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

@ -11,44 +11,44 @@
inline void bgc_fp32_vector3_reset(BGC_FP32_Vector3* const vector)
{
vector->x1 = 0.0f;
vector->x2 = 0.0f;
vector->x3 = 0.0f;
vector->x = 0.0f;
vector->y = 0.0f;
vector->z = 0.0f;
}
inline void bgc_fp64_vector3_reset(BGC_FP64_Vector3* const vector)
{
vector->x1 = 0.0;
vector->x2 = 0.0;
vector->x3 = 0.0;
vector->x = 0.0;
vector->y = 0.0;
vector->z = 0.0;
}
// ==================== Set ===================== //
inline void bgc_fp32_vector3_set_values(BGC_FP32_Vector3* const destination, const float x1, const float x2, const float x3)
inline void bgc_fp32_vector3_set_values(BGC_FP32_Vector3* const destination, const float x, const float y, const float z)
{
destination->x1 = x1;
destination->x2 = x2;
destination->x3 = x3;
destination->x = x;
destination->y = y;
destination->z = z;
}
inline void bgc_fp64_vector3_set_values(BGC_FP64_Vector3* const destination, const double x1, const double x2, const double x3)
inline void bgc_fp64_vector3_set_values(BGC_FP64_Vector3* const destination, const double x, const double y, const double z)
{
destination->x1 = x1;
destination->x2 = x2;
destination->x3 = x3;
destination->x = x;
destination->y = y;
destination->z = z;
}
// ================== Modulus =================== //
inline float bgc_fp32_vector3_get_squared_length(const BGC_FP32_Vector3* const vector)
{
return vector->x1 * vector->x1 + vector->x2 * vector->x2 + vector->x3 * vector->x3;
return vector->x * vector->x + vector->y * vector->y + vector->z * vector->z;
}
inline double bgc_fp64_vector3_get_squared_length(const BGC_FP64_Vector3* const vector)
{
return vector->x1 * vector->x1 + vector->x2 * vector->x2 + vector->x3 * vector->x3;
return vector->x * vector->x + vector->y * vector->y + vector->z * vector->z;
}
inline float bgc_fp32_vector3_get_length(const BGC_FP32_Vector3* const vector)
@ -87,246 +87,246 @@ inline int bgc_fp64_vector3_is_unit(const BGC_FP64_Vector3* const vector)
inline void bgc_fp32_vector3_copy(BGC_FP32_Vector3* const destination, const BGC_FP32_Vector3* const source)
{
destination->x1 = source->x1;
destination->x2 = source->x2;
destination->x3 = source->x3;
destination->x = source->x;
destination->y = source->y;
destination->z = source->z;
}
inline void bgc_fp64_vector3_copy(BGC_FP64_Vector3* const destination, const BGC_FP64_Vector3* const source)
{
destination->x1 = source->x1;
destination->x2 = source->x2;
destination->x3 = source->x3;
destination->x = source->x;
destination->y = source->y;
destination->z = source->z;
}
// ==================== Swap ==================== //
inline void bgc_fp32_vector3_swap(BGC_FP32_Vector3* const vector1, BGC_FP32_Vector3* const vector2)
{
const float x1 = vector2->x1;
const float x2 = vector2->x2;
const float x3 = vector2->x3;
const float x = vector2->x;
const float y = vector2->y;
const float z = vector2->z;
vector2->x1 = vector1->x1;
vector2->x2 = vector1->x2;
vector2->x3 = vector1->x3;
vector2->x = vector1->x;
vector2->y = vector1->y;
vector2->z = vector1->z;
vector1->x1 = x1;
vector1->x2 = x2;
vector1->x3 = x3;
vector1->x = x;
vector1->y = y;
vector1->z = z;
}
inline void bgc_fp64_vector3_swap(BGC_FP64_Vector3* const vector1, BGC_FP64_Vector3* const vector2)
{
const double x1 = vector2->x1;
const double x2 = vector2->x2;
const double x3 = vector2->x3;
const double x = vector2->x;
const double y = vector2->y;
const double z = vector2->z;
vector2->x1 = vector1->x1;
vector2->x2 = vector1->x2;
vector2->x3 = vector1->x3;
vector2->x = vector1->x;
vector2->y = vector1->y;
vector2->z = vector1->z;
vector1->x1 = x1;
vector1->x2 = x2;
vector1->x3 = x3;
vector1->x = x;
vector1->y = y;
vector1->z = z;
}
// ================== Convert =================== //
