Включение позиции и аффинного преобразования в проект для Visual Studio
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9 changed files with 191 additions and 12 deletions
156
basic-geometry-dev/affine3.c
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156
basic-geometry-dev/affine3.c
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#include <stdio.h>
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#include <stdlib.h>
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#include <basic-geometry.h>
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#include "affine3.h"
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#ifdef _WIN64
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#include <windows.h>
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#else
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#include <time.h>
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#endif // _WINDOWS_
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BgcAffine3FP32* _create_bgc_affine3_list(int affine_amount)
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{
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BgcAffine3FP32* affines = malloc(affine_amount * sizeof(BgcAffine3FP32));
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if (affines == 0) {
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return 0;
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}
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for (int i = 0; i < affine_amount; i++) {
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bgc_affine3_reset_fp32(&affines[i]);
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}
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return affines;
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}
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float get_random_value_fp32()
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{
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return rand() * (2.0f / RAND_MAX) - 1.0f;
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}
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BgcAffine3FP32* _create_bgc_affine3_random_list(int affine_amount)
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{
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BgcAffine3FP32* affines = malloc(affine_amount * sizeof(BgcAffine3FP32));
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if (affines == 0) {
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return 0;
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}
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BgcPosition3FP32 position;
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for (int i = 0; i < affine_amount; i++) {
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bgc_versor_set_values_fp32(
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get_random_value_fp32(),
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get_random_value_fp32(),
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get_random_value_fp32(),
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get_random_value_fp32(),
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&position.turn
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);
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position.shift.x1 = get_random_value_fp32();
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position.shift.x2 = get_random_value_fp32();
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position.shift.x3 = get_random_value_fp32();
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bgc_position3_get_affine3_map_fp32(&position, &affines[i]);
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}
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return affines;
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}
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BgcVector3FP32* _create_bgc_vector3_list(int amount)
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{
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return malloc(amount * sizeof(BgcVector3FP32));
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}
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BgcVector3FP32* _create_bgc_vector3_random_list(int amount)
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{
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BgcVector3FP32* vectors = _create_bgc_vector3_list(amount);
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if (vectors == 0) {
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return 0;
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}
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for (int i = 0; i < amount; i++) {
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vectors[i].x1 = get_random_value_fp32();
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vectors[i].x2 = get_random_value_fp32();
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vectors[i].x3 = get_random_value_fp32();
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}
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return vectors;
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}
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float test_bgc_affine3_performance(int affine_amount, int vector_per_affine)
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{
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BgcAffine3FP32* affines;
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BgcVector3FP32* source_vectors;
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BgcVector3FP32* result_vectors;
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int vector_index = 0;
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float time = -1.0f;
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#ifdef _WIN64
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ULONGLONG start, end;
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start = GetTickCount64();
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srand((unsigned int)(start & 0xfffffff));
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#else
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struct timespec start, end;
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clock_gettime(0, &start);
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srand((unsigned int)(start.tv_nsec & 0xfffffff));
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#endif // _WIN64
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affines = _create_bgc_affine3_random_list(affine_amount);
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if (affines == 0) {
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return time;
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}
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source_vectors = _create_bgc_vector3_random_list(affine_amount * vector_per_affine);
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if (source_vectors == 0) {
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free(affines);
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return time;
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}
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result_vectors = _create_bgc_vector3_list(affine_amount * vector_per_affine);
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if (result_vectors == 0) {
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free(source_vectors);
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free(affines);
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return time;
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}
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#ifdef _WIN64
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start = GetTickCount64();
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#else
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clock_gettime(CLOCK_REALTIME, &start);
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#endif // _WIN64
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for (int i = 0; i < affine_amount; i++)
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{
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for (int j = 0; j < vector_per_affine; j++) {
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bgc_affine3_transform_point_fp32(&affines[i], &source_vectors[vector_index], &result_vectors[vector_index]);
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vector_index++;
