#ifndef _BGC_POSITION3_H_INCLUDED_ #define _BGC_POSITION3_H_INCLUDED_ #include "vector3.h" #include "affine3.h" #include "versor.h" // ==================== Types ==================== // typedef struct { BGC_FP32_Versor turn; BGC_FP32_Vector3 shift; } BGC_FP32_Position3; typedef struct { BGC_FP64_Versor turn; BGC_FP64_Vector3 shift; } BGC_FP64_Position3; // ==================== Reset ==================== // inline void bgc_fp32_position3_reset(BGC_FP32_Position3 * position) { bgc_fp32_versor_reset(&position->turn); bgc_fp32_vector3_reset(&position->shift); } inline void bgc_fp64_position3_reset(BGC_FP64_Position3 * position) { bgc_fp64_versor_reset(&position->turn); bgc_fp64_vector3_reset(&position->shift); } // ==================== Make ===================== // inline void bgc_fp32_position3_make(const BGC_FP32_Versor * turn, const BGC_FP32_Vector3 * shift, BGC_FP32_Position3 * position) { bgc_fp32_versor_copy(turn, &position->turn); bgc_fp32_vector3_copy(shift, &position->shift); } inline void bgc_fp64_position3_make(const BGC_FP64_Versor * turn, const BGC_FP64_Vector3 * shift, BGC_FP64_Position3 * position) { bgc_fp64_versor_copy(turn, &position->turn); bgc_fp64_vector3_copy(shift, &position->shift); } // ==================== Copy ===================== // inline void bgc_fp32_position3_copy(const BGC_FP32_Position3 * source, BGC_FP32_Position3 * destination) { bgc_fp32_versor_copy(&source->turn, &destination->turn); bgc_fp32_vector3_copy(&source->shift, &destination->shift); } inline void bgc_fp64_position3_copy(const BGC_FP64_Position3 * source, BGC_FP64_Position3 * destination) { bgc_fp64_versor_copy(&source->turn, &destination->turn); bgc_fp64_vector3_copy(&source->shift, &destination->shift); } // ==================== Swap ===================== // inline void bgc_fp32_position3_swap(BGC_FP32_Position3 * first, BGC_FP32_Position3 * second) { bgc_fp32_versor_swap(&first->turn, &second->turn); bgc_fp32_vector3_swap(&first->shift, &second->shift); } inline void bgc_fp64_position3_swap(BGC_FP64_Position3 * first, BGC_FP64_Position3 * second) { bgc_fp64_versor_swap(&first->turn, &second->turn); bgc_fp64_vector3_swap(&first->shift, &second->shift); } // =================== Convert =================== // inline void bgc_fp64_position3_convert_to_fp32(const BGC_FP64_Position3 * source, BGC_FP32_Position3 * destination) { bgc_fp64_versor_convert_to_fp32(&source->turn, &destination->turn); bgc_fp64_vector3_convert_to_fp32(&source->shift, &destination->shift); } inline void bgc_fp32_position3_convert_to_fp64(const BGC_FP32_Position3 * source, BGC_FP64_Position3 * destination) { bgc_fp32_versor_convert_to_fp64(&source->turn, &destination->turn); bgc_fp32_vector3_convert_to_fp64(&source->shift, &destination->shift); } // =================== Is Idle =================== // inline int bgc_fp32_position3_is_idle(const BGC_FP32_Position3 * position) { return bgc_fp32_vector3_is_zero(&position->shift) && bgc_fp32_versor_is_idle(&position->turn); } inline int bgc_fp64_position3_is_idle(const BGC_FP64_Position3 * position) { return bgc_fp64_vector3_is_zero(&position->shift) && bgc_fp64_versor_is_idle(&position->turn); } // =================== Invert ==================== // inline void bgc_fp32_position3_invert(BGC_FP32_Position3 * position) { bgc_fp32_versor_turn_vector_back(&position->turn, &position->shift, &position->shift); bgc_fp32_versor_revert(&position->turn); bgc_fp32_vector3_revert(&position->shift); } inline void bgc_fp64_position3_invert(BGC_FP64_Position3 * position) { bgc_fp64_versor_turn_vector_back(&position->turn, &position->shift, &position->shift); bgc_fp64_versor_revert(&position->turn); bgc_fp64_vector3_revert(&position->shift); } // ================= Get Inverse ================= // inline void bgc_fp32_position3_get_inverse(const BGC_FP32_Position3 * position, BGC_FP32_Position3 * inverted) { bgc_fp32_versor_turn_vector_back(&position->turn, &position->shift, &inverted->shift); bgc_fp32_versor_get_reverse(&position->turn, &inverted->turn); bgc_fp32_vector3_revert(&inverted->shift); } inline void bgc_fp64_position3_get_inverse(const BGC_FP64_Position3 * position, BGC_FP64_Position3 * inverted) { bgc_fp64_versor_turn_vector_back(&position->turn, &position->shift, &inverted->shift); bgc_fp64_versor_get_reverse(&position->turn, &inverted->turn); bgc_fp64_vector3_revert(&inverted->shift); } // =================== Combine =================== // inline void bgc_fp32_position3_combine(const BGC_FP32_Position3 * first, const BGC_FP32_Position3 * second, BGC_FP32_Position3 * combination) { BGC_FP32_Vector3 relative_shift; bgc_fp32_versor_turn_vector(&second->turn, &first->shift, &relative_shift); bgc_fp32_versor_combine(&first->turn, &second->turn, &combination->turn); bgc_fp32_vector3_add(&relative_shift, &second->shift, &combination->shift); } inline void bgc_fp64_position3_combine(const BGC_FP64_Position3 * first, const BGC_FP64_Position3 * second, BGC_FP64_Position3 * combination) { BGC_FP64_Vector3 