Переход на версию 0.3: изменение подхода к именованию сущностей, добавление, изменение и удаление ряда функций

This commit is contained in:
Andrey Pokidov 2026-01-30 19:37:49 +07:00
parent d33daf4e2d
commit f7e41645fe
87 changed files with 4580 additions and 4051 deletions

View file

@ -8,226 +8,252 @@
// ==================== Types ==================== //
typedef struct {
BgcCotesNumberFP32 turn;
BgcVector2FP32 shift;
} BgcPosition2FP32;
BGC_FP32_CotesNumber turn;
BGC_FP32_Vector2 shift;
} BGC_FP32_Position2;
typedef struct {
BgcCotesNumberFP64 turn;
BgcVector2FP64 shift;
} BgcPosition2FP64;
BGC_FP64_CotesNumber turn;
BGC_FP64_Vector2 shift;
} BGC_FP64_Position2;
// ==================== Reset ==================== //
inline void bgc_position2_reset_fp32(BgcPosition2FP32 * position)
inline void bgc_fp32_position2_reset(BGC_FP32_Position2 * position)
{
bgc_cotes_number_reset_fp32(&position->turn);
bgc_vector2_reset_fp32(&position->shift);
bgc_fp32_cotes_number_reset(&position->turn);
bgc_fp32_vector2_reset(&position->shift);
}
inline void bgc_position2_reset_fp64(BgcPosition2FP64 * position)
inline void bgc_fp64_position2_reset(BGC_FP64_Position2 * position)
{
bgc_cotes_number_reset_fp64(&position->turn);
bgc_vector2_reset_fp64(&position->shift);
bgc_fp64_cotes_number_reset(&position->turn);
bgc_fp64_vector2_reset(&position->shift);
}
// ==================== Make ===================== //
inline void bgc_position2_make_fp32(const BgcCotesNumberFP32 * turn, const BgcVector2FP32 * shift, BgcPosition2FP32 * position)
inline void bgc_fp32_position2_make(const BGC_FP32_CotesNumber * turn, const BGC_FP32_Vector2 * shift, BGC_FP32_Position2 * position)
{
bgc_cotes_number_copy_fp32(turn, &position->turn);
bgc_vector2_copy_fp32(shift, &position->shift);
bgc_fp32_cotes_number_copy(turn, &position->turn);
bgc_fp32_vector2_copy(shift, &position->shift);
}
inline void bgc_position2_make_fp64(const BgcCotesNumberFP64 * turn, const BgcVector2FP64 * shift, BgcPosition2FP64 * position)
inline void bgc_fp64_position2_make(const BGC_FP64_CotesNumber * turn, const BGC_FP64_Vector2 * shift, BGC_FP64_Position2 * position)
{
bgc_cotes_number_copy_fp64(turn, &position->turn);
bgc_vector2_copy_fp64(shift, &position->shift);
bgc_fp64_cotes_number_copy(turn, &position->turn);
bgc_fp64_vector2_copy(shift, &position->shift);
}
// ==================== Copy ===================== //
inline void bgc_position2_copy_fp32(const BgcPosition2FP32 * source, BgcPosition2FP32 * destination)
inline void bgc_fp32_position2_copy(const BGC_FP32_Position2 * source, BGC_FP32_Position2 * destination)
{
bgc_cotes_number_copy_fp32(&source->turn, &destination->turn);
bgc_vector2_copy_fp32(&source->shift, &destination->shift);
bgc_fp32_cotes_number_copy(&source->turn, &destination->turn);
bgc_fp32_vector2_copy(&source->shift, &destination->shift);
}
inline void bgc_position2_copy_fp64(const BgcPosition2FP64 * source, BgcPosition2FP64 * destination)
inline void bgc_fp64_position2_copy(const BGC_FP64_Position2 * source, BGC_FP64_Position2 * destination)
{
bgc_cotes_number_copy_fp64(&source->turn, &destination->turn);
bgc_vector2_copy_fp64(&source->shift, &destination->shift);
bgc_fp64_cotes_number_copy(&source->turn, &destination->turn);
bgc_fp64_vector2_copy(&source->shift, &destination->shift);
}
// ==================== Swap ===================== //