inline void bgc_fp32_vector3_convert_to_fp64(BGC_FP64_Vector3* const destination, const BGC_FP32_Vector3* const source)
{
destination->x1 = source->x1;
destination->x2 = source->x2;
destination->x3 = source->x3;
destination->x = source->x;
destination->y = source->y;
destination->z = source->z;
}
inline void bgc_fp64_vector3_convert_to_fp32(BGC_FP32_Vector3* const destination, const BGC_FP64_Vector3* const source)
{
destination->x1 = (float)source->x1;
destination->x2 = (float)source->x2;
destination->x3 = (float)source->x3;
destination->x = (float)source->x;
destination->y = (float)source->y;
destination->z = (float)source->z;
}
// ==================== Add ===================== //
inline void bgc_fp32_vector3_add(BGC_FP32_Vector3* const sum, const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2)
{
sum->x1 = vector1->x1 + vector2->x1;
sum->x2 = vector1->x2 + vector2->x2;
sum->x3 = vector1->x3 + vector2->x3;
sum->x = vector1->x + vector2->x;
sum->y = vector1->y + vector2->y;
sum->z = vector1->z + vector2->z;
}
inline void bgc_fp64_vector3_add(BGC_FP64_Vector3* const sum, const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2)
{
sum->x1 = vector1->x1 + vector2->x1;
sum->x2 = vector1->x2 + vector2->x2;
sum->x3 = vector1->x3 + vector2->x3;
sum->x = vector1->x + vector2->x;
sum->y = vector1->y + vector2->y;
sum->z = vector1->z + vector2->z;
}
// ================= Add scaled ================= //
inline void bgc_fp32_vector3_add_scaled(BGC_FP32_Vector3* const sum, const BGC_FP32_Vector3* const basic_vector, const BGC_FP32_Vector3* const scalable_vector, const float scale)
{
sum->x1 = basic_vector->x1 + scalable_vector->x1 * scale;
sum->x2 = basic_vector->x2 + scalable_vector->x2 * scale;
sum->x3 = basic_vector->x3 + scalable_vector->x3 * scale;
sum->x = basic_vector->x + scalable_vector->x * scale;
sum->y = basic_vector->y + scalable_vector->y * scale;
sum->z = basic_vector->z + scalable_vector->z * scale;
}
inline void bgc_fp64_vector3_add_scaled(BGC_FP64_Vector3* const sum, const BGC_FP64_Vector3* const basic_vector, const BGC_FP64_Vector3* const scalable_vector, const double scale)
{
sum->x1 = basic_vector->x1 + scalable_vector->x1 * scale;
sum->x2 = basic_vector->x2 + scalable_vector->x2 * scale;
sum->x3 = basic_vector->x3 + scalable_vector->x3 * scale;
sum->x = basic_vector->x + scalable_vector->x * scale;
sum->y = basic_vector->y + scalable_vector->y * scale;
sum->z = basic_vector->z + scalable_vector->z * scale;
}
// ================== Subtract ================== //
inline void bgc_fp32_vector3_subtract(BGC_FP32_Vector3* const difference, const BGC_FP32_Vector3* const minuend, const BGC_FP32_Vector3* const subtrahend)
{
difference->x1 = minuend->x1 - subtrahend->x1;
difference->x2 = minuend->x2 - subtrahend->x2;
difference->x3 = minuend->x3 - subtrahend->x3;
difference->x = minuend->x - subtrahend->x;
difference->y = minuend->y - subtrahend->y;
difference->z = minuend->z - subtrahend->z;
}
inline void bgc_fp64_vector3_subtract(BGC_FP64_Vector3* const difference, const BGC_FP64_Vector3* const minuend, const BGC_FP64_Vector3* const subtrahend)
{
difference->x1 = minuend->x1 - subtrahend->x1;
difference->x2 = minuend->x2 - subtrahend->x2;
difference->x3 = minuend->x3 - subtrahend->x3;
difference->x = minuend->x - subtrahend->x;
difference->y = minuend->y - subtrahend->y;
difference->z = minuend->z - subtrahend->z;
}
// ============== Subtract Scaled =============== //
inline void bgc_fp32_vector3_subtract_scaled(BGC_FP32_Vector3* const difference, const BGC_FP32_Vector3* const basic_vector, const BGC_FP32_Vector3* const scalable_vector, const float scale)
{
difference->x1 = basic_vector->x1 - scalable_vector->x1 * scale;
difference->x2 = basic_vector->x2 - scalable_vector->x2 * scale;