relative_shift; bgc_fp64_versor_turn_vector(&second->turn, &first->shift, &relative_shift); bgc_fp64_versor_combine(&first->turn, &second->turn, &combination->turn); bgc_fp64_vector3_add(&relative_shift, &second->shift, &combination->shift); } // =================== Exclude =================== // inline void bgc_fp32_position3_exclude(const BGC_FP32_Position3 * base, const BGC_FP32_Position3 * excludant, BGC_FP32_Position3 * difference) { BGC_FP32_Vector3 relative_shift; bgc_fp32_vector3_subtract(&base->shift, &excludant->shift, &relative_shift); bgc_fp32_versor_turn_vector_back(&excludant->turn, &relative_shift, &difference->shift); bgc_fp32_versor_exclude(&base->turn, &excludant->turn, &difference->turn); } inline void bgc_fp64_position3_exclude(const BGC_FP64_Position3 * base, const BGC_FP64_Position3 * excludant, BGC_FP64_Position3 * difference) { BGC_FP64_Vector3 relative_shift; bgc_fp64_vector3_subtract(&base->shift, &excludant->shift, &relative_shift); bgc_fp64_versor_turn_vector_back(&excludant->turn, &relative_shift, &difference->shift); bgc_fp64_versor_exclude(&base->turn, &excludant->turn, &difference->turn); } // ============= Get Outward Affine ============== // inline void bgc_fp32_position3_get_outward_affine(const BGC_FP32_Position3 * position, BGC_FP32_Affine3 * outward_affine_map) { bgc_fp32_versor_get_rotation_matrix(&position->turn, &outward_affine_map->distortion); bgc_fp32_vector3_copy(&position->shift, &outward_affine_map->shift); } inline void bgc_fp64_position3_get_outward_affine(const BGC_FP64_Position3 * position, BGC_FP64_Affine3 * outward_affine_map) { bgc_fp64_versor_get_rotation_matrix(&position->turn, &outward_affine_map->distortion); bgc_fp64_vector3_copy(&position->shift, &outward_affine_map->shift); } // ============== Get Inward Affine ============== // inline void bgc_fp32_position3_get_inward_affine(const BGC_FP32_Position3 * position, BGC_FP32_Affine3 * inward_affine_map) { bgc_fp32_versor_get_reverse_matrix(&position->turn, &inward_affine_map->distortion); bgc_fp32_multiply_matrix3x3_by_vector3(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift); bgc_fp32_vector3_revert(&inward_affine_map->shift); } inline void bgc_fp64_position3_get_inward_affine(const BGC_FP64_Position3 * position, BGC_FP64_Affine3 * inward_affine_map) { bgc_fp64_versor_get_reverse_matrix(&position->turn, &inward_affine_map->distortion); bgc_fp64_multiply_matrix3x3_by_vector3(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift); bgc_fp64_vector3_revert(&inward_affine_map->shift); } // ========== Transform Point Outwards =========== // inline void bgc_fp32_position3_transform_point_outwards(const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * inner_point, BGC_FP32_Vector3 * outer_point) { BGC_FP32_Vector3 turned_point; bgc_fp32_versor_turn_vector(&position->turn, inner_point, &turned_point); bgc_fp32_vector3_add(&position->shift, &turned_point, outer_point); } inline void bgc_fp64_position3_transform_point_outwards(const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * inner_point, BGC_FP64_Vector3 * outer_point) { BGC_FP64_Vector3 turned_point; bgc_fp64_versor_turn_vector(&position->turn, inner_point, &turned_point); bgc_fp64_vector3_add(&position->shift, &turned_point, outer_point); } // =========== Transform Point Inwards =========== // inline void bgc_fp32_position3_transform_point_inwards(const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * outer_point, BGC_FP32_Vector3 * inner_point) { BGC_FP32_Vector3 relative_point; bgc_fp32_vector3_subtract(outer_point, &position->shift, &relative_point); bgc_fp32_versor_turn_vector_back(&position->turn, &relative_point, inner_point); } inline void bgc_fp64_position3_transform_point_inwards(const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * outer_point, BGC_FP64_Vector3 * inner_point) { BGC_FP64_Vector3 relative_point; bgc_fp64_vector3_subtract(outer_point, &position->shift, &relative_point); bgc_fp64_versor_turn_vector_back(&position->turn, &relative_point, inner_point); } // ========== Transform Vector Outwards ========== // inline void bgc_fp32_position3_transform_vector_outwards(const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * inner_vector, BGC_FP32_Vector3 * outer_vector) { bgc_fp32_versor_turn_vector(&position->turn, inner_vector, outer_vector); } inline void bgc_fp64_position3_transform_vector_outwards(const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * inner_vector, BGC_FP64_Vector3 * outer_vector) { bgc_fp64_versor_turn_vector(&position->turn, inner_vector, outer_vector); } // ========== Transform Vector Inwards =========== // inline void bgc_fp32_position3_transform_vector_inwards(const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * outer_vector, BGC_FP32_Vector3 * inner_vector) { bgc_fp32_versor_turn_vector_back(&position->turn, outer_vector, inner_vector); } inline void bgc_fp64_position3_transform_vector_inwards(const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * outer_vector, BGC_FP64_Vector3 * inner_vector) { bgc_fp64_versor_turn_vector_back(&position->turn, outer_vector, inner_vector); } #endif // _BGC_POSITION_H_INCLUDED_