bgc-c/basic-geometry/affine3.h

341 lines
12 KiB
C

#ifndef _BGC_AFFINE3_H_INCLUDED_
#define _BGC_AFFINE3_H_INCLUDED_
#include "utilities.h"
#include "vector3.h"
#include "matrixes.h"
#include "matrix3x3.h"
// ==================== Types ==================== //
typedef struct {
#if BGC_AFFINE_USE_MATRIX
BgcMatrix3x3FP32 distortion;
BgcVector3FP32 shift;
#else
float r1c1, r1c2, r1c3, shift1;
float r2c1, r2c2, r2c3, shift2;
float r3c1, r3c2, r3c3, shift3;
#endif
} BgcAffine3FP32;
typedef struct {
#if BGC_AFFINE_USE_MATRIX
BgcMatrix3x3FP64 distortion;
BgcVector3FP64 shift;
#else
double r1c1, r1c2, r1c3, shift1;
double r2c1, r2c2, r2c3, shift2;
double r3c1, r3c2, r3c3, shift3;
#endif
} BgcAffine3FP64;
// ==================== Reset ==================== //
inline void bgc_affine3_reset_fp32(BgcAffine3FP32 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_set_to_identity_fp32(&affine->distortion);
bgc_vector3_reset_fp32(&affine->shift);
#else
affine->r1c1 = 1.0f;
affine->r1c2 = 0.0f;
affine->r1c3 = 0.0f;
affine->shift1 = 0.0f;
affine->r2c1 = 0.0f;
affine->r2c2 = 1.0f;
affine->r2c3 = 0.0f;
affine->shift2 = 0.0f;
affine->r3c1 = 0.0f;
affine->r3c2 = 0.0f;
affine->r3c3 = 1.0f;
affine->shift3 = 0.0f;
#endif
}
inline void bgc_affine3_reset_fp64(BgcAffine3FP64 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_set_to_identity_fp64(&affine->distortion);
bgc_vector3_reset_fp64(&affine->shift);
#else
affine->r1c1 = 1.0;
affine->r1c2 = 0.0;
affine->r1c3 = 0.0;
affine->shift1 = 0.0;
affine->r2c1 = 0.0;
affine->r2c2 = 1.0;
affine->r2c3 = 0.0;
affine->shift2 = 0.0;
affine->r3c1 = 0.0;
affine->r3c2 = 0.0;
affine->r3c3 = 1.0;
affine->shift3 = 0.0;
#endif
}
inline void bgc_affine3_reset_distortion_fp32(BgcAffine3FP32 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_set_to_identity_fp32(&affine->distortion);
#else
affine->r1c1 = 1.0f;
affine->r1c2 = 0.0f;
affine->r1c3 = 0.0f;
affine->r2c1 = 0.0f;
affine->r2c2 = 1.0f;
affine->r2c3 = 0.0f;
affine->r3c1 = 0.0f;
affine->r3c2 = 0.0f;
affine->r3c3 = 1.0f;
#endif
}
inline void bgc_affine3_reset_distortion_fp64(BgcAffine3FP64 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_set_to_identity_fp64(&affine->distortion);
#else
affine->r1c1 = 1.0;
affine->r1c2 = 0.0;
affine->r1c3 = 0.0;
affine->r2c1 = 0.0;
affine->r2c2 = 1.0;
affine->r2c3 = 0.0;
affine->r3c1 = 0.0;
affine->r3c2 = 0.0;
affine->r3c3 = 1.0;
#endif
}
inline void bgc_affine3_reset_shift_fp32(BgcAffine3FP32 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_vector3_reset_fp32(&affine->shift);
#else
affine->shift1 = 0.0f;
affine->shift2 = 0.0f;
affine->shift3 = 0.0f;
#endif
}
inline void bgc_affine3_reset_shift_fp64(BgcAffine3FP64 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_vector3_reset_fp64(&affine->shift);
#else
affine->shift1 = 0.0;
affine->shift2 = 0.0;
affine->shift3 = 0.0;
#endif
}
// ==================== Make ===================== //