inline void bgc_fp32_position2_swap(BGC_FP32_Position2 * first, BGC_FP32_Position2 * second)
{
bgc_fp32_cotes_number_swap(&first->turn, &second->turn);
bgc_fp32_vector2_swap(&first->shift, &second->shift);
}
inline void bgc_fp64_position2_swap(BGC_FP64_Position2 * first, BGC_FP64_Position2 * second)
{
bgc_fp64_cotes_number_swap(&first->turn, &second->turn);
bgc_fp64_vector2_swap(&first->shift, &second->shift);
}
// =================== Convert =================== //
inline void bgc_position2_convert_fp64_to_fp32(const BgcPosition2FP64 * source, BgcPosition2FP32 * destination)
inline void bgc_fp64_position2_convert_to_fp32(const BGC_FP64_Position2 * source, BGC_FP32_Position2 * destination)
{
bgc_cotes_number_convert_fp64_to_fp32(&source->turn, &destination->turn);
bgc_vector2_convert_fp64_to_fp32(&source->shift, &destination->shift);
bgc_fp64_cotes_number_convert_to_fp32(&source->turn, &destination->turn);
bgc_fp64_vector2_convert_to_fp32(&source->shift, &destination->shift);
}
inline void bgc_position2_convert_fp32_to_fp64(const BgcPosition2FP32 * source, BgcPosition2FP64 * destination)
inline void bgc_fp32_position2_convert_to_fp64(const BGC_FP32_Position2 * source, BGC_FP64_Position2 * destination)
{
bgc_cotes_number_convert_fp32_to_fp64(&source->turn, &destination->turn);
bgc_vector2_convert_fp32_to_fp64(&source->shift, &destination->shift);
bgc_fp32_cotes_number_convert_to_fp64(&source->turn, &destination->turn);
bgc_fp32_vector2_convert_to_fp64(&source->shift, &destination->shift);
}
// =================== Is Idle =================== //
inline int bgc_fp32_position2_is_idle(const BGC_FP32_Position2 * position)
{
return bgc_fp32_vector2_is_zero(&position->shift) && bgc_fp32_cotes_number_is_idle(&position->turn);
}
inline int bgc_fp64_position2_is_idle(const BGC_FP64_Position2 * position)
{
return bgc_fp64_vector2_is_zero(&position->shift) && bgc_fp64_cotes_number_is_idle(&position->turn);
}
// =================== Invert ==================== //
inline void bgc_position2_invert_fp32(BgcPosition2FP32 * position)
inline void bgc_fp32_position2_invert(BGC_FP32_Position2 * position)
{
bgc_cotes_number_turn_vector_back_fp32(&position->turn, &position->shift, &position->shift);
bgc_cotes_number_invert_fp32(&position->turn);
bgc_vector2_make_opposite_fp32(&position->shift);
bgc_fp32_cotes_number_turn_vector_back(&position->turn, &position->shift, &position->shift);
bgc_fp32_cotes_number_revert(&position->turn);
bgc_fp32_vector2_revert(&position->shift);
}
inline void bgc_position2_invert_fp64(BgcPosition2FP64 * position)
inline void bgc_fp64_position2_invert(BGC_FP64_Position2 * position)
{
bgc_cotes_number_turn_vector_back_fp64(&position->turn, &position->shift, &position->shift);
bgc_cotes_number_invert_fp64(&position->turn);
bgc_vector2_make_opposite_fp64(&position->shift);
bgc_fp64_cotes_number_turn_vector_back(&position->turn, &position->shift, &position->shift);
bgc_fp64_cotes_number_revert(&position->turn);
bgc_fp64_vector2_revert(&position->shift);
}
// ================= Get Inverse ================= //
inline void bgc_position2_get_inverse_fp32(const BgcPosition2FP32 * position, BgcPosition2FP32 * inverted)
inline void bgc_fp32_position2_get_inverse(const BGC_FP32_Position2 * position, BGC_FP32_Position2 * inverted)
{
bgc_cotes_number_turn_vector_back_fp32(&position->turn, &position->shift, &inverted->shift);
