Переименование s0 -> s, x1 -> x, x2 -> y, x3 -> z, что должно упростить читаемость кода. Также обновление документации

This commit is contained in:
Andrey Pokidov 2026-03-29 22:06:01 +07:00
parent d83ab7160d
commit b8d383da33
38 changed files with 2104 additions and 2070 deletions

View file

@ -101,18 +101,18 @@ inline int bgc_fp64_turn2_is_idle(const BGC_FP64_Turn2* const turn)
// ==================== Set ===================== //
inline void bgc_fp32_turn2_set_values(BGC_FP32_Turn2* const turn, const float x1, const float x2)
inline void bgc_fp32_turn2_set_values(BGC_FP32_Turn2* const turn, const float x, const float y)
{
turn->_cos = x1;
turn->_sin = x2;
turn->_cos = x;
turn->_sin = y;
_bgc_fp32_turn2_normalize(turn);
}
inline void bgc_fp64_turn2_set_values(BGC_FP64_Turn2* const turn, const double x1, const double x2)
inline void bgc_fp64_turn2_set_values(BGC_FP64_Turn2* const turn, const double x, const double y)
{
turn->_cos = x1;
turn->_sin = x2;
turn->_cos = x;
turn->_sin = y;
_bgc_fp64_turn2_normalize(turn);
}
@ -347,40 +347,40 @@ inline void bgc_fp64_turn2_get_reverse_matrix(BGC_FP64_Matrix2x2* const matrix,
inline void bgc_fp32_turn2_vector(BGC_FP32_Vector2* const turned_vector, const BGC_FP32_Turn2* const turn, const BGC_FP32_Vector2* const vector)
{
const float x1 = turn->_cos * vector->x1 - turn->_sin * vector->x2;
const float x2 = turn->_sin * vector->x1 + turn->_cos * vector->x2;
const float x = turn->_cos * vector->x - turn->_sin * vector->y;
const float y = turn->_sin * vector->x + turn->_cos * vector->y;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
turned_vector->x = x;
turned_vector->y = y;
}
inline void bgc_fp64_turn2_vector(BGC_FP64_Vector2* const turned_vector, const BGC_FP64_Turn2* const turn, const BGC_FP64_Vector2* const vector)
{
const double x1 = turn->_cos * vector->x1 - turn->_sin * vector->x2;
const double x2 = turn->_sin * vector->x1 + turn->_cos * vector->x2;
const double x = turn->_cos * vector->x - turn->_sin * vector->y;
const double y = turn->_sin * vector->x + turn->_cos * vector->y;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
turned_vector->x = x;
turned_vector->y = y;
}
// ============ Turn Vector Backward ============ //
inline void bgc_fp32_turn2_vector_back(BGC_FP32_Vector2* const turned_vector, const BGC_FP32_Turn2* const turn, const BGC_FP32_Vector2* const vector)
{
const float x1 = turn->_sin * vector->x2 + turn->_cos * vector->x1;
const float x2 = turn->_cos * vector->x2 - turn->_sin * vector->x1;
const float x = turn->_sin * vector->y + turn->_cos * vector->x;
const float y = turn->_cos * vector->y - turn->_sin * vector->x;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
turned_vector->x = x;
turned_vector->y = y;
}
inline void bgc_fp64_turn2_vector_back(BGC_FP64_Vector2* const turned_vector, const BGC_FP64_Turn2* const turn, const BGC_FP64_Vector2* const vector)
{
const double x1 = turn->_sin * vector->x2 + turn->_cos * vector->x1;
const double x2 = turn->_cos * vector->x2 - turn->_sin * vector->x1;
const double x = turn->_sin * vector->y + turn->_cos * vector->x;
const double y = turn->_cos * vector->y - turn->_sin * vector->x;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
turned_vector->x = x;
turned_vector->y = y;
}
// ================== Are Close ================= //