Завершение большого переименования

This commit is contained in:
Andrey Pokidov 2025-01-15 15:08:12 +07:00
parent 120e651517
commit 3805354611
31 changed files with 1213 additions and 1255 deletions

View file

@ -1,27 +1,27 @@
#ifndef _BASIC_GEOMETRY_ROTATION3_H_
#define _BASIC_GEOMETRY_ROTATION3_H_
#ifndef _BGC_ROTATION3_H_
#define _BGC_ROTATION3_H_
#include "basis.h"
#include "utilities.h"
#include "angle.h"
#include "vector3.h"
typedef struct {
vector3_fp32_t axis;
bgc_vector3_fp32_t axis;
float radians;
} rotation3_fp32_t;
} bgc_rotation3_fp32_t;
typedef struct {
vector3_fp64_t axis;
bgc_vector3_fp64_t axis;
double radians;
} rotation3_fp64_t;
} bgc_rotation3_fp64_t;
extern const rotation3_fp32_t FP32_IDLE_ROTATION3;
extern const bgc_rotation3_fp32_t BGC_IDLE_ROTATION3_FP32;
extern const rotation3_fp64_t FP64_IDLE_ROTATION3;
extern const bgc_rotation3_fp64_t BGC_IDLE_ROTATION3_FP64;
// =================== Reset ==================== //
inline void fp32_rotation_reset(rotation3_fp32_t* rotation)
inline void bgc_rotation3_reset_fp32(bgc_rotation3_fp32_t* rotation)
{
rotation->axis.x1 = 0.0f;
rotation->axis.x2 = 0.0f;
@ -30,7 +30,7 @@ inline void fp32_rotation_reset(rotation3_fp32_t* rotation)
rotation->radians = 0.0f;
}
inline void fp64_rotation_reset(rotation3_fp64_t* rotation)
inline void bgc_rotation3_reset_fp64(bgc_rotation3_fp64_t* rotation)
{
rotation->axis.x1 = 0.0;
rotation->axis.x2 = 0.0;
@ -41,14 +41,14 @@ inline void fp64_rotation_reset(rotation3_fp64_t* rotation)
// ==================== Make ==================== //
inline void fp32_rotation_set_values(const float x1, const float x2, const float x3, const float angle, const angle_unit_t unit, rotation3_fp32_t* rotation)
inline void bgc_rotation3_set_values_fp32(const float x1, const float x2, const float x3, const float angle, const bgc_angle_unit_t unit, bgc_rotation3_fp32_t* rotation)
{
rotation->axis.x1 = x1;
rotation->axis.x2 = x2;
rotation->axis.x3 = x3;
if (vector3_normalize_fp32(&rotation->axis)) {
rotation->radians = fp32_angle_to_radians(angle, unit);
if (bgc_vector3_normalize_fp32(&rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp32(angle, unit);
}
else {
rotation->radians = 0.0f;
@ -56,42 +56,42 @@ inline void fp32_rotation_set_values(const float x1, const float x2, const float
}
inline void fp64_rotation_set_values(const double x1, const double x2, const double x3, const double angle, const angle_unit_t unit, rotation3_fp64_t* rotation)
inline void bgc_rotation3_set_values_fp64(const double x1, const double x2, const double x3, const double angle, const bgc_angle_unit_t unit, bgc_rotation3_fp64_t* rotation)
{
rotation->axis.x1 = x1;
rotation->axis.x2 = x2;
rotation->axis.x3 = x3;
if (vector3_normalize_fp64(&rotation->axis)) {
rotation->radians = fp64_angle_to_radians(angle, unit);
if (bgc_vector3_normalize_fp64(&rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp64(angle, unit);
}
else {
rotation->radians = 0.0;
}
}
inline void fp32_rotation_set_with_axis(const vector3_fp32_t* axis, const float angle, const angle_unit_t unit, rotation3_fp32_t* rotation)
inline void bgc_rotation3_set_with_axis_fp32(const bgc_vector3_fp32_t* axis, const float angle, const bgc_angle_unit_t unit, bgc_rotation3_fp32_t* rotation)
{
rotation->axis.x1 = axis->x1;
rotation->axis.x2 = axis->x2;
rotation->axis.x3 = axis->x3;
if (vector3_normalize_fp32(&rotation->axis)) {
rotation->radians = fp32_angle_to_radians(angle, unit);
if (bgc_vector3_normalize_fp32(&rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp32(angle, unit);
}
else {
rotation->radians = 0.0f;
}
}
inline void fp64_rotation_set_with_axis(const vector3_fp64_t* axis, const double angle, const angle_unit_t unit, rotation3_fp64_t* rotation)
inline void bgc_rotation3_set_with_axis_fp64(const bgc_vector3_fp64_t* axis, const double angle, const bgc_angle_unit_t unit, bgc_rotation3_fp64_t* rotation)
{
rotation->axis.x1 = axis->x1;
rotation->axis.x2 = axis->x2;
rotation->axis.x3 = axis->x3;
if (vector3_normalize_fp64(&rotation->axis)) {
rotation->radians = fp64_angle_to_radians(angle, unit);
if (bgc_vector3_normalize_fp64(&rotation->axis)) {
rotation->radians = bgc_angle_to_radians_fp64(angle, unit);
}
else {
rotation->radians = 0.0;