Quaternion* result) { result->s0 = versor->s0; result->x1 = versor->x1; result->x2 = versor->x2; result->x3 = versor->x3; } // ================= Inversion ================== // static inline void bg_fp32_quaternion_conjugate(BgFP32Quaternion* versor) { versor->x1 = -versor->x1; versor->x2 = -versor->x2; versor->x3 = -versor->x3; } static inline void bg_fp64_quaternion_conjugate(BgFP64Quaternion* versor) { versor->x1 = -versor->x1; versor->x2 = -versor->x2; versor->x3 = -versor->x3; } // ================ Set Conjugate =============== // static inline void bg_fp32_quaternion_set_conjugate(const BgFP32Quaternion* versor, BgFP32Quaternion* result) { result->s0 = versor->s0; result->x1 = -versor->x1; result->x2 = -versor->x2; result->x3 = -versor->x3; } static inline void bg_fp64_quaternion_set_conjugate(const BgFP64Quaternion* versor, BgFP64Quaternion* result) { result->s0 = versor->s0; result->x1 = -versor->x1; result->x2 = -versor->x2; result->x3 = -versor->x3; } // ================ Get Inverted ================ // static inline void bg_fp32_quaternion_set_conjugate_fp64(const BgFP64Quaternion* versor, BgFP32Quaternion* result) { result->s0 = (float) versor->s0; result->x1 = (float) -versor->x1; result->x2 = (float) -versor->x2; result->x3 = (float) -versor->x3; } static inline void bg_fp64_quaternion_set_conjugate_fp32(const BgFP32Quaternion* versor, BgFP64Quaternion* result) { result->s0 = versor->s0; result->x1 = -versor->x1; result->x2 = -versor->x2; result->x3 = -versor->x3; } // ============ Make Rotation Matrix ============ // void bg_fp32_quaternion_get_rotation_matrix(const BgFP32Quaternion* quaternion, BgFP32Matrix3x3* matrix); void bg_fp64_quaternion_get_rotation_matrix(const BgFP64Quaternion* quaternion, BgFP64Matrix3x3* matrix); // ============ Make Reverse Matrix ============= // void bg_fp32_quaternion_get_reverse_matrix(const BgFP32Quaternion* quaternion, BgFP32Matrix3x3* matrix); void bg_fp64_quaternion_get_reverse_matrix(const BgFP64Quaternion* quaternion, BgFP64Matrix3x3* matrix); // ==================== Add ===================== // static inline void bg_fp32_quaternion_add(const BgFP32Quaternion * quaternion1, const BgFP32Quaternion * quaternion2, BgFP32Quaternion * result) { result->s0 = quaternion1->s0 + quaternion2->s0; result->x1 = quaternion1->x1 + quaternion2->x1; result->x2 = quaternion1->x2 + quaternion2->x2; result->x3 = quaternion1->x3 + quaternion2->x3; } static inline void bg_fp64_quaternion_add(const BgFP64Quaternion * quaternion1, const BgFP64Quaternion * quaternion2, BgFP64Quaternion * result) { result->s0 = quaternion1->s0 + quaternion2->s0; result->x1 = quaternion1->x1 + quaternion2->x1; result->x2 = quaternion1->x2 + quaternion2->x2; result->x3 = quaternion1->x3 + quaternion2->x3; } // ================== Subtract ================== // static inline void bg_fp32_quaternion_subtract(const BgFP32Quaternion * minuend, const BgFP32Quaternion * subtrahend, BgFP32Quaternion * result) { result->s0 = minuend->s0 - subtrahend->s0; result->x1 = minuend->x1 - subtrahend->x1; result->x2 = minuend->x2 - subtrahend->x2; result->x3 = minuend->x3 - subtrahend->x3; } static inline void bg_fp64_quaternion_subtract(const BgFP64Quaternion * minuend, const BgFP64Quaternion * subtrahend, BgFP64Quaternion * result) { result->s0 = minuend->s0 - subtrahend->s0; result->x1 = minuend->x1 - subtrahend->x1; result->x2 = minuend->x2 - subtrahend->x2; result->x3 = minuend->x3 - subtrahend->x3; } // =============== Multiplication =============== // static inline void bg_fp32_quaternion_multiply(const BgFP32Quaternion* left, const BgFP32Quaternion* right, BgFP32Quaternion* result) { 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); result->s0 = s0; result->x1 = x1; result->x2 = x2; result->x3 = x3; } static inline void bg_fp64_quaternion_multiply(const BgFP64Quaternion* left, const BgFP64Quaternion* right, BgFP64Quaternion* result) { 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); result->s0 = s0; result->x1 = x1; result->x2 = x2; result->x3 = x3; } #endif // _GEOMETRY_QUATERNION_H_