difference->x3 = basic_vector->x3 - scalable_vector->x3 * scale;
difference->x = basic_vector->x - scalable_vector->x * scale;
difference->y = basic_vector->y - scalable_vector->y * scale;
difference->z = basic_vector->z - scalable_vector->z * scale;
}
inline void bgc_fp64_vector3_subtract_scaled(BGC_FP64_Vector3* const difference, const BGC_FP64_Vector3* const basic_vector, const BGC_FP64_Vector3* const scalable_vector, const double scale)
{
difference->x1 = basic_vector->x1 - scalable_vector->x1 * scale;
difference->x2 = basic_vector->x2 - scalable_vector->x2 * scale;
difference->x3 = basic_vector->x3 - scalable_vector->x3 * scale;
difference->x = basic_vector->x - scalable_vector->x * scale;
difference->y = basic_vector->y - scalable_vector->y * scale;
difference->z = basic_vector->z - scalable_vector->z * scale;
}
// ================== Multiply ================== //
inline void bgc_fp32_vector3_multiply_by_real_number(BGC_FP32_Vector3* const product, const BGC_FP32_Vector3* const multiplicand, const float multiplier)
{
product->x1 = multiplicand->x1 * multiplier;
product->x2 = multiplicand->x2 * multiplier;
product->x3 = multiplicand->x3 * multiplier;
product->x = multiplicand->x * multiplier;
product->y = multiplicand->y * multiplier;
product->z = multiplicand->z * multiplier;
}
inline void bgc_fp64_vector3_multiply_by_real_number(BGC_FP64_Vector3* const product, const BGC_FP64_Vector3* const multiplicand, const double multiplier)
{
product->x1 = multiplicand->x1 * multiplier;
product->x2 = multiplicand->x2 * multiplier;
product->x3 = multiplicand->x3 * multiplier;
product->x = multiplicand->x * multiplier;
product->y = multiplicand->y * multiplier;
product->z = multiplicand->z * multiplier;
}
// ========== Multiply by Dual Number =========== //
inline void bgc_fp32_vector3_multiply_by_dual_number(BGC_FP32_DualVector3* const product, const BGC_FP32_Vector3* const multiplicand, const BGC_FP32_DualNumber* const multiplier)
{
const float real_x1 = multiplicand->x1 * multiplier->real_part;
const float real_x2 = multiplicand->x2 * multiplier->real_part;
const float real_x3 = multiplicand->x3 * multiplier->real_part;
const float real_x = multiplicand->x * multiplier->real_part;
const float real_y = multiplicand->y * multiplier->real_part;
const float real_z = multiplicand->z * multiplier->real_part;
const float dual_x1 = multiplicand->x1 * multiplier->dual_part;
const float dual_x2 = multiplicand->x2 * multiplier->dual_part;
const float dual_x3 = multiplicand->x3 * multiplier->dual_part;
const float dual_x = multiplicand->x * multiplier->dual_part;
const float dual_y = multiplicand->y * multiplier->dual_part;
const float dual_z = multiplicand->z * multiplier->dual_part;
product->real_part.x1 = real_x1;
product->real_part.x2 = real_x2;
product->real_part.x3 = real_x3;
product->real_part.x = real_x;
product->real_part.y = real_y;
product->real_part.z = real_z;
product->dual_part.x1 = dual_x1;
product->dual_part.x2 = dual_x2;
product->dual_part.x3 = dual_x3;
product->dual_part.x = dual_x;
product->dual_part.y = dual_y;
product->dual_part.z = dual_z;
}
inline void bgc_fp64_vector3_multiply_by_dual_number(BGC_FP64_DualVector3* const product, const BGC_FP64_Vector3* const multiplicand, const BGC_FP64_DualNumber* const multiplier)
{
const double real_x1 = multiplicand->x1 * multiplier->real_part;
const double real_x2 = multiplicand->x2 * multiplier->real_part;
const double real_x3 = multiplicand->x3 * multiplier->real_part;
const double real_x = multiplicand->x * multiplier->real_part;
const double real_y = multiplicand->y * multiplier->real_part;
const double real_z = multiplicand->z * multiplier->real_part;
const double dual_x1 = multiplicand->x1 * multiplier->dual_part;
