bgc-c/basic-geometry/rotation3.h

101 lines
2.6 KiB
C

#ifndef _BGC_ROTATION3_H_
#define _BGC_ROTATION3_H_
#include "utilities.h"
#include "angle.h"
#include "vector3.h"
typedef struct {
BgcVector3FP32 axis;
float radians;
} BgcRotation3FP32;
typedef struct {
BgcVector3FP64 axis;
double radians;
} BgcRotation3FP64;
extern const BgcRotation3FP32 BGC_IDLE_ROTATION3_FP32;
extern const BgcRotation3FP64 BGC_IDLE_ROTATION3_FP64;
// =================== Reset ==================== //
inline void bgc_rotation3_reset_fp32(BgcRotation3FP32* rotation)
{
rotation->axis.x1 = 0.0f;
rotation->axis.x2 = 0.0f;
rotation->axis.x3 = 0.0f;
rotation->radians = 0.0f;
}
inline void bgc_rotation3_reset_fp64(BgcRotation3FP64* rotation)
{
rotation->axis.x1 = 0.0;
rotation->axis.x2 = 0.0;
rotation->axis.x3 = 0.0;
rotation->radians = 0.0;
}
// ================= Set Values ================= //
inline void bgc_rotation3_set_values_fp32(const float x1, const float x2, const float x3, const float angle, const BgcAngleUnitEnum unit, BgcRotation3FP32* rotation)
{
rotation->axis.x1 = x1;
rotation->axis.x2 = x2;
rotation->axis.x3 = x3;
if (bgc_vector3_normalize_fp32(&rotation->axis, &rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp32(angle, unit);
}
else {
rotation->radians = 0.0f;
}
}
inline void bgc_rotation3_set_values_fp64(const double x1, const double x2, const double x3, const double angle, const BgcAngleUnitEnum unit, BgcRotation3FP64* rotation)
{
rotation->axis.x1 = x1;
rotation->axis.x2 = x2;
rotation->axis.x3 = x3;
if (bgc_vector3_normalize_fp64(&rotation->axis, &rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp64(angle, unit);
}
else {
rotation->radians = 0.0;
}
}
inline void bgc_rotation3_set_with_axis_fp32(const BgcVector3FP32* axis, const float angle, const BgcAngleUnitEnum unit, BgcRotation3FP32* rotation)
{
rotation->axis.x1 = axis->x1;
rotation->axis.x2 = axis->x2;
rotation->axis.x3 = axis->x3;
if (bgc_vector3_normalize_fp32(&rotation->axis, &rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp32(angle, unit);
}
else {
rotation->radians = 0.0f;
}
}
inline void bgc_rotation3_set_with_axis_fp64(const BgcVector3FP64* axis, const double angle, const BgcAngleUnitEnum unit, BgcRotation3FP64* rotation)
{
rotation->axis.x1 = axis->x1;
rotation->axis.x2 = axis->x2;
rotation->axis.x3 = axis->x3;
if (bgc_vector3_normalize_fp64(&rotation->axis, &rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp64(angle, unit);
}
else {
rotation->radians = 0.0;
}
}
#endif