bgc-net/BasicGeometry/QuaternionFP32.cs

213 lines
6.9 KiB
C#

using System;
namespace BasicGeometry
{
public struct QuaternionFP32
{
public float s0 = 0.0f, x1 = 0.0f, x2 = 0.0f, x3 = 0.0f;
public QuaternionFP32(float s0, float x1, float x2, float x3)
{
this.s0 = s0;
this.x1 = x1;
this.x2 = x2;
this.x3 = x3;
}
public QuaternionFP32(in QuaternionFP32 quaternion)
{
this.s0 = quaternion.s0;
this.x1 = quaternion.x1;
this.x2 = quaternion.x2;
this.x3 = quaternion.x3;
}
public QuaternionFP32(in QuaternionFP64 quaternion)
{
this.s0 = (float)quaternion.s0;
this.x1 = (float)quaternion.x1;
this.x2 = (float)quaternion.x2;
this.x3 = (float)quaternion.x3;
}
public readonly float GetSquareModule()
{
return this.s0 * this.s0 + this.x1 * this.x1 + (this.x2 * this.x2 + this.x3 * this.x3);
}
public readonly float GetModule()
{
return MathF.Sqrt(this.GetSquareModule());
}
public readonly bool IsZero()
{
return this.GetSquareModule() <= UtilityFP32.SQUARE_EPSYLON;
}
public readonly bool IsUnit()
{
return UtilityFP32.IsSqareValueUnit(this.GetSquareModule());
}
public void Reset()
{
this.s0 = 0.0f;
this.x1 = 0.0f;
this.x2 = 0.0f;
this.x3 = 0.0f;
}
public void SetToIdentity()
{
this.s0 = 1.0f;
this.x1 = 0.0f;
this.x2 = 0.0f;
this.x3 = 0.0f;
}
public void Conjugate()
{
this.x1 = -this.x1;
this.x2 = -this.x2;
this.x3 = -this.x3;
}
public void SetValues(float s0, float x1, float x2, float x3)
{
this.s0 = s0;
this.x1 = x1;
this.x2 = x2;
this.x3 = x3;
}
public void SetValues(in QuaternionFP32 quaternion)
{
this.s0 = quaternion.s0;
this.x1 = quaternion.x1;
this.x2 = quaternion.x2;
this.x3 = quaternion.x3;
}
public void SetValues(in QuaternionFP64 quaternion)
{
this.s0 = (float)quaternion.s0;
this.x1 = (float)quaternion.x1;
this.x2 = (float)quaternion.x2;
this.x3 = (float)quaternion.x3;
}
public void SetConjugateOf(in QuaternionFP32 quaternion)
{
this.s0 = quaternion.s0;
this.x1 = -quaternion.x1;
this.x2 = -quaternion.x2;
this.x3 = -quaternion.x3;
}
public readonly void MakeRotationMatrix(out Matrix3x3FP32 matrix)
{
float s0s0 = this.s0 * this.s0;
float x1x1 = this.x1 * this.x1;
float x2x2 = this.x2 * this.x2;
float x3x3 = this.x3 * this.x3;
float squareModule = (s0s0 + x1x1) + (x2x2 + x3x3);
if (squareModule <= UtilityFP32.SQUARE_EPSYLON)
{
Matrix3x3FP32.LoadIdentity(out matrix);
return;
}
float corrector1 = 1.0f / squareModule;
float corrector2 = 2.0f * corrector1;
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;
matrix.r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3));
matrix.r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3));
matrix.r3c3 = corrector1 * ((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 Matrix3x3FP32 matrix)
{
float s0s0 = this.s0 * this.s0;
float x1x1 = this.x1 * this.x1;
float x2x2 = this.x2 * this.x2;
float x3x3 = this.x3 * this.x3;
float squareModule = (s0s0 + x1x1) + (x2x2 + x3x3);
if (squareModule <= UtilityFP32.SQUARE_EPSYLON)
{
Matrix3x3FP32.LoadIdentity(out matrix);
return;
}
float corrector1 = 1.0f / squareModule;
float corrector2 = 2.0f * corrector1;
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;
matrix.r1c1 = corrector1 * ((s0s0 + x1x1) - (x2x2 + x3x3));
matrix.r2c2 = corrector1 * ((s0s0 + x2x2) - (x1x1 + x3x3));
matrix.r3c3 = corrector1 * ((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 static void Add(in QuaternionFP32 quaternion1, in QuaternionFP32 quaternion2, out QuaternionFP32 sum)
{
sum.s0 = quaternion1.s0 + quaternion2.s0;
sum.x1 = quaternion1.x1 + quaternion2.x1;
sum.x2 = quaternion1.x2 + quaternion2.x2;
sum.x3 = quaternion1.x3 + quaternion2.x3;
}
public static void Subtract(in QuaternionFP32 minuend, in QuaternionFP32 subtrahend, out QuaternionFP32 difference)
{
difference.s0 = minuend.s0 - subtrahend.s0;
difference.x1 = minuend.x1 - subtrahend.x1;
difference.x2 = minuend.x2 - subtrahend.x2;
difference.x3 = minuend.x3 - subtrahend.x3;
}
public static void Multiply(in QuaternionFP32 left, in QuaternionFP32 right, out QuaternionFP32 product)
{
float s0 = (left.s0 * right.s0 - left.x1 * right.x1) - (left.x2 * right.x2 + left.x3 * right.x3);
float x1 = (left.x1 * right.s0 + left.s0 * right.x1) - (left.x3 * right.x2 - left.x2 * right.x3);
float x2 = (left.x2 * right.s0 + left.s0 * right.x2) - (left.x1 * right.x3 - left.x3 * right.x1);
float x3 = (left.x3 * right.s0 + left.s0 * right.x3) - (left.x2 * right.x1 - left.x1 * right.x2);
product.s0 = s0;
product.x1 = x1;
product.x2 = x2;
product.x3 = x3;
}
}
}