bgc_cotes_number_get_inverse_fp32(&position->turn, &inverted->turn);
bgc_vector2_make_opposite_fp32(&inverted->shift);
bgc_fp32_cotes_number_turn_vector_back(&position->turn, &position->shift, &inverted->shift);
bgc_fp32_cotes_number_get_reverse(&position->turn, &inverted->turn);
bgc_fp32_vector2_revert(&inverted->shift);
}
inline void bgc_position2_get_inverse_fp64(const BgcPosition2FP64 * position, BgcPosition2FP64 * inverted)
inline void bgc_fp64_position2_get_inverse(const BGC_FP64_Position2 * position, BGC_FP64_Position2 * inverted)
{
bgc_cotes_number_turn_vector_back_fp64(&position->turn, &position->shift, &inverted->shift);
bgc_cotes_number_get_inverse_fp64(&position->turn, &inverted->turn);
bgc_vector2_make_opposite_fp64(&inverted->shift);
bgc_fp64_cotes_number_turn_vector_back(&position->turn, &position->shift, &inverted->shift);
bgc_fp64_cotes_number_get_inverse(&position->turn, &inverted->turn);
bgc_fp64_vector2_revert(&inverted->shift);
}
// =================== Combine =================== //
inline void bgc_position2_combine_fp32(const BgcPosition2FP32 * first, const BgcPosition2FP32 * second, BgcPosition2FP32 * combination)
inline void bgc_fp32_position2_combine(const BGC_FP32_Position2 * first, const BGC_FP32_Position2 * second, BGC_FP32_Position2 * combination)
{
BgcVector2FP32 relative_shift;
bgc_cotes_number_turn_vector_fp32(&second->turn, &first->shift, &relative_shift);
bgc_cotes_number_combine_fp32(&first->turn, &second->turn, &combination->turn);
bgc_vector2_add_fp32(&relative_shift, &second->shift, &combination->shift);
BGC_FP32_Vector2 relative_shift;
bgc_fp32_cotes_number_turn_vector(&second->turn, &first->shift, &relative_shift);
bgc_fp32_cotes_number_combine(&first->turn, &second->turn, &combination->turn);
bgc_fp32_vector2_add(&relative_shift, &second->shift, &combination->shift);
}
inline void bgc_position2_combine_fp64(const BgcPosition2FP64 * first, const BgcPosition2FP64 * second, BgcPosition2FP64 * combination)
inline void bgc_fp64_position2_combine(const BGC_FP64_Position2 * first, const BGC_FP64_Position2 * second, BGC_FP64_Position2 * combination)
{
BgcVector2FP64 relative_shift;
bgc_cotes_number_turn_vector_fp64(&second->turn, &first->shift, &relative_shift);
bgc_cotes_number_combine_fp64(&first->turn, &second->turn, &combination->turn);
bgc_vector2_add_fp64(&relative_shift, &second->shift, &combination->shift);
BGC_FP64_Vector2 relative_shift;
bgc_fp64_cotes_number_turn_vector(&second->turn, &first->shift, &relative_shift);
bgc_fp64_cotes_number_combine(&first->turn, &second->turn, &combination->turn);
bgc_fp64_vector2_add(&relative_shift, &second->shift, &combination->shift);
}
// =================== Exclude =================== //
inline void bgc_position2_exclude_fp32(const BgcPosition2FP32 * base, const BgcPosition2FP32 * excludand, BgcPosition2FP32 * difference)
inline void bgc_fp32_position2_exclude(const BGC_FP32_Position2 * base, const BGC_FP32_Position2 * excludand, BGC_FP32_Position2 * difference)
{
BgcVector2FP32 relative_shift;
bgc_vector2_subtract_fp32(&base->shift, &excludand->shift, &relative_shift);
bgc_cotes_number_turn_vector_back_fp32(&excludand->turn, &relative_shift, &difference->shift);
bgc_cotes_number_exclude_fp32(&base->turn, &excludand->turn, &difference->turn);
BGC_FP32_Vector2 relative_shift;
bgc_fp32_vector2_subtract(&base->shift, &excludand->shift, &relative_shift);