const double dual_x2 = multiplicand->x2 * multiplier->dual_part;
const double dual_x3 = multiplicand->x3 * multiplier->dual_part;
const double dual_x = multiplicand->x * multiplier->dual_part;
const double dual_y = multiplicand->y * multiplier->dual_part;
const double dual_z = multiplicand->z * multiplier->dual_part;
product->real_part.x1 = real_x1;
product->real_part.x2 = real_x2;
product->real_part.x3 = real_x3;
product->real_part.x = real_x;
product->real_part.y = real_y;
product->real_part.z = real_z;
product->dual_part.x1 = dual_x1;
product->dual_part.x2 = dual_x2;
product->dual_part.x3 = dual_x3;
product->dual_part.x = dual_x;
product->dual_part.y = dual_y;
product->dual_part.z = dual_z;
}
// ====== Restrict Multiply by Dual Number ====== //
inline void _bgc_fp32_restrict_vector3_multiply_by_dual_number(BGC_FP32_DualVector3* restrict const product, const BGC_FP32_Vector3* const multiplicand, const BGC_FP32_DualNumber* const multiplier)
{
product->real_part.x1 = multiplicand->x1 * multiplier->real_part;
product->real_part.x2 = multiplicand->x2 * multiplier->real_part;
product->real_part.x3 = multiplicand->x3 * multiplier->real_part;
product->real_part.x = multiplicand->x * multiplier->real_part;
product->real_part.y = multiplicand->y * multiplier->real_part;
product->real_part.z = multiplicand->z * multiplier->real_part;
product->dual_part.x1 = multiplicand->x1 * multiplier->dual_part;
product->dual_part.x2 = multiplicand->x2 * multiplier->dual_part;
product->dual_part.x3 = multiplicand->x3 * multiplier->dual_part;
product->dual_part.x = multiplicand->x * multiplier->dual_part;
product->dual_part.y = multiplicand->y * multiplier->dual_part;
product->dual_part.z = multiplicand->z * multiplier->dual_part;
}
inline void _bgc_fp64_restrict_vector3_multiply_by_dual_number(BGC_FP64_DualVector3* restrict const product, const BGC_FP64_Vector3* const multiplicand, const BGC_FP64_DualNumber* const multiplier)
{
product->real_part.x1 = multiplicand->x1 * multiplier->real_part;
product->real_part.x2 = multiplicand->x2 * multiplier->real_part;
product->real_part.x3 = multiplicand->x3 * multiplier->real_part;
product->real_part.x = multiplicand->x * multiplier->real_part;
product->real_part.y = multiplicand->y * multiplier->real_part;
product->real_part.z = multiplicand->z * multiplier->real_part;
product->dual_part.x1 = multiplicand->x1 * multiplier->dual_part;
product->dual_part.x2 = multiplicand->x2 * multiplier->dual_part;
product->dual_part.x3 = multiplicand->x3 * multiplier->dual_part;
product->dual_part.x = multiplicand->x * multiplier->dual_part;
product->dual_part.y = multiplicand->y * multiplier->dual_part;
product->dual_part.z = multiplicand->z * multiplier->dual_part;
}
// ============ Left Vector Product ============= //
inline void bgc_fp32_vector3_multiply_by_matrix2x3(BGC_FP32_Vector2* const product, const BGC_FP32_Vector3* const vector, const BGC_FP32_Matrix2x3* const matrix)
{
product->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1;
product->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2;
product->x = vector->x * matrix->r1c1 + vector->y * matrix->r2c1 + vector->z * matrix->r3c1;
product->y = vector->x * matrix->r1c2 + vector->y * matrix->r2c2 + vector->z * matrix->r3c2;
}
inline void bgc_fp64_vector3_multiply_by_matrix2x3(BGC_FP64_Vector2* const product, const BGC_FP64_Vector3* const vector, const BGC_FP64_Matrix2x3* const matrix)
{
product->x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1;
product->x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2;
product->x = vector->x * matrix->r1c1 + vector->y * matrix->r2c1 + vector->z * matrix->r3c1;
product->y = vector->x * matrix->r1c2 + vector->y * matrix->r2c2 + vector->z * matrix->r3c2;
