#ifndef _BGC_AFFINE3_H_INCLUDED_ #define _BGC_AFFINE3_H_INCLUDED_ #include "vector3.h" #include "matrixes.h" #include "matrix3x3.h" // ==================== Types ==================== // typedef struct { BGC_FP32_Matrix3x3 distortion; BGC_FP32_Vector3 shift; } BGC_FP32_Affine3; typedef struct { BGC_FP64_Matrix3x3 distortion; BGC_FP64_Vector3 shift; } BGC_FP64_Affine3; // ==================== Reset ==================== // inline void bgc_fp32_affine3_reset(BGC_FP32_Affine3 * affine) { bgc_fp32_matrix3x3_make_identity(&affine->distortion); bgc_fp32_vector3_reset(&affine->shift); } inline void bgc_fp64_affine3_reset(BGC_FP64_Affine3 * affine) { bgc_fp64_matrix3x3_make_identity(&affine->distortion); bgc_fp64_vector3_reset(&affine->shift); } // ==================== Make ===================== // inline void bgc_fp32_affine3_make(const BGC_FP32_Matrix3x3 * distortion, const BGC_FP32_Vector3 * shift, BGC_FP32_Affine3 * affine) { bgc_fp32_matrix3x3_copy(distortion, &affine->distortion); bgc_fp32_vector3_copy(shift, &affine->shift); } inline void bgc_fp64_affine3_make(const BGC_FP64_Matrix3x3 * distortion, const BGC_FP64_Vector3 * shift, BGC_FP64_Affine3 * affine) { bgc_fp64_matrix3x3_copy(distortion, &affine->distortion); bgc_fp64_vector3_copy(shift, &affine->shift); } // ==================== Copy ===================== // inline void bgc_fp32_affine3_copy(const BGC_FP32_Affine3 * source, BGC_FP32_Affine3 * destination) { bgc_fp32_matrix3x3_copy(&source->distortion, &destination->distortion); bgc_fp32_vector3_copy(&source->shift, &destination->shift); } inline void bgc_fp64_affine3_copy(const BGC_FP64_Affine3 * source, BGC_FP64_Affine3 * destination) { bgc_fp64_matrix3x3_copy(&source->distortion, &destination->distortion); bgc_fp64_vector3_copy(&source->shift, &destination->shift); } // ==================== Swap ===================== // inline void bgc_fp32_affine3_swap(BGC_FP32_Affine3 * first, BGC_FP32_Affine3 * second) { bgc_fp32_matrix3x3_copy(&first->distortion, &second->distortion); bgc_fp32_vector3_copy(&first->shift, &second->shift); } inline void bgc_fp64_affine3_swap(BGC_FP64_Affine3 * first, BGC_FP64_Affine3 * second) { bgc_fp64_matrix3x3_copy(&first->distortion, &second->distortion); bgc_fp64_vector3_copy(&first->shift, &second->shift); } // =================== Convert =================== // inline void bgc_fp64_affine3_convert_to_fp32(const BGC_FP64_Affine3 * source, BGC_FP32_Affine3 * destination) { bgc_fp64_matrix3x3_convert_to_fp32(&source->distortion, &destination->distortion); bgc_fp64_vector3_convert_to_fp32(&source->shift, &destination->shift); } inline void bgc_fp32_affine3_convert_to_fp64(const BGC_FP32_Affine3 * source, BGC_FP64_Affine3 * destination) { bgc_fp32_matrix3x3_convert_to_fp64(&source->distortion, &destination->distortion); bgc_fp32_vector3_convert_to_fp64(&source->shift, &destination->shift); } // =================== Invert ==================== // inline int bgc_fp32_affine3_invert(BGC_FP32_Affine3 * affine) { if (!bgc_fp32_matrix3x3_invert(&affine->distortion)) { return 0; } bgc_fp32_multiply_matrix3x3_by_vector3(&affine->distortion, &affine->shift, &affine->shift); bgc_fp32_vector3_revert(&affine->shift); return 1; } inline int bgc_fp64_affine3_invert(BGC_FP64_Affine3 * affine) { if (!bgc_fp64_matrix3x3_invert(&affine->distortion)) { return 0; } bgc_fp64_multiply_matrix3x3_by_vector3(&affine->distortion, &affine->shift, &affine->shift); bgc_fp64_vector3_revert(&affine->shift); return 1; } // ================= Get Inverse ================= // inline int bgc_fp32_affine3_get_inverse(const BGC_FP32_Affine3 * source, BGC_FP32_Affine3 * destination) { if (!bgc_fp32_matrix3x3_get_inverse(&source->distortion, &destination->distortion)) { return 0; } bgc_fp32_multiply_matrix3x3_by_vector3(&destination->distortion, &source->shift, &destination->shift); bgc_fp32_vector3_revert(&destination->shift); return 1; } inline int bgc_fp64_affine3_get_inverse(const BGC_FP64_Affine3 * source, BGC_FP64_Affine3 * destination) { if (!bgc_fp64_matrix3x3_get_inverse(&source->distortion, &destination->distortion)) { return 0; } bgc_fp64_multiply_matrix3x3_by_vector3(&destination->distortion, &source->shift, &destination->shift); bgc_fp64_vector3_revert(&destination->shift); return 1; } // =================== Combine =================== // inline void bgc_fp32_affine3_combine(const BGC_FP32_Affine3 * first, const BGC_FP32_Affine3 * second, BGC_FP32_Affine3 * combination) { BGC_FP32_Vector3 first_shift; bgc_fp32_multiply_matrix3x3_by_vector3(&second->distortion, &first->shift, &first_shift); bgc_fp32_multiply_matrix3x3_by_matrix3x3(&second->distortion, &first->distortion, &combination->distortion); bgc_fp32_vector3_add(&first_shift, &second->shift, &combination->shift); } inline void bgc_fp64_affine3_combine(const BGC_FP64_Affine3 * first, const BGC_FP64_Affine3 * second, BGC_FP64_Affine3 * combination) { BGC_FP64_Vector3 first_shift; bgc_fp64_multiply_matrix3x3_by_vector3(&second->distortion, &first->shift, &first_shift); bgc_fp64_multiply_matrix3x3_by_matrix3x3(&second->distortion, &first->distortion, &combination->distortion); bgc_fp64_vector3_add(&first_shift, &second->shift, &combination->shift); } // =============== Transform Point =============== // inline void bgc_fp32_affine3_transform_point(const BGC_FP32_Affine3 * affine, const BGC_FP32_Vector3 * initial_point, BGC_FP32_Vector3 * transformed_point) { BGC_FP32_Vector3 distorted; bgc_fp32_multiply_matrix3x3_by_vector3(&affine->distortion, initial_point, &distorted); bgc_fp32_vector3_add(&affine->shift, &distorted, transformed_point); } inline void bgc_fp64_affine3_transform_point(const BGC_FP64_Affine3 * affine, const BGC_FP64_Vector3 * initial_point, BGC_FP64_Vector3 * transformed_point) { BGC_FP64_Vector3 distorted; bgc_fp64_multiply_matrix3x3_by_vector3(&affine->distortion, initial_point, &distorted); bgc_fp64_vector3_add(&affine->shift, &distorted, transformed_point); } // ============== Transform Vector =============== // inline void bgc_fp32_affine3_transform_vector(const BGC_FP32_Affine3 * affine, const BGC_FP32_Vector3 * initial_vector, BGC_FP32_Vector3 * transformed_vector) { bgc_fp32_multiply_matrix3x3_by_vector3(&affine->distortion, initial_vector, transformed_vector); } inline void bgc_fp64_affine3_transform_vector(const BGC_FP64_Affine3 * affine, const BGC_FP64_Vector3 * initial_vector, BGC_FP64_Vector3 * transformed_vector) { bgc_fp64_multiply_matrix3x3_by_vector3(&affine->distortion, initial_vector, transformed_vector); } #endif