Переименование функций для лучшего соответствия названия операции

This commit is contained in:
Andrey Pokidov 2026-03-25 23:42:49 +07:00
parent 6945c69ef2
commit dc759e61f7
7 changed files with 193 additions and 193 deletions

View file

@ -89,32 +89,32 @@ inline int bgc_fp64_position2_is_idle(const BGC_FP64_Position2* const position)
return bgc_fp64_vector2_is_zero(&position->shift) && bgc_fp64_turn2_is_idle(&position->turn);
}
// =================== Invert ==================== //
// =================== Revert ==================== //
inline void bgc_fp32_position2_invert(BGC_FP32_Position2* const position)
inline void bgc_fp32_position2_revert(BGC_FP32_Position2* const position)
{
bgc_fp32_turn2_vector_back(&position->shift, &position->turn, &position->shift);
bgc_fp32_turn2_revert(&position->turn);
bgc_fp32_vector2_revert(&position->shift);
}
inline void bgc_fp64_position2_invert(BGC_FP64_Position2* const position)
inline void bgc_fp64_position2_revert(BGC_FP64_Position2* const position)
{
bgc_fp64_turn2_vector_back(&position->shift, &position->turn, &position->shift);
bgc_fp64_turn2_revert(&position->turn);
bgc_fp64_vector2_revert(&position->shift);
}
// ================= Get Inverse ================= //
// ============ Get Reverse Position ============= //
inline void bgc_fp32_position2_get_inverse(BGC_FP32_Position2* const inverted, const BGC_FP32_Position2* const position)
inline void bgc_fp32_position2_get_reverse_position(BGC_FP32_Position2* const inverted, const BGC_FP32_Position2* const position)
{
bgc_fp32_turn2_vector_back(&inverted->shift, &position->turn, &position->shift);
bgc_fp32_turn2_get_reverse(&inverted->turn, &position->turn);
bgc_fp32_vector2_revert(&inverted->shift);
}
inline void bgc_fp64_position2_get_inverse(BGC_FP64_Position2* const inverted, const BGC_FP64_Position2* const position)
inline void bgc_fp64_position2_get_reverse_position(BGC_FP64_Position2* const inverted, const BGC_FP64_Position2* const position)
{
bgc_fp64_turn2_vector_back(&inverted->shift, &position->turn, &position->shift);
bgc_fp64_turn2_get_reverse(&inverted->turn, &position->turn);
@ -157,92 +157,92 @@ inline void bgc_fp64_position2_exclude(BGC_FP64_Position2* const difference, con
bgc_fp64_turn2_exclude(&difference->turn, &base->turn, &excludand->turn);
}
// ============= Get Outward Affine ============== //
// ================= Get Affine ================== //
inline void bgc_fp32_position2_get_outward_affine(BGC_FP32_Affine2* const outward_affine_map, const BGC_FP32_Position2* const position)
inline void bgc_fp32_position2_get_affine(BGC_FP32_Affine2* const affine_map, const BGC_FP32_Position2* const position)
{
bgc_fp32_turn2_get_rotation_matrix(&outward_affine_map->distortion, &position->turn);
bgc_fp32_vector2_copy(&outward_affine_map->shift, &position->shift);
bgc_fp32_turn2_get_rotation_matrix(&affine_map->distortion, &position->turn);
bgc_fp32_vector2_copy(&affine_map->shift, &position->shift);
}
inline void bgc_fp64_position2_get_outward_affine(BGC_FP64_Affine2* const outward_affine_map, const BGC_FP64_Position2* const position)
inline void bgc_fp64_position2_get_affine(BGC_FP64_Affine2* const affine_map, const BGC_FP64_Position2* const position)
{
bgc_fp64_turn2_get_rotation_matrix(&outward_affine_map->distortion, &position->turn);
bgc_fp64_vector2_copy(&outward_affine_map->shift, &position->shift);
bgc_fp64_turn2_get_rotation_matrix(&affine_map->distortion, &position->turn);
bgc_fp64_vector2_copy(&affine_map->shift, &position->shift);
}
// ============== Get Inward Affine ============== //
// ============= Get Reverse Affine ============== //
inline void bgc_fp32_position2_get_inward_affine(BGC_FP32_Affine2* const inward_affine_map, const BGC_FP32_Position2* const position)
inline void bgc_fp32_position2_get_reverse_affine(BGC_FP32_Affine2* const affine_map, const BGC_FP32_Position2* const position)
{
bgc_fp32_turn2_get_reverse_matrix(&inward_affine_map->distortion, &position->turn);
bgc_fp32_matrix2x2_multiply_by_vector2(&inward_affine_map->shift, &inward_affine_map->distortion, &position->shift);
bgc_fp32_vector2_revert(&inward_affine_map->shift);
bgc_fp32_turn2_get_reverse_matrix(&affine_map->distortion, &position->turn);
bgc_fp32_matrix2x2_multiply_by_vector2(&affine_map->shift, &affine_map->distortion, &position->shift);
bgc_fp32_vector2_revert(&affine_map->shift);
}
inline void bgc_fp64_position2_get_inward_affine(BGC_FP64_Affine2* const inward_affine_map, const BGC_FP64_Position2* const position)
inline void bgc_fp64_position2_get_reverse_affine(BGC_FP64_Affine2* const affine_map, const BGC_FP64_Position2* const position)
{
bgc_fp64_turn2_get_reverse_matrix(&inward_affine_map->distortion, &position->turn);
bgc_fp64_matrix2x2_multiply_by_vector2(&inward_affine_map->shift, &inward_affine_map->distortion, &position->shift);
bgc_fp64_vector2_revert(&inward_affine_map->shift);
bgc_fp64_turn2_get_reverse_matrix(&affine_map->distortion, &position->turn);
bgc_fp64_matrix2x2_multiply_by_vector2(&affine_map->shift, &affine_map->distortion, &position->shift);