}
// ============ Left Vector Product ============= //
inline void bgc_fp32_vector3_multiply_by_matrix3x3(BGC_FP32_Vector3* const product, const BGC_FP32_Vector3* const vector, const BGC_FP32_Matrix3x3* const matrix)
{
const float x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1;
const float x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2;
const float x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3 + vector->x3 * matrix->r3c3;
const float x = vector->x * matrix->r1c1 + vector->y * matrix->r2c1 + vector->z * matrix->r3c1;
const float y = vector->x * matrix->r1c2 + vector->y * matrix->r2c2 + vector->z * matrix->r3c2;
const float z = vector->x * matrix->r1c3 + vector->y * matrix->r2c3 + vector->z * matrix->r3c3;
product->x1 = x1;
product->x2 = x2;
product->x3 = x3;
product->x = x;
product->y = y;
product->z = z;
}
inline void bgc_fp64_vector3_multiply_by_matrix3x3(BGC_FP64_Vector3* const product, const BGC_FP64_Vector3* const vector, const BGC_FP64_Matrix3x3* const matrix)
{
const double x1 = vector->x1 * matrix->r1c1 + vector->x2 * matrix->r2c1 + vector->x3 * matrix->r3c1;
const double x2 = vector->x1 * matrix->r1c2 + vector->x2 * matrix->r2c2 + vector->x3 * matrix->r3c2;
const double x3 = vector->x1 * matrix->r1c3 + vector->x2 * matrix->r2c3 + vector->x3 * matrix->r3c3;
const double x = vector->x * matrix->r1c1 + vector->y * matrix->r2c1 + vector->z * matrix->r3c1;
const double y = vector->x * matrix->r1c2 + vector->y * matrix->r2c2 + vector->z * matrix->r3c2;
const double z = vector->x * matrix->r1c3 + vector->y * matrix->r2c3 + vector->z * matrix->r3c3;
product->x1 = x1;
product->x2 = x2;
product->x3 = x3;
product->x = x;
product->y = y;
product->z = z;
}
// =================== Divide =================== //
@ -357,32 +357,32 @@ inline int bgc_fp64_vector3_divide_by_real_number(BGC_FP64_Vector3* const quotie
inline void bgc_fp32_vector3_get_mean2(BGC_FP32_Vector3* const mean, const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2)
{
mean->x1 = (vector1->x1 + vector2->x1) * 0.5f;
mean->x2 = (vector1->x2 + vector2->x2) * 0.5f;
mean->x3 = (vector1->x3 + vector2->x3) * 0.5f;
mean->x = (vector1->x + vector2->x) * 0.5f;
mean->y = (vector1->y + vector2->y) * 0.5f;
mean->z = (vector1->z + vector2->z) * 0.5f;
}
inline void bgc_fp64_vector3_get_mean2(BGC_FP64_Vector3* const mean, const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2)
{
mean->x1 = (vector1->x1 + vector2->x1) * 0.5;
mean->x2 = (vector1->x2 + vector2->x2) * 0.5;
mean->x3 = (vector1->x3 + vector2->x3) * 0.5;
mean->x = (vector1->x + vector2->x) * 0.5;
mean->y = (vector1->y + vector2->y) * 0.5;
mean->z = (vector1->z + vector2->z) * 0.5;
}
// ================== Average3 ================== //
inline void bgc_fp32_vector3_get_mean3(BGC_FP32_Vector3* const mean, const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2, const BGC_FP32_Vector3* const vector3)
{
mean->x1 = (vector1->x1 + vector2->x1 + vector3->x1) * BGC_FP32_ONE_THIRD;
mean->x2 = (vector1->x2 + vector2->x2 + vector3->x2) * BGC_FP32_ONE_THIRD;
mean->x3 = (vector1->x3 + vector2->x3 + vector3->x3) * BGC_FP32_ONE_THIRD;
mean->x = (vector1->x + vector2->x + vector3->x) * BGC_FP32_ONE_THIRD;
mean->y = (vector1->y + vector2->y + vector3->y) * BGC_FP32_ONE_THIRD;
mean->z = (vector1->z + vector2->z + vector3->z) * BGC_FP32_ONE_THIRD;
}
inline void bgc_fp64_vector3_get_mean3(BGC_FP64_Vector3* const mean, const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2, const BGC_FP64_Vector3* const vector3)
{
mean->x1 = (vector1->x1 + vector2->x1 + vector3->x1) * BGC_FP64_ONE_THIRD;
mean->x2 = (vector1->x2 + vector2->x2 + vector3->x2) * BGC_FP64_ONE_THIRD;
mean->x3 = (vector1->x3 + vector2->x3 + vector3->x3) * BGC_FP64_ONE_THIRD;
