bgc-net/Geometry/SPVersor.cs

366 lines
12 KiB
C#

/*
* Copyright 2019-2025 Andrey Pokidov <andrey.pokidov@gmail.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Author: Andrey Pokidov
* Date: 20 Oct 2024
*/
namespace Geometry
{
public struct SPVersor
{
public static readonly SPVersor IDLE = new SPVersor(1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
private float s0;
private float x1;
private float x2;
private float x3;
private float corrector;
private SPVersor(float s0, float x1, float x2, float x3, float corrector)
{
this.s0 = s0;
this.x1 = x1;
this.x2 = x2;
this.x3 = x3;
this.corrector = corrector;
}
public SPVersor()
{
this.s0 = 1.0f;
this.x1 = 0.0f;
this.x2 = 0.0f;
this.x3 = 0.0f;
this.corrector = 1.0f;
}
public SPVersor(float s0, float x1, float x2, float x3)
{
this.s0 = s0;
this.x1 = x1;
this.x2 = x2;
this.x3 = x3;
float squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
this.corrector = 2.0f - squareModule;
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
{
this.Normalize(squareModule);
}
else if (s0 < -1.0f + SPUtility.EPSYLON || 1.0f - SPUtility.EPSYLON < s0)
{
this.Reset();
}
}
public SPVersor(in SPVersor versor)
{
this.s0 = versor.s0;
this.x1 = versor.x1;
this.x2 = versor.x2;
this.x3 = versor.x3;
this.corrector = versor.corrector;
}
public SPVersor(in DPVersor versor)
{
this.s0 = (float)versor.GetScalar();
this.x1 = (float)versor.GetX1();
this.x2 = (float)versor.GetX2();
this.x3 = (float)versor.GetX3();
float squareModule = (this.s0 * this.s0 + this.x1 * this.x1) + (this.x2 * this.x2 + this.x3 * this.x3);
this.corrector = 2.0f - squareModule;
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
{
this.Normalize(squareModule);
}
else if (s0 < -1.0f + SPUtility.EPSYLON || 1.0f - SPUtility.EPSYLON < s0)
{
this.Reset();
}
}
public readonly float GetScalar()
{
return this.s0;
}
public readonly float GetX1()
{
return this.x1;
}
public readonly float GetX2()
{
return this.x2;
}
public readonly float GetX3()
{
return this.x3;
}
public readonly float GetCorrector()
{
return this.corrector;
}
public readonly bool IsIdle()
{
return this.s0 <= -(1.0f - SPUtility.EPSYLON) || (1.0f - SPUtility.EPSYLON) <= this.s0;
}
public void Reset()
{
this.s0 = 1.0f;
this.x1 = 0.0f;
this.x2 = 0.0f;
this.x3 = 0.0f;
this.corrector = 1.0f;
}
public void Invert()
{
this.x1 = -this.x1;
this.x2 = -this.x2;
this.x3 = -this.x3;
}
public readonly float GetAngle(AngleUnit unit)
{
if (this.s0 <= -(1.0f - SPUtility.TWO_EPSYLON) || 1.0f - SPUtility.TWO_EPSYLON <= this.s0) {
return 0.0f;
}
if (-SPUtility.EPSYLON <= this.s0 && this.s0 <= SPUtility.EPSYLON)
{
return SPAngle.GetHalfCircle(unit);
}
return SPAngle.ConvertFromRadians(2.0f * MathF.Acos(s0), unit);
}
public readonly void MakeRotationMatrix(out SPMatrix3x3 matrix)
{
float s0s0 = this.s0 * this.s0;
float x1x1 = this.x1 * this.x1;
float x2x2 = this.x1 * this.x2;
float x3x3 = this.x1 * this.x3;
float s0x1 = this.s0 * this.x1;
float s0x2 = this.s0 * this.x2;
float s0x3 = this.s0 * this.x3;
float x1x2 = this.x1 * this.x2;
float x1x3 = this.x1 * this.x3;
float x2x3 = this.x2 * this.x3;
float corrector2 = 2.0f * this.corrector;
matrix.r1c1 = this.corrector * ((s0s0 + x1x1) - (x2x2 + x3x3));
matrix.r2c2 = this.corrector * ((s0s0 + x2x2) - (x1x1 + x3x3));
matrix.r3c3 = this.corrector * ((s0s0 + x3x3) - (x1x1 + x2x2));
matrix.r1c2 = corrector2 * (x1x2 - s0x3);
matrix.r2c3 = corrector2 * (x2x3 - s0x1);
matrix.r3c1 = corrector2 * (x1x3 - s0x2);
matrix.r2c1 = corrector2 * (x1x2 + s0x3);
matrix.r3c2 = corrector2 * (x2x3 + s0x1);
matrix.r1c3 = corrector2 * (x1x3 + s0x2);
}
public readonly void MakeReverseMatrix(out SPMatrix3x3 matrix)
{
float s0s0 = this.s0 * this.s0;
float x1x1 = this.x1 * this.x1;
float x2x2 = this.x1 * this.x2;
float x3x3 = this.x1 * this.x3;
float s0x1 = this.s0 * this.x1;
float s0x2 = this.s0 * this.x2;
float s0x3 = this.s0 * this.x3;
float x1x2 = this.x1 * this.x2;
float x1x3 = this.x1 * this.x3;
float x2x3 = this.x2 * this.x3;
float corrector2 = 2.0f * this.corrector;
matrix.r1c1 = this.corrector * ((s0s0 + x1x1) - (x2x2 + x3x3));