bgc_fp64_vector2_revert(&affine_map->shift);
}
// ========== Transform Point Outwards =========== //
// =============== Transform Point =============== //
inline void bgc_fp32_position2_transform_point_outwards(BGC_FP32_Vector2* const outer_point, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const inner_point)
inline void bgc_fp32_position2_transform_point(BGC_FP32_Vector2* const transformed_point, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const initial_point)
{
BGC_FP32_Vector2 turned_point;
bgc_fp32_turn2_vector(&turned_point, &position->turn, inner_point);
bgc_fp32_vector2_add(outer_point, &position->shift, &turned_point);
bgc_fp32_turn2_vector(&turned_point, &position->turn, initial_point);
bgc_fp32_vector2_add(transformed_point, &position->shift, &turned_point);
}
inline void bgc_fp64_position2_transform_point_outwards(BGC_FP64_Vector2* const outer_point, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const inner_point)
inline void bgc_fp64_position2_transform_point(BGC_FP64_Vector2* const transformed_point, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const initial_point)
{
BGC_FP64_Vector2 turned_point;
bgc_fp64_turn2_vector(&turned_point, &position->turn, inner_point);
bgc_fp64_vector2_add(outer_point, &position->shift, &turned_point);
bgc_fp64_turn2_vector(&turned_point, &position->turn, initial_point);
bgc_fp64_vector2_add(transformed_point, &position->shift, &turned_point);
}
// =========== Transform Point Inwards =========== //
// ========== Transform Point Backwards ========== //
inline void bgc_fp32_position2_transform_point_inwards(BGC_FP32_Vector2* const inner_point, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const outer_point)
inline void bgc_fp32_position2_transform_point_back(BGC_FP32_Vector2* const transformed_point, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const initial_point)
{
BGC_FP32_Vector2 relative_point;
bgc_fp32_vector2_subtract(&relative_point, outer_point, &position->shift);
bgc_fp32_turn2_vector_back(inner_point, &position->turn, &relative_point);
bgc_fp32_vector2_subtract(&relative_point, initial_point, &position->shift);
bgc_fp32_turn2_vector_back(transformed_point, &position->turn, &relative_point);
}
inline void bgc_fp64_position2_transform_point_inwards(BGC_FP64_Vector2* const inner_point, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const outer_point)
inline void bgc_fp64_position2_transform_point_back(BGC_FP64_Vector2* const transformed_point, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const initial_point)
{
BGC_FP64_Vector2 relative_point;
bgc_fp64_vector2_subtract(&relative_point, outer_point, &position->shift);
bgc_fp64_turn2_vector_back(inner_point, &position->turn, &relative_point);
bgc_fp64_vector2_subtract(&relative_point, initial_point, &position->shift);
bgc_fp64_turn2_vector_back(transformed_point, &position->turn, &relative_point);
}
// ========== Transform Vector Outwards ========== //
// ============== Transform Vector =============== //
inline void bgc_fp32_position2_transform_vector_outwards(BGC_FP32_Vector2* const outer_vector, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const inner_vector)
inline void bgc_fp32_position2_transform_vector(BGC_FP32_Vector2* const transformed_vector, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const initial_vector)
{
bgc_fp32_turn2_vector(outer_vector, &position->turn, inner_vector);
bgc_fp32_turn2_vector(transformed_vector, &position->turn, initial_vector);
}
inline void bgc_fp64_position2_transform_vector_outwards(BGC_FP64_Vector2* const outer_vector, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const inner_vector)
inline void bgc_fp64_position2_transform_vector(BGC_FP64_Vector2* const transformed_vector, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const initial_vector)
{
bgc_fp64_turn2_vector(outer_vector, &position->turn, inner_vector);
bgc_fp64_turn2_vector(transformed_vector, &position->turn, initial_vector);
}
// ========== Transform Vector Inwards =========== //
// ========= Transform Vector Backwards ========== //
inline void bgc_fp32_position2_transform_vector_inwards(BGC_FP32_Vector2* const inner_vector, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const outer_vector)
inline void bgc_fp32_position2_transform_vector_back(BGC_FP32_Vector2* const transformed_vector, const BGC_FP32_Position2* const position, const BGC_FP32_Vector2* const initial_vector)
{
bgc_fp32_turn2_vector_back(inner_vector, &position->turn, outer_vector);
bgc_fp32_turn2_vector_back(transformed_vector, &position->turn, initial_vector);
}
inline void bgc_fp64_position2_transform_vector_inwards(BGC_FP64_Vector2* const inner_vector, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const outer_vector)
inline void bgc_fp64_position2_transform_vector_back(BGC_FP64_Vector2* const transformed_vector, const BGC_FP64_Position2* const position, const BGC_FP64_Vector2* const initial_vector)
{
bgc_fp64_turn2_vector_back(inner_vector, &position->turn, outer_vector);
bgc_fp64_turn2_vector_back(transformed_vector, &position->turn, initial_vector);
}
#endif