Реорганизация проекта: перенос определения всех типов в один файл, перегруппировка функций в файлах

This commit is contained in:
Andrey Pokidov 2026-02-12 10:35:03 +07:00
parent c7d9263154
commit 053af33444
45 changed files with 1001 additions and 980 deletions

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@ -1,4 +1,4 @@
#include "affine2.h"
#include "./affine2.h"
extern inline void bgc_fp32_affine2_reset(BGC_FP32_Affine2* affine);
extern inline void bgc_fp64_affine2_reset(BGC_FP64_Affine2* affine);

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@ -1,21 +1,9 @@
#ifndef _BGC_AFFINE2_H_INCLUDED_
#define _BGC_AFFINE2_H_INCLUDED_
#include "vector2.h"
#include "matrices.h"
#include "matrix2x2.h"
// ==================== Types ==================== //
typedef struct {
BGC_FP32_Matrix2x2 distortion;
BGC_FP32_Vector2 shift;
} BGC_FP32_Affine2;
typedef struct {
BGC_FP64_Matrix2x2 distortion;
BGC_FP64_Vector2 shift;
} BGC_FP64_Affine2;
#include "./vector2.h"
#include "./types.h"
#include "./matrix2x2.h"
// ==================== Reset ==================== //
@ -96,7 +84,7 @@ inline int bgc_fp32_affine2_invert(BGC_FP32_Affine2 * affine)
return BGC_FAILURE;
}
bgc_fp32_multiply_matrix2x2_by_vector2(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp32_matrix2x2_multiply_by_vector2(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp32_vector2_revert(&affine->shift);
return BGC_SUCCESS;
@ -108,7 +96,7 @@ inline int bgc_fp64_affine2_invert(BGC_FP64_Affine2 * affine)
return BGC_FAILURE;
}
bgc_fp64_multiply_matrix2x2_by_vector2(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp64_matrix2x2_multiply_by_vector2(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp64_vector2_revert(&affine->shift);
return BGC_SUCCESS;
@ -122,7 +110,7 @@ inline int bgc_fp32_affine2_get_inverse(BGC_FP32_Affine2* inverse, const BGC_FP3
return BGC_FAILURE;
}
bgc_fp32_multiply_matrix2x2_by_vector2(&inverse->shift, &inverse->distortion, &affine->shift);
bgc_fp32_matrix2x2_multiply_by_vector2(&inverse->shift, &inverse->distortion, &affine->shift);
bgc_fp32_vector2_revert(&inverse->shift);
return BGC_SUCCESS;
@ -134,7 +122,7 @@ inline int bgc_fp64_affine2_get_inverse(BGC_FP64_Affine2* inverse, const BGC_FP6
return BGC_FAILURE;
}
bgc_fp64_multiply_matrix2x2_by_vector2(&inverse->shift, &inverse->distortion, &affine->shift);
bgc_fp64_matrix2x2_multiply_by_vector2(&inverse->shift, &inverse->distortion, &affine->shift);
bgc_fp64_vector2_revert(&inverse->shift);
return BGC_SUCCESS;
@ -145,16 +133,16 @@ inline int bgc_fp64_affine2_get_inverse(BGC_FP64_Affine2* inverse, const BGC_FP6
inline void bgc_fp32_affine2_combine(BGC_FP32_Affine2* combination, const BGC_FP32_Affine2 * first, const BGC_FP32_Affine2 * second)
{
BGC_FP32_Vector2 first_shift;