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}
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}
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#ifdef _WIN64
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end = GetTickCount64();
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time = (end - start) * 0.001f;
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#else
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clock_gettime(CLOCK_REALTIME, &end);
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time = (float)(end.tv_sec - start.tv_sec) + (end.tv_nsec - start.tv_nsec) * 0.000000001f;
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#endif // _WIN64
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printf("Result vector [0] = (%f, %f, %f)\n", result_vectors[0].x1, result_vectors[0].x2, result_vectors[0].x3);
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free(result_vectors);
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free(source_vectors);
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free(affines);
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return time;
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}
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6
basic-geometry-dev/affine3.h
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6
basic-geometry-dev/affine3.h
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@ -0,0 +1,6 @@
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#ifndef _BGC_DEV_AFFINE3_H_
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#define _BGC_DEV_AFFINE3_H_
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float test_bgc_affine3_performance(int affine_amount, int vector_per_affine);
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#endif
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@ -20,12 +20,16 @@
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.c" />
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<ClCompile Include="affine3.c" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\basic-geometry\basic-geometry.vcxproj">
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<Project>{40ca6fb4-135f-4d54-a8d9-7338ba56e6a7}</Project>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="affine3.h" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<VCProjectVersion>16.0</VCProjectVersion>
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<Keyword>Win32Proj</Keyword>
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@ -18,5 +18,13 @@
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<ClCompile Include="main.c">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="affine3.c">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="affine3.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@ -469,10 +469,7 @@ void test_basis_difference_fp64()
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print_versor_fp64(&turn);
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}
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typedef union {
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int si32;
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float fp32;
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} uni_number;
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#include "affine3.h"
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int main()
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{
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@ -490,11 +487,11 @@ int main()
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*/
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//test_basis_difference_fp64();
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uni_number number;
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printf("Affine3 performance test: %f\n", test_bgc_affine3_performance(10000000, 10));
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number.fp32 = 1.0f;
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printf("%x\n", number.si32);
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printf("sizeof(BgcAffine3FP32) = %zu\n", sizeof(BgcAffine3FP32));
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//printf("offsetof(shift) = %zu\n", offsetof(BgcAffine3FP32, shift));
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printf("sizeof(BgcMatrix3x3FP32) = %zu\n", sizeof(BgcMatrix3x3FP32));
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return 0;
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}
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@ -279,9 +279,9 @@ inline void bgc_affine3_transform_point_fp32(const BgcAffine3FP32 * affine, cons
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bgc_matrix3x3_get_right_product_fp32(&affine->distortion, initial_point, &distorted);
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bgc_vector3_add_fp32(&affine->shift, &distorted, transformed_point);
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#else
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const float x1 = affine->r1c1 * initial_point->x1 + affine->r1c2 * initial_point->x2 + affine->r1c3 * initial_point->x3 + affine->shift1;
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const float x2 = affine->r2c1 * initial_point->x1 + affine->r2c2 * initial_point->x2 + affine->r2c3 * initial_point->x3 + affine->shift2;
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const float x3 = affine->r3c1 * initial_point->x1 + affine->r3c2 * initial_point->x2 + affine->r3c3 * initial_point->x3 + affine->shift3;
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const float x1 = (affine->r1c1 * initial_point->x1 + affine->r1c2 * initial_point->x2) + (affine->r1c3 * initial_point->x3 + affine->shift1);
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const float x2 = (affine->r2c1 * initial_point->x1 + affine->r2c2 * initial_point->x2) + (affine->r2c3 * initial_point->x3 + affine->shift2);
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const float x3 = (affine->r3c1 * initial_point->x1 + affine->r3c2 * initial_point->x2) + (affine->r3c3 * initial_point->x3 + affine->shift3);
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transformed_point->x1 = x1;
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transformed_point->x2 = x2;
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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="affine3.h" />
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<ClInclude Include="angle.h" />
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<ClInclude Include="basic-geometry.h" />
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<ClInclude Include="complex.h" />
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<ClInclude Include="vector3.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="affine3.c" />
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<ClCompile Include="angle.c" />
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<ClInclude Include="complex.c" />
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<ClInclude Include="cotes-number.c" />
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@ -72,6 +72,9 @@
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<ClInclude Include="types.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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<ClInclude Include="affine3.h">
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<Filter>Файлы заголовков</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="angle.c">
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@ -113,5 +116,8 @@
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<ClCompile Include="slerp.c">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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<ClCompile Include="affine3.c">
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<Filter>Исходные файлы</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@ -47,7 +47,7 @@
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#define BGC_AXIS_REVERSE_X3 -3
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#if !defined(BGC_AFFINE_USE_MATRIX)
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#define BGC_AFFINE_USE_MATRIX 0
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#define BGC_AFFINE_USE_MATRIX 1
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#endif
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inline int bgc_is_correct_axis(const int axis)
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