#ifndef _BGC_POSITION3_H_INCLUDED_ #define _BGC_POSITION3_H_INCLUDED_ #include "./types.h" #include "./vector3.h" #include "./matrix3x3.h" #include "./turn3.h" // ==================== Reset ==================== // inline void bgc_fp32_position3_reset(BGC_FP32_Position3* const position) { bgc_fp32_turn3_reset(&position->turn); bgc_fp32_vector3_reset(&position->shift); } inline void bgc_fp64_position3_reset(BGC_FP64_Position3* const position) { bgc_fp64_turn3_reset(&position->turn); bgc_fp64_vector3_reset(&position->shift); } // ==================== Make ===================== // inline void bgc_fp32_position3_make(BGC_FP32_Position3* const position, const BGC_FP32_Turn3* const turn, const BGC_FP32_Vector3* const shift) { bgc_fp32_turn3_copy(&position->turn, turn); bgc_fp32_vector3_copy(&position->shift, shift); } inline void bgc_fp64_position3_make(BGC_FP64_Position3* const position, const BGC_FP64_Turn3* const turn, const BGC_FP64_Vector3* const 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* const destination, const BGC_FP32_Position3* const 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* const destination, const BGC_FP64_Position3* const 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* const first, BGC_FP32_Position3* const 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* const first, BGC_FP64_Position3* const 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* const destination, const BGC_FP32_Position3* const 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* const destination, const BGC_FP64_Position3* const 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* const 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* const position) { return bgc_fp64_vector3_is_zero(&position->shift) && bgc_fp64_turn3_is_idle(&position->turn); } // =================== Revert ==================== // inline void bgc_fp32_position3_revert(BGC_FP32_Position3* const 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_revert(BGC_FP64_Position3* const 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 Reverse Position ============= // inline void bgc_fp32_position3_get_reverse_position(BGC_FP32_Position3* const reverse, const BGC_FP32_Position3* const position) { bgc_fp32_turn3_vector_back(&reverse->shift, &position->turn, &position->shift); bgc_fp32_turn3_get_reverse(&reverse->turn, &position->turn); bgc_fp32_vector3_revert(&reverse->shift); } inline void bgc_fp64_position3_get_reverse_position(BGC_FP64_Position3* const reverse, const BGC_FP64_Position3* const position) { bgc_fp64_turn3_vector_back(&reverse->shift, &position->turn, &position->shift); bgc_fp64_turn3_get_reverse(&reverse->turn, &position->turn); bgc_fp64_vector3_revert(&reverse->shift); } // =================== Combine =================== // inline void bgc_fp32_position3_combine(BGC_FP32_Position3* const combination, const BGC_FP32_Position3* const first, const BGC_FP32_Position3* const 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* const combination, const BGC_FP64_Position3* const first, const BGC_FP64_Position3* const 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* const difference, const BGC_FP32_Position3* const base, const BGC_FP32_Position3* const 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* const difference, const BGC_FP64_Position3* const base, const BGC_FP64_Position3* const 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 Affine ================== // inline void bgc_fp32_position3_get_affine(BGC_FP32_Affine3* const affine_map, const BGC_FP32_Position3* const position) { bgc_fp32_turn3_get_rotation_matrix(&affine_map->distortion, &position->turn); bgc_fp32_vector3_copy(&affine_map->shift, &position->shift); } inline void bgc_fp64_position3_get_affine(BGC_FP64_Affine3* const affine_map, const BGC_FP64_Position3* const position) { bgc_fp64_turn3_get_rotation_matrix(&affine_map->distortion, &position->turn); bgc_fp64_vector3_copy(&affine_map->shift, &position->shift); } // ================= Set Affine ================== // inline int bgc_fp32_position3_set_affine(BGC_FP32_Position3* const position, const BGC_FP32_Affine3* const affine_map) { if (bgc_fp32_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) { bgc_fp32_vector3_copy(&position->shift, &affine_map->shift); return BGC_SUCCESS; } return BGC_FAILURE; } inline int bgc_fp64_position3_set_affine(BGC_FP64_Position3* const position, const BGC_FP64_Affine3* const affine_map) { if (bgc_fp64_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) { bgc_fp64_vector3_copy(&position->shift, &affine_map->shift); return