bgc_fp32_multiply_matrix2x2_by_vector2(&first_shift, &second->distortion, &first->shift);
bgc_fp32_multiply_matrix2x2_by_matrix2x2(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp32_matrix2x2_multiply_by_vector2(&first_shift, &second->distortion, &first->shift);
bgc_fp32_matrix2x2_multiply_by_matrix2x2(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp32_vector2_add(&combination->shift, &second->shift, &first_shift);
}
inline void bgc_fp64_affine2_combine(BGC_FP64_Affine2* combination, const BGC_FP64_Affine2 * first, const BGC_FP64_Affine2 * second)
{
BGC_FP64_Vector2 first_shift;
bgc_fp64_multiply_matrix2x2_by_vector2(&first_shift, &second->distortion, &first->shift);
bgc_fp64_multiply_matrix2x2_by_matrix2x2(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp64_matrix2x2_multiply_by_vector2(&first_shift, &second->distortion, &first->shift);
bgc_fp64_matrix2x2_multiply_by_matrix2x2(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp64_vector2_add(&combination->shift, &second->shift, &first_shift);
}
@ -163,14 +151,14 @@ inline void bgc_fp64_affine2_combine(BGC_FP64_Affine2* combination, const BGC_FP
inline void bgc_fp32_affine2_transform_point(BGC_FP32_Vector2* transformed_point, const BGC_FP32_Affine2 * affine, const BGC_FP32_Vector2 * initial_point)
{
BGC_FP32_Vector2 distorted;
bgc_fp32_multiply_matrix2x2_by_vector2(&distorted, &affine->distortion, initial_point);
bgc_fp32_matrix2x2_multiply_by_vector2(&distorted, &affine->distortion, initial_point);
bgc_fp32_vector2_add(transformed_point, &affine->shift, &distorted);
}
inline void bgc_fp64_affine2_transform_point(BGC_FP64_Vector2* transformed_point, const BGC_FP64_Affine2 * affine, const BGC_FP64_Vector2 * initial_point)
{
BGC_FP64_Vector2 distorted;
bgc_fp64_multiply_matrix2x2_by_vector2(&distorted, &affine->distortion, initial_point);
bgc_fp64_matrix2x2_multiply_by_vector2(&distorted, &affine->distortion, initial_point);
bgc_fp64_vector2_add(transformed_point, &affine->shift, &distorted);
}
@ -178,12 +166,12 @@ inline void bgc_fp64_affine2_transform_point(BGC_FP64_Vector2* transformed_point
inline void bgc_fp32_affine2_transform_vector(BGC_FP32_Vector2* transformed_vector, const BGC_FP32_Affine2 * affine, const BGC_FP32_Vector2 * initial_vector)
{
bgc_fp32_multiply_matrix2x2_by_vector2(transformed_vector, &affine->distortion, initial_vector);
bgc_fp32_matrix2x2_multiply_by_vector2(transformed_vector, &affine->distortion, initial_vector);
}
inline void bgc_fp64_affine2_transform_vector(BGC_FP64_Vector2* transformed_vector, const BGC_FP64_Affine2 * affine, const BGC_FP64_Vector2 * initial_vector)
{
bgc_fp64_multiply_matrix2x2_by_vector2(transformed_vector, &affine->distortion, initial_vector);
bgc_fp64_matrix2x2_multiply_by_vector2(transformed_vector, &affine->distortion, initial_vector);
}
#endif