inline void bgc_affine3_make_fp32(const BgcMatrix3x3FP32 * distortion, const BgcVector3FP32 * shift, BgcAffine3FP32 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_copy_fp32(distortion, &affine->distortion);
bgc_vector3_copy_fp32(shift, &affine->shift);
#else
affine->r1c1 = distortion->r1c1;
affine->r1c2 = distortion->r1c2;
affine->r1c3 = distortion->r1c3;
affine->shift1 = shift->x1;
affine->r2c1 = distortion->r2c1;
affine->r2c2 = distortion->r2c2;
affine->r2c3 = distortion->r2c3;
affine->shift2 = shift->x2;
affine->r3c1 = distortion->r3c1;
affine->r3c2 = distortion->r3c2;
affine->r3c3 = distortion->r3c3;
affine->shift3 = shift->x3;
#endif
}
inline void bgc_affine3_make_fp64(const BgcMatrix3x3FP64 * distortion, const BgcVector3FP64 * shift, BgcAffine3FP64 * affine)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_copy_fp64(distortion, &affine->distortion);
bgc_vector3_copy_fp64(shift, &affine->shift);
#else
affine->r1c1 = distortion->r1c1;
affine->r1c2 = distortion->r1c2;
affine->r1c3 = distortion->r1c3;
affine->shift1 = shift->x1;
affine->r2c1 = distortion->r2c1;
affine->r2c2 = distortion->r2c2;
affine->r2c3 = distortion->r2c3;
affine->shift2 = shift->x2;
affine->r3c1 = distortion->r3c1;
affine->r3c2 = distortion->r3c2;
affine->r3c3 = distortion->r3c3;
affine->shift3 = shift->x3;
#endif
}
// =================== Combine =================== //
inline void bgc_affine3_combine_fp32(const BgcAffine3FP32 * parent, const BgcAffine3FP32 * child, BgcAffine3FP32 * combination)
{
#if BGC_AFFINE_USE_MATRIX
BgcVector3FP32 child_shift;
bgc_matrix3x3_get_right_product_fp32(&parent->distortion, &child->shift, &child_shift);
bgc_matrix_product_3x3_at_3x3_fp32(&parent->distortion, &child->distortion, &combination->distortion);
bgc_vector3_add_fp32(&parent->shift, &child_shift, &combination->shift);
#else
const float r1c1 = parent->r1c1 * child->r1c1 + parent->r1c2 * child->r2c1 + parent->r1c3 * child->r3c1;
const float r1c2 = parent->r1c1 * child->r1c2 + parent->r1c2 * child->r2c2 + parent->r1c3 * child->r3c2;
const float r1c3 = parent->r1c1 * child->r1c3 + parent->r1c2 * child->r2c3 + parent->r1c3 * child->r3c3;
const float r2c1 = parent->r2c1 * child->r1c1 + parent->r2c2 * child->r2c1 + parent->r2c3 * child->r3c1;
const float r2c2 = parent->r2c1 * child->r1c2 + parent->r2c2 * child->r2c2 + parent->r2c3 * child->r3c2;
const float r2c3 = parent->r2c1 * child->r1c3 + parent->r2c2 * child->r2c3 + parent->r2c3 * child->r3c3;
const float r3c1 = parent->r3c1 * child->r1c1 + parent->r3c2 * child->r2c1 + parent->r3c3 * child->r3c1;
const float r3c2 = parent->r3c1 * child->r1c2 + parent->r3c2 * child->r2c2 + parent->r3c3 * child->r3c2;
const float r3c3 = parent->r3c1 * child->r1c3 + parent->r3c2 * child->r2c3 + parent->r3c3 * child->r3c3;
const float shift1 = parent->r1c1 * child->shift1 + parent->r1c2 * child->shift2 + parent->r1c3 * child->shift3;
const float shift2 = parent->r2c1 * child->shift1 + parent->r2c2 * child->shift2 + parent->r2c3 * child->shift3;
