I have two identical (but differently named) C structures:
typedef struct {
double x;
double y;
double z;
} CMAcceleration;
typedef struc
That's your only solution (apart from wrapping it into a function):
vector.x = acceleration.x;
vector.y = acceleration.y;
vector.z = acceleration.z;
You could actually cast it, like this (using pointers)
Vector3d *vector = (Vector3d*) &acceleration;
but this is not in the specs and therefore the behaviour depends on the compiler, runtime and the big green space monster.
Another version of the utility function making use of C99:
static inline struct Vector3d AccelerationToVector(struct CMAcceleration In)
{
return (struct Vector3d){In.x, In.y, In.z};
}
With the compiler optimization turned up (e.g., -Os), this should turn into absolutely no object code when invoked.
You could use a pointer to do the typecast;
vector = *((Vector3d *) &acceleration);
This is achieved easily through a union:
typedef struct {
double x;
double y;
double z;
} CMAcceleration;
typedef struct {
double x;
double y;
double z;
} Vector3d;
typedef union {
CMAcceleration acceleration;
Vector3d vector;
} view;
int main() {
view v = (view) (Vector3d) {1.0, 2.0, 3.0};
CMAcceleration accel = v.acceleration;
printf("proof: %g %g %g\n", accel.x, accel.y, accel.z);
}
You use an utility function for that:
void AccelerationToVector( struct CMAcceleration* from, struct Vector3d* to )
{
to->x = from->x;
to->y = from->y;
to->z = from->z;
}
Why dont you use.
typedef CMAcceleration Vector3d;
(instead of creating a whole new structure)
in that case vector = acceleration;
compiles just fine.