matrix.r2c2 = this.corrector * ((s0s0 + x2x2) - (x1x1 + x3x3));
matrix.r3c3 = this.corrector * ((s0s0 + x3x3) - (x1x1 + x2x2));
matrix.r1c2 = corrector2 * (x1x2 + s0x3);
matrix.r2c3 = corrector2 * (x2x3 + s0x1);
matrix.r3c1 = corrector2 * (x1x3 + s0x2);
matrix.r2c1 = corrector2 * (x1x2 - s0x3);
matrix.r3c2 = corrector2 * (x2x3 - s0x1);
matrix.r1c3 = corrector2 * (x1x3 - s0x2);
}
public void SetValues(float s0, float x1, float x2, float x3)
{
this.s0 = s0;
this.x1 = x1;
this.x2 = x2;
this.x3 = x3;
float squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
{
this.Normalize(squareModule);
return;
}
if (s0 < -1.0f + SPUtility.EPSYLON || 1.0f - SPUtility.EPSYLON < s0) {
this.Reset();
return;
}
this.corrector = 2.0f - squareModule;
}
public void SetValues(in SPVersor versor)
{
this.s0 = versor.s0;
this.x1 = versor.x1;
this.x2 = versor.x2;
this.x3 = versor.x3;
this.corrector = versor.corrector;
}
public void SetValues(in DPVersor versor)
{
this.SetValues(
(float)versor.GetScalar(),
(float)versor.GetX1(),
(float)versor.GetX2(),
(float)versor.GetX3()
);
}
public void SetInverted(in SPVersor versor)
{
this.s0 = versor.s0;
this.x1 = -versor.x1;
this.x2 = -versor.x2;
this.x3 = -versor.x3;
this.corrector = versor.corrector;
}
public void SetInverted(in DPVersor versor)
{
this.SetValues(
(float)versor.GetScalar(),
-(float)versor.GetX1(),
-(float)versor.GetX2(),
-(float)versor.GetX3()
);
}
public readonly void Turn(in SPVector3 vector, out SPVector3 result)
{
float multiplier = 2.0f * this.corrector;
float tx1 = multiplier * (this.x2 * vector.x3 - this.x3 * vector.x2);
float tx2 = multiplier * (this.x3 * vector.x1 - this.x1 * vector.x3);
float tx3 = multiplier * (this.x1 * vector.x2 - this.x2 * vector.x1);
float x1 = (vector.x1 + tx1 * this.s0) + (this.x2 * tx3 - this.x3 * tx2);
float x2 = (vector.x2 + tx2 * this.s0) + (this.x3 * tx1 - this.x1 * tx3);
float x3 = (vector.x3 + tx3 * this.s0) + (this.x1 * tx2 - this.x2 * tx1);
result.x1 = x1;
result.x2 = x2;
result.x3 = x3;
}
public readonly void TurnBack(in SPVector3 vector, out SPVector3 result)
{
float multiplier = 2.0f * this.corrector;
float tx1 = multiplier * (this.x2 * vector.x3 - this.x3 * vector.x2);
float tx2 = multiplier * (this.x3 * vector.x1 - this.x1 * vector.x3);
float tx3 = multiplier * (this.x1 * vector.x2 - this.x2 * vector.x1);
float x1 = (vector.x1 - tx1 * this.s0) + (this.x2 * tx3 - this.x3 * tx2);
float x2 = (vector.x2 - tx2 * this.s0) + (this.x3 * tx1 - this.x1 * tx3);
float x3 = (vector.x3 - tx3 * this.s0) + (this.x1 * tx2 - this.x2 * tx1);
result.x1 = x1;
result.x2 = x2;
result.x3 = x3;
}
private void Normalize(float squareModule)
{
if (squareModule <= SPUtility.SQUARE_EPSYLON || (this.x1 * this.x1 + this.x2 * this.x2 + this.x3 * this.x3) <= SPUtility.SQUARE_EPSYLON * squareModule)
{
this.Reset();
return;
}
float module = MathF.Sqrt(squareModule);
this.s0 /= module;
this.x1 /= module;
this.x2 /= module;
this.x3 /= module;
this.corrector = (this.s0 * this.s0 + this.x1 * this.x1) + (this.x2 * this.x2 + this.x3 * this.x3);
}
public static void Combine(in SPVersor second, in SPVersor first, out SPVersor result)
{
float s0 = (second.s0 * first.s0 - second.x1 * first.x1) - (second.x2 * first.x2 + second.x3 * first.x3);
float x1 = (second.x1 * first.s0 + second.s0 * first.x1) - (second.x3 * first.x2 - second.x2 * first.x3);
float x2 = (second.x2 * first.s0 + second.s0 * first.x2) - (second.x1 * first.x3 - second.x3 * first.x1);
float x3 = (second.x3 * first.s0 + second.s0 * first.x3) - (second.x2 * first.x1 - second.x1 * first.x2);
float squareModule = (s0 * s0 + x1 * x1) + (x2 * x2 + x3 * x3);
result.corrector = 2.0f - squareModule;
result.s0 = s0;
result.x1 = x1;
result.x2 = x2;
result.x3 = x3;
if (squareModule < 1.0f - SPUtility.TWO_EPSYLON || 1.0f + SPUtility.TWO_EPSYLON < squareModule)
{
result.Normalize(squareModule);
}
}
public static void LoadIdle(out SPVersor versor)
{
versor.corrector = 1.0f;
versor.s0 = 1.0f;
versor.x1 = 0.0f;
versor.x2 = 0.0f;
versor.x3 = 0.0f;
}
}
}