const float shift3 = parent->r3c1 * child->shift1 + parent->r3c2 * child->shift2 + parent->r3c3 * child->shift3;
combination->r1c1 = r1c1;
combination->r1c2 = r1c2;
combination->r1c3 = r1c3;
combination->shift1 = shift1;
combination->r2c1 = r2c1;
combination->r2c2 = r2c2;
combination->r2c3 = r2c3;
combination->shift2 = shift2;
combination->r3c1 = r3c1;
combination->r3c2 = r3c2;
combination->r3c3 = r3c3;
combination->shift3 = shift3;
#endif
}
inline void bgc_affine3_combine_fp64(const BgcAffine3FP64 * parent, const BgcAffine3FP64 * child, BgcAffine3FP64 * combination)
{
#if BGC_AFFINE_USE_MATRIX
BgcVector3FP64 child_shift;
bgc_matrix3x3_get_right_product_fp64(&parent->distortion, &child->shift, &child_shift);
bgc_matrix_product_3x3_at_3x3_fp64(&parent->distortion, &child->distortion, &combination->distortion);
bgc_vector3_add_fp64(&parent->shift, &child_shift, &combination->shift);
#else
const double r1c1 = parent->r1c1 * child->r1c1 + parent->r1c2 * child->r2c1 + parent->r1c3 * child->r3c1;
const double r1c2 = parent->r1c1 * child->r1c2 + parent->r1c2 * child->r2c2 + parent->r1c3 * child->r3c2;
const double r1c3 = parent->r1c1 * child->r1c3 + parent->r1c2 * child->r2c3 + parent->r1c3 * child->r3c3;
const double r2c1 = parent->r2c1 * child->r1c1 + parent->r2c2 * child->r2c1 + parent->r2c3 * child->r3c1;
const double r2c2 = parent->r2c1 * child->r1c2 + parent->r2c2 * child->r2c2 + parent->r2c3 * child->r3c2;
const double r2c3 = parent->r2c1 * child->r1c3 + parent->r2c2 * child->r2c3 + parent->r2c3 * child->r3c3;
const double r3c1 = parent->r3c1 * child->r1c1 + parent->r3c2 * child->r2c1 + parent->r3c3 * child->r3c1;
const double r3c2 = parent->r3c1 * child->r1c2 + parent->r3c2 * child->r2c2 + parent->r3c3 * child->r3c2;
const double r3c3 = parent->r3c1 * child->r1c3 + parent->r3c2 * child->r2c3 + parent->r3c3 * child->r3c3;
const double shift1 = parent->r1c1 * child->shift1 + parent->r1c2 * child->shift2 + parent->r1c3 * child->shift3;
const double shift2 = parent->r2c1 * child->shift1 + parent->r2c2 * child->shift2 + parent->r2c3 * child->shift3;
const double shift3 = parent->r3c1 * child->shift1 + parent->r3c2 * child->shift2 + parent->r3c3 * child->shift3;
combination->r1c1 = r1c1;
combination->r1c2 = r1c2;
combination->r1c3 = r1c3;
combination->shift1 = shift1;
combination->r2c1 = r2c1;
combination->r2c2 = r2c2;
combination->r2c3 = r2c3;
combination->shift2 = shift2;
combination->r3c1 = r3c1;
combination->r3c2 = r3c2;
combination->r3c3 = r3c3;
combination->shift3 = shift3;
#endif
}
// =============== Transform Point =============== //
inline void bgc_affine3_transform_point_fp32(const BgcAffine3FP32 * affine, const BgcVector3FP32 * initial_point, BgcVector3FP32 * transformed_point)
{
#if BGC_AFFINE_USE_MATRIX
BgcVector3FP32 distorted;
bgc_matrix3x3_get_right_product_fp32(&affine->distortion, initial_point, &distorted);
bgc_vector3_add_fp32(&affine->shift, &distorted, transformed_point);
#else
