bgc-c/basic-geometry/quaternion.h

235 lines
7.5 KiB
C

#ifndef _GEOMETRY_QUATERNION_H_
#define _GEOMETRY_QUATERNION_H_
#include <math.h>
#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_