mean->x = (vector1->x + vector2->x + vector3->x) * BGC_FP64_ONE_THIRD;
mean->y = (vector1->y + vector2->y + vector3->y) * BGC_FP64_ONE_THIRD;
mean->z = (vector1->z + vector2->z + vector3->z) * BGC_FP64_ONE_THIRD;
}
// =================== Linear =================== //
@ -391,48 +391,48 @@ inline void bgc_fp32_vector3_interpolate(BGC_FP32_Vector3* const interpolation,
{
const float counter_phase = 1.0f - phase;
interpolation->x1 = first->x1 * counter_phase + second->x1 * phase;
interpolation->x2 = first->x2 * counter_phase + second->x2 * phase;
interpolation->x3 = first->x3 * counter_phase + second->x3 * phase;
interpolation->x = first->x * counter_phase + second->x * phase;
interpolation->y = first->y * counter_phase + second->y * phase;
interpolation->z = first->z * counter_phase + second->z * phase;
}
inline void bgc_fp64_vector3_interpolate(BGC_FP64_Vector3* const interpolation, const BGC_FP64_Vector3* const first, const BGC_FP64_Vector3* const second, const double phase)
{
const double counter_phase = 1.0 - phase;
interpolation->x1 = first->x1 * counter_phase + second->x1 * phase;
interpolation->x2 = first->x2 * counter_phase + second->x2 * phase;
interpolation->x3 = first->x3 * counter_phase + second->x3 * phase;
interpolation->x = first->x * counter_phase + second->x * phase;
interpolation->y = first->y * counter_phase + second->y * phase;
interpolation->z = first->z * counter_phase + second->z * phase;
}
// ================== Negative ================== //
inline void bgc_fp32_vector3_revert(BGC_FP32_Vector3* const vector)
{
vector->x1 = -vector->x1;
vector->x2 = -vector->x2;
vector->x3 = -vector->x3;
vector->x = -vector->x;
vector->y = -vector->y;
vector->z = -vector->z;
}
inline void bgc_fp64_vector3_revert(BGC_FP64_Vector3* const vector)
{
vector->x1 = -vector->x1;
vector->x2 = -vector->x2;
vector->x3 = -vector->x3;
vector->x = -vector->x;
vector->y = -vector->y;
vector->z = -vector->z;
}
inline void bgc_fp32_vector3_get_reverse(BGC_FP32_Vector3* const reverse, const BGC_FP32_Vector3* const vector)
{
reverse->x1 = -vector->x1;
reverse->x2 = -vector->x2;
reverse->x3 = -vector->x3;
reverse->x = -vector->x;
reverse->y = -vector->y;
reverse->z = -vector->z;
}
inline void bgc_fp64_vector3_get_reverse(BGC_FP64_Vector3* const reverse, const BGC_FP64_Vector3* const vector)
{
reverse->x1 = -vector->x1;
reverse->x2 = -vector->x2;
reverse->x3 = -vector->x3;
reverse->x = -vector->x;
reverse->y = -vector->y;
reverse->z = -vector->z;
}
// ================= Normalize ================== //
@ -451,9 +451,9 @@ inline int bgc_fp32_vector3_normalize(BGC_FP32_Vector3* const vector)
const float multiplier = sqrtf(1.0f / square_modulus);
vector->x1 *= multiplier;
vector->x2 *= multiplier;
vector->x3 *= multiplier;
vector->x *= multiplier;
vector->y *= multiplier;
vector->z *= multiplier;
return BGC_SUCCESS;
}
@ -472,9 +472,9 @@ inline int bgc_fp64_vector3_normalize(BGC_FP64_Vector3* const vector)
const double multiplier = sqrt(1.0 / square_modulus);
vector->x1 *= multiplier;
vector->x2 *= multiplier;
vector->x3 *= multiplier;
vector->x *= multiplier;
vector->y *= multiplier;
vector->z *= multiplier;
return BGC_SUCCESS;
}
@ -519,68 +519,68 @@ inline int bgc_fp64_vector3_get_normalized(BGC_FP64_Vector3* const normalized, c
inline float bgc_fp32_vector3_get_dot_product(const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2)
{
return vector1->x1 * vector2->x1 + vector1->x2 * vector2->x2 + vector1->x3 * vector2->x3;
return vector1->x * vector2->x + vector1->y * vector2->y + vector1->z * vector2->z;
}
inline double bgc_fp64_vector3_get_dot_product(const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2)
{
return vector1->x1 * vector2->x1 + vector1->x2 * vector2->x2 + vector1->x3 * vector2->x3;