const float x1 = (affine->r1c1 * initial_point->x1 + affine->r1c2 * initial_point->x2) + (affine->r1c3 * initial_point->x3 + affine->shift1);
const float x2 = (affine->r2c1 * initial_point->x1 + affine->r2c2 * initial_point->x2) + (affine->r2c3 * initial_point->x3 + affine->shift2);
const float x3 = (affine->r3c1 * initial_point->x1 + affine->r3c2 * initial_point->x2) + (affine->r3c3 * initial_point->x3 + affine->shift3);
transformed_point->x1 = x1;
transformed_point->x2 = x2;
transformed_point->x3 = x3;
#endif
}
inline void bgc_affine3_transform_point_fp64(const BgcAffine3FP64 * affine, const BgcVector3FP64 * initial_point, BgcVector3FP64 * transformed_point)
{
#if BGC_AFFINE_USE_MATRIX
BgcVector3FP64 distorted;
bgc_matrix3x3_get_right_product_fp64(&affine->distortion, initial_point, &distorted);
bgc_vector3_add_fp64(&affine->shift, &distorted, transformed_point);
#else
const double x1 = affine->r1c1 * initial_point->x1 + affine->r1c2 * initial_point->x2 + affine->r1c3 * initial_point->x3 + affine->shift1;
const double x2 = affine->r2c1 * initial_point->x1 + affine->r2c2 * initial_point->x2 + affine->r2c3 * initial_point->x3 + affine->shift2;
const double x3 = affine->r3c1 * initial_point->x1 + affine->r3c2 * initial_point->x2 + affine->r3c3 * initial_point->x3 + affine->shift3;
transformed_point->x1 = x1;
transformed_point->x2 = x2;
transformed_point->x3 = x3;
#endif
}
// ============== Transform Vector =============== //
inline void bgc_affine3_transform_vector_fp32(const BgcAffine3FP32 * affine, const BgcVector3FP32 * initial_vector, BgcVector3FP32 * transformed_vector)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_get_right_product_fp32(&affine->distortion, initial_vector, transformed_vector);
#else
const float x1 = affine->r1c1 * initial_vector->x1 + affine->r1c2 * initial_vector->x2 + affine->r1c3 * initial_vector->x3;
const float x2 = affine->r2c1 * initial_vector->x1 + affine->r2c2 * initial_vector->x2 + affine->r2c3 * initial_vector->x3;
const float x3 = affine->r3c1 * initial_vector->x1 + affine->r3c2 * initial_vector->x2 + affine->r3c3 * initial_vector->x3;
transformed_vector->x1 = x1;
transformed_vector->x2 = x2;
transformed_vector->x3 = x3;
#endif
}
inline void bgc_affine3_transform_vector_fp64(const BgcAffine3FP64 * affine, const BgcVector3FP64 * initial_vector, BgcVector3FP64 * transformed_vector)
{
#if BGC_AFFINE_USE_MATRIX
bgc_matrix3x3_get_right_product_fp64(&affine->distortion, initial_vector, transformed_vector);
#else
const double x1 = affine->r1c1 * initial_vector->x1 + affine->r1c2 * initial_vector->x2 + affine->r1c3 * initial_vector->x3;
const double x2 = affine->r2c1 * initial_vector->x1 + affine->r2c2 * initial_vector->x2 + affine->r2c3 * initial_vector->x3;
const double x3 = affine->r3c1 * initial_vector->x1 + affine->r3c2 * initial_vector->x2 + affine->r3c3 * initial_vector->x3;
transformed_vector->x1 = x1;
transformed_vector->x2 = x2;
transformed_vector->x3 = x3;
#endif
}
#endif // _BGC_AFFINE3_H_INCLUDED_