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@ -1,4 +1,4 @@
#include "affine3.h"
#include "./affine3.h"
extern inline void bgc_fp32_affine3_reset(BGC_FP32_Affine3* affine);
extern inline void bgc_fp64_affine3_reset(BGC_FP64_Affine3* affine);

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@ -1,21 +1,9 @@
#ifndef _BGC_AFFINE3_H_INCLUDED_
#define _BGC_AFFINE3_H_INCLUDED_
#include "vector3.h"
#include "matrices.h"
#include "matrix3x3.h"
// ==================== Types ==================== //
typedef struct {
BGC_FP32_Matrix3x3 distortion;
BGC_FP32_Vector3 shift;
} BGC_FP32_Affine3;
typedef struct {
BGC_FP64_Matrix3x3 distortion;
BGC_FP64_Vector3 shift;
} BGC_FP64_Affine3;
#include "./vector3.h"
#include "./types.h"
#include "./matrix3x3.h"
// ==================== Reset ==================== //
@ -95,7 +83,7 @@ inline int bgc_fp32_affine3_invert(BGC_FP32_Affine3 * affine)
return BGC_FAILURE;
}
bgc_fp32_multiply_matrix3x3_by_vector3(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp32_matrix3x3_multiply_by_vector3(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp32_vector3_revert(&affine->shift);
return BGC_SUCCESS;
@ -107,7 +95,7 @@ inline int bgc_fp64_affine3_invert(BGC_FP64_Affine3 * affine)
return BGC_FAILURE;
}
bgc_fp64_multiply_matrix3x3_by_vector3(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp64_matrix3x3_multiply_by_vector3(&affine->shift, &affine->distortion, &affine->shift);
bgc_fp64_vector3_revert(&affine->shift);
return BGC_SUCCESS;
@ -121,7 +109,7 @@ inline int bgc_fp32_affine3_get_inverse(BGC_FP32_Affine3* destination, const BGC
return BGC_FAILURE;
}
bgc_fp32_multiply_matrix3x3_by_vector3(&destination->shift, &destination->distortion, &source->shift);
bgc_fp32_matrix3x3_multiply_by_vector3(&destination->shift, &destination->distortion, &source->shift);
bgc_fp32_vector3_revert(&destination->shift);
return BGC_SUCCESS;
@ -133,7 +121,7 @@ inline int bgc_fp64_affine3_get_inverse(BGC_FP64_Affine3* destination, const BGC
return BGC_FAILURE;
}
bgc_fp64_multiply_matrix3x3_by_vector3(&destination->shift, &destination->distortion, &source->shift);
bgc_fp64_matrix3x3_multiply_by_vector3(&destination->shift, &destination->distortion, &source->shift);
bgc_fp64_vector3_revert(&destination->shift);
return BGC_SUCCESS;
@ -144,16 +132,16 @@ inline int bgc_fp64_affine3_get_inverse(BGC_FP64_Affine3* destination, const BGC
inline void bgc_fp32_affine3_combine(BGC_FP32_Affine3* combination, const BGC_FP32_Affine3 * first, const BGC_FP32_Affine3 * second)
{
BGC_FP32_Vector3 first_shift;
bgc_fp32_multiply_matrix3x3_by_vector3(&first_shift, &second->distortion, &first->shift);
bgc_fp32_multiply_matrix3x3_by_matrix3x3(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp32_matrix3x3_multiply_by_vector3(&first_shift, &second->distortion, &first->shift);
bgc_fp32_matrix3x3_multiply_by_matrix3x3(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp32_vector3_add(&combination->shift, &first_shift, &second->shift);
}
inline void bgc_fp64_affine3_combine(BGC_FP64_Affine3* combination, const BGC_FP64_Affine3 * first, const BGC_FP64_Affine3 * second)
{
BGC_FP64_Vector3 first_shift;
bgc_fp64_multiply_matrix3x3_by_vector3(&first_shift, &second->distortion, &first->shift);
bgc_fp64_multiply_matrix3x3_by_matrix3x3(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp64_matrix3x3_multiply_by_vector3(&first_shift, &second->distortion, &first->shift);
bgc_fp64_matrix3x3_multiply_by_matrix3x3(&combination->distortion, &second->distortion, &first->distortion);
bgc_fp64_vector3_add(&combination->shift, &first_shift, &second->shift);
}
@ -162,14 +150,14 @@ inline void bgc_fp64_affine3_combine(BGC_FP64_Affine3* combination, const BGC_FP
inline void bgc_fp32_affine3_transform_point(BGC_FP32_Vector3* transformed_point, const BGC_FP32_Affine3 * affine, const BGC_FP32_Vector3 * initial_point)
{
BGC_FP32_Vector3 distorted;
bgc_fp32_multiply_matrix3x3_by_vector3(&distorted, &affine->distortion, initial_point);
bgc_fp32_matrix3x3_multiply_by_vector3(&distorted, &affine->distortion, initial_point);
bgc_fp32_vector3_add(transformed_point, &affine->shift, &distorted);
}
inline void bgc_fp64_affine3_transform_point(BGC_FP64_Vector3* transformed_point, const BGC_FP64_Affine3 * affine, const BGC_FP64_Vector3 * initial_point)
{
BGC_FP64_Vector3 distorted;
bgc_fp64_multiply_matrix3x3_by_vector3(&distorted, &affine->distortion, initial_point);
bgc_fp64_matrix3x3_multiply_by_vector3(&distorted, &affine->distortion, initial_point);
bgc_fp64_vector3_add(transformed_point, &affine->shift, &distorted);
}
@ -177,12 +165,12 @@ inline void bgc_fp64_affine3_transform_point(BGC_FP64_Vector3* transformed_point
inline void bgc_fp32_affine3_transform_vector(BGC_FP32_Vector3* transformed_vector, const BGC_FP32_Affine3 * affine, const BGC_FP32_Vector3 * initial_vector)
{
bgc_fp32_multiply_matrix3x3_by_vector3(transformed_vector, &affine->distortion, initial_vector);
bgc_fp32_matrix3x3_multiply_by_vector3(transformed_vector, &affine->distortion, initial_vector);
}
inline void bgc_fp64_affine3_transform_vector(BGC_FP64_Vector3* transformed_vector, const BGC_FP64_Affine3 * affine, const BGC_FP64_Vector3 * initial_vector)
{
bgc_fp64_multiply_matrix3x3_by_vector3(transformed_vector, &affine->distortion, initial_vector);
bgc_fp64_matrix3x3_multiply_by_vector3(transformed_vector, &affine->distortion, initial_vector);
}