return vector1->x * vector2->x + vector1->y * vector2->y + vector1->z * vector2->z;
}
// =============== Triple Product =============== //
inline float bgc_fp32_vector3_get_triple_product(const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2, const BGC_FP32_Vector3* const vector3)
{
return vector1->x1 * (vector2->x2 * vector3->x3 - vector2->x3 * vector3->x2)
+ vector1->x2 * (vector2->x3 * vector3->x1 - vector2->x1 * vector3->x3)
+ vector1->x3 * (vector2->x1 * vector3->x2 - vector2->x2 * vector3->x1);
return vector1->x * (vector2->y * vector3->z - vector2->z * vector3->y)
+ vector1->y * (vector2->z * vector3->x - vector2->x * vector3->z)
+ vector1->z * (vector2->x * vector3->y - vector2->y * vector3->x);
}
inline double bgc_fp64_vector3_get_triple_product(const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2, const BGC_FP64_Vector3* const vector3)
{
return vector1->x1 * (vector2->x2 * vector3->x3 - vector2->x3 * vector3->x2)
+ vector1->x2 * (vector2->x3 * vector3->x1 - vector2->x1 * vector3->x3)
+ vector1->x3 * (vector2->x1 * vector3->x2 - vector2->x2 * vector3->x1);
return vector1->x * (vector2->y * vector3->z - vector2->z * vector3->y)
+ vector1->y * (vector2->z * vector3->x - vector2->x * vector3->z)
+ vector1->z * (vector2->x * vector3->y - vector2->y * vector3->x);
}
// =========== Restrict Cross Product =========== //
inline void _bgc_fp32_restrict_vector3_get_cross_product(BGC_FP32_Vector3* restrict const product, const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2)
{
product->x1 = vector1->x2 * vector2->x3 - vector1->x3 * vector2->x2;
product->x2 = vector1->x3 * vector2->x1 - vector1->x1 * vector2->x3;
product->x3 = vector1->x1 * vector2->x2 - vector1->x2 * vector2->x1;
product->x = vector1->y * vector2->z - vector1->z * vector2->y;
product->y = vector1->z * vector2->x - vector1->x * vector2->z;
product->z = vector1->x * vector2->y - vector1->y * vector2->x;
}
inline void _bgc_fp64_restrict_vector3_get_cross_product(BGC_FP64_Vector3* restrict const product, const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2)
{
product->x1 = vector1->x2 * vector2->x3 - vector1->x3 * vector2->x2;
product->x2 = vector1->x3 * vector2->x1 - vector1->x1 * vector2->x3;
product->x3 = vector1->x1 * vector2->x2 - vector1->x2 * vector2->x1;
product->x = vector1->y * vector2->z - vector1->z * vector2->y;
product->y = vector1->z * vector2->x - vector1->x * vector2->z;
product->z = vector1->x * vector2->y - vector1->y * vector2->x;
}
// =============== Cross Product ================ //
inline void bgc_fp32_vector3_get_cross_product(BGC_FP32_Vector3* const product, const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2)
{
const float x1 = vector1->x2 * vector2->x3 - vector1->x3 * vector2->x2;
const float x2 = vector1->x3 * vector2->x1 - vector1->x1 * vector2->x3;
const float x3 = vector1->x1 * vector2->x2 - vector1->x2 * vector2->x1;
const float x = vector1->y * vector2->z - vector1->z * vector2->y;
const float y = vector1->z * vector2->x - vector1->x * vector2->z;
const float z = vector1->x * vector2->y - vector1->y * vector2->x;
product->x1 = x1;
product->x2 = x2;
product->x3 = x3;
product->x = x;
product->y = y;
product->z = z;
}
inline void bgc_fp64_vector3_get_cross_product(BGC_FP64_Vector3* const product, const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2)
{
const double x1 = vector1->x2 * vector2->x3 - vector1->x3 * vector2->x2;
const double x2 = vector1->x3 * vector2->x1 - vector1->x1 * vector2->x3;
const double x3 = vector1->x1 * vector2->x2 - vector1->x2 * vector2->x1;
const double x = vector1->y * vector2->z - vector1->z * vector2->y;
const double y = vector1->z * vector2->x - vector1->x * vector2->z;