BGC_SUCCESS; } return BGC_FAILURE; } // ============= Get Reverse Affine ============== // inline void bgc_fp32_position3_get_reverse_affine(BGC_FP32_Affine3* const affine_map, const BGC_FP32_Position3* const position) { bgc_fp32_turn3_get_reverse_matrix(&affine_map->distortion, &position->turn); bgc_fp32_matrix3x3_multiply_by_vector3(&affine_map->shift, &affine_map->distortion, &position->shift); bgc_fp32_vector3_revert(&affine_map->shift); } inline void bgc_fp64_position3_get_reverse_affine(BGC_FP64_Affine3* const affine_map, const BGC_FP64_Position3* const position) { bgc_fp64_turn3_get_reverse_matrix(&affine_map->distortion, &position->turn); bgc_fp64_matrix3x3_multiply_by_vector3(&affine_map->shift, &affine_map->distortion, &position->shift); bgc_fp64_vector3_revert(&affine_map->shift); } // ============= Set Reverse Affine ============== // inline int bgc_fp32_position3_set_reverse_affine(BGC_FP32_Position3* const position, const BGC_FP32_Affine3* const affine_map) { if (bgc_fp32_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) { bgc_fp32_vector3_multiply_by_matrix3x3(&position->shift, &affine_map->shift, &affine_map->distortion); bgc_fp32_quaternion_conjugate(&position->turn._versor); bgc_fp32_vector3_revert(&position->shift); return BGC_SUCCESS; } return BGC_FAILURE; } inline int bgc_fp64_position3_set_reverse_affine(BGC_FP64_Position3* const position, const BGC_FP64_Affine3* const affine_map) { if (bgc_fp64_quaternion_set_rotation_matrix(&position->turn._versor, &affine_map->distortion) == BGC_SUCCESS) { bgc_fp64_vector3_multiply_by_matrix3x3(&position->shift, &affine_map->shift, &affine_map->distortion); bgc_fp64_quaternion_conjugate(&position->turn._versor); bgc_fp64_vector3_revert(&position->shift); return BGC_SUCCESS; } return BGC_FAILURE; } // =============== Transform Point =============== // inline void bgc_fp32_position3_transform_point(BGC_FP32_Vector3* const transformed_point, const BGC_FP32_Position3* const position, const BGC_FP32_Vector3* const initial_point) { BGC_FP32_Vector3 turned_point; bgc_fp32_turn3_vector(&turned_point, &position->turn, initial_point); bgc_fp32_vector3_add(transformed_point, &position->shift, &turned_point); } inline void bgc_fp64_position3_transform_point(BGC_FP64_Vector3* const transformed_point, const BGC_FP64_Position3* const position, const BGC_FP64_Vector3* const initial_point) { BGC_FP64_Vector3 turned_point; bgc_fp64_turn3_vector(&turned_point, &position->turn, initial_point); bgc_fp64_vector3_add(transformed_point, &position->shift, &turned_point); } // ========== Transform Point Backwards ========== // inline void bgc_fp32_position3_transform_point_back(BGC_FP32_Vector3* const transformed_point, const BGC_FP32_Position3 * const position, const BGC_FP32_Vector3 * const initial_point) { BGC_FP32_Vector3 relative_point; bgc_fp32_vector3_subtract(&relative_point, initial_point, &position->shift); bgc_fp32_turn3_vector_back(transformed_point, &position->turn, &relative_point); } inline void bgc_fp64_position3_transform_point_back(BGC_FP64_Vector3* const transformed_point, const BGC_FP64_Position3* const position, const BGC_FP64_Vector3* const initial_point) { BGC_FP64_Vector3 relative_point; bgc_fp64_vector3_subtract(&relative_point, initial_point, &position->shift); bgc_fp64_turn3_vector_back(transformed_point, &position->turn, &relative_point); } // ============== Transform Vector =============== // inline void bgc_fp32_position3_transform_vector(BGC_FP32_Vector3* const transformed_vector, const BGC_FP32_Position3* const position, const BGC_FP32_Vector3* const initial_vector) { bgc_fp32_turn3_vector(transformed_vector, &position->turn, initial_vector); } inline void bgc_fp64_position3_transform_vector(BGC_FP64_Vector3* const transformed_vector, const BGC_FP64_Position3* const position, const BGC_FP64_Vector3* const initial_vector) { bgc_fp64_turn3_vector(transformed_vector, &position->turn, initial_vector); } // ========== Transform Vector Inwards =========== // inline void bgc_fp32_position3_transform_vector_back(BGC_FP32_Vector3* const transformed_vector, const BGC_FP32_Position3* const position, const BGC_FP32_Vector3* const initial_vector) { bgc_fp32_turn3_vector_back(transformed_vector, &position->turn, initial_vector); } inline void bgc_fp64_position3_transform_vector_back(BGC_FP64_Vector3* const transformed_vector, const BGC_FP64_Position3* const position, const BGC_FP64_Vector3* const initial_vector) { bgc_fp64_turn3_vector_back(transformed_vector, &position->turn, initial_vector); } #endif // _BGC_POSITION_H_INCLUDED_