const double z = vector1->x * vector2->y - vector1->y * vector2->x;
product->x1 = x1;
product->x2 = x2;
product->x3 = x3;
product->x = x;
product->y = y;
product->z = z;
}
// ============ Double Cross Product ============ //
@ -591,9 +591,9 @@ inline void bgc_fp32_vector3_get_double_cross(BGC_FP32_Vector3* const product, c
const float ac = bgc_fp32_vector3_get_dot_product(vector1, vector3);
const float ab = bgc_fp32_vector3_get_dot_product(vector1, vector2);
product->x1 = vector2->x1 * ac - vector3->x1 * ab;
product->x2 = vector2->x2 * ac - vector3->x2 * ab;
product->x3 = vector2->x3 * ac - vector3->x3 * ab;
product->x = vector2->x * ac - vector3->x * ab;
product->y = vector2->y * ac - vector3->y * ab;
product->z = vector2->z * ac - vector3->z * ab;
}
// [a x [b x c]] = b * (a, c) - c * (a, b)
@ -602,9 +602,9 @@ inline void bgc_fp64_vector3_get_double_cross(BGC_FP64_Vector3* const product, c
const double ac = bgc_fp64_vector3_get_dot_product(vector1, vector3);
const double ab = bgc_fp64_vector3_get_dot_product(vector1, vector2);
product->x1 = vector2->x1 * ac - vector3->x1 * ab;
product->x2 = vector2->x2 * ac - vector3->x2 * ab;
product->x3 = vector2->x3 * ac - vector3->x3 * ab;
product->x = vector2->x * ac - vector3->x * ab;
product->y = vector2->y * ac - vector3->y * ab;
product->z = vector2->z * ac - vector3->z * ab;
}
// ====== Alternative Double Cross Product ====== //
@ -615,9 +615,9 @@ inline void bgc_fp32_vector3_get_alternative_double_cross(BGC_FP32_Vector3* cons
const float ac = bgc_fp32_vector3_get_dot_product(vector1, vector3);
const float bc = bgc_fp32_vector3_get_dot_product(vector2, vector3);
product->x1 = vector2->x1 * ac - vector1->x1 * bc;
product->x2 = vector2->x2 * ac - vector1->x2 * bc;
product->x3 = vector2->x3 * ac - vector1->x3 * bc;
product->x = vector2->x * ac - vector1->x * bc;
product->y = vector2->y * ac - vector1->y * bc;
product->z = vector2->z * ac - vector1->z * bc;
}
// [[a x b] x c] = - [c x [a x b]] = -(a * (b, c) - b * (a, c)) = b * (a, c) - a * (b, c)
@ -626,9 +626,9 @@ inline void bgc_fp64_vector3_get_alternative_double_cross(BGC_FP64_Vector3* cons
const double ac = bgc_fp64_vector3_get_dot_product(vector1, vector3);
const double bc = bgc_fp64_vector3_get_dot_product(vector2, vector3);
product->x1 = vector2->x1 * ac - vector1->x1 * bc;
product->x2 = vector2->x2 * ac - vector1->x2 * bc;
product->x3 = vector2->x3 * ac - vector1->x3 * bc;
product->x = vector2->x * ac - vector1->x * bc;
product->y = vector2->y * ac - vector1->y * bc;
product->z = vector2->z * ac - vector1->z * bc;
}
// =================== Angle ==================== //
@ -641,20 +641,20 @@ double bgc_fp64_vector3_get_angle(const BGC_FP64_Vector3* const vector1, const B
inline float bgc_fp32_vector3_get_square_distance(const BGC_FP32_Vector3* const vector1, const BGC_FP32_Vector3* const vector2)
{
const float dx1 = (vector1->x1 - vector2->x1);
const float dx2 = (vector1->x2 - vector2->x2);
const float dx3 = (vector1->x3 - vector2->x3);
const float dx = (vector1->x - vector2->x);
const float dy = (vector1->y - vector2->y);
const float dz = (vector1->z - vector2->z);
return dx1 * dx1 + dx2 * dx2 + dx3 * dx3;
return dx * dx + dy * dy + dz * dz;
}
inline double bgc_fp64_vector3_get_square_distance(const BGC_FP64_Vector3* const vector1, const BGC_FP64_Vector3* const vector2)
{
const double dx1 = (vector1->x1 - vector2->x1);
const double dx2 = (vector1->x2 - vector2->x2);
const double dx3 = (vector1->x3 - vector2->x3);
const double dx = (vector1->x - vector2->x);
const double dy = (vector1->y - vector2->y);
const double dz = (vector1->z - vector2->z);
return dx1 * dx1 + dx2 * dx2 + dx3 * dx3;
return dx * dx + dy * dy + dz * dz;
}
// ================== Distance ================== //