bgc_fp32_cotes_number_turn_vector_back(&excludand->turn, &relative_shift, &difference->shift);
bgc_fp32_cotes_number_exclude(&base->turn, &excludand->turn, &difference->turn);
}
inline void bgc_position2_exclude_fp64(const BgcPosition2FP64 * base, const BgcPosition2FP64 * excludand, BgcPosition2FP64 * difference)
inline void bgc_fp64_position2_exclude(const BGC_FP64_Position2 * base, const BGC_FP64_Position2 * excludand, BGC_FP64_Position2 * difference)
{
BgcVector2FP64 relative_shift;
bgc_vector2_subtract_fp64(&base->shift, &excludand->shift, &relative_shift);
bgc_cotes_number_turn_vector_back_fp64(&excludand->turn, &relative_shift, &difference->shift);
bgc_cotes_number_exclude_fp64(&base->turn, &excludand->turn, &difference->turn);
BGC_FP64_Vector2 relative_shift;
bgc_fp64_vector2_subtract(&base->shift, &excludand->shift, &relative_shift);
bgc_fp64_cotes_number_turn_vector_back(&excludand->turn, &relative_shift, &difference->shift);
bgc_fp64_cotes_number_exclude(&base->turn, &excludand->turn, &difference->turn);
}
// ============= Get Outward Affine ============== //
inline void bgc_position2_get_outward_affine_fp32(const BgcPosition2FP32 * position, BgcAffine2FP32 * outward_affine_map)
inline void bgc_fp32_position2_get_outward_affine(const BGC_FP32_Position2 * position, BGC_FP32_Affine2 * outward_affine_map)
{
bgc_cotes_number_get_rotation_matrix_fp32(&position->turn, &outward_affine_map->distortion);
bgc_vector2_copy_fp32(&position->shift, &outward_affine_map->shift);
bgc_fp32_cotes_number_get_rotation_matrix(&position->turn, &outward_affine_map->distortion);
bgc_fp32_vector2_copy(&position->shift, &outward_affine_map->shift);
}
inline void bgc_position2_get_outward_affine_fp64(const BgcPosition2FP64 * position, BgcAffine2FP64 * outward_affine_map)
inline void bgc_fp64_position2_get_outward_affine(const BGC_FP64_Position2 * position, BGC_FP64_Affine2 * outward_affine_map)
{
bgc_cotes_number_get_rotation_matrix_fp64(&position->turn, &outward_affine_map->distortion);
bgc_vector2_copy_fp64(&position->shift, &outward_affine_map->shift);
bgc_fp64_cotes_number_get_rotation_matrix(&position->turn, &outward_affine_map->distortion);
bgc_fp64_vector2_copy(&position->shift, &outward_affine_map->shift);
}
// ============== Get Inward Affine ============== //
inline void bgc_position2_get_inward_affine_fp32(const BgcPosition2FP32 * position, BgcAffine2FP32 * inward_affine_map)
inline void bgc_fp32_position2_get_inward_affine(const BGC_FP32_Position2 * position, BGC_FP32_Affine2 * inward_affine_map)
{
bgc_cotes_number_get_reverse_matrix_fp32(&position->turn, &inward_affine_map->distortion);
bgc_matrix2x2_get_right_product_fp32(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_vector2_make_opposite_fp32(&inward_affine_map->shift);
bgc_fp32_cotes_number_get_reverse_matrix(&position->turn, &inward_affine_map->distortion);
bgc_fp32_multiply_matrix2x2_by_vector2(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_fp32_vector2_revert(&inward_affine_map->shift);
}
inline void bgc_position2_get_inward_affine_fp64(const BgcPosition2FP64 * position, BgcAffine2FP64 * inward_affine_map)
inline void bgc_fp64_position2_get_inward_affine(const BGC_FP64_Position2 * position, BGC_FP64_Affine2 * inward_affine_map)
{
bgc_cotes_number_get_reverse_matrix_fp64(&position->turn, &inward_affine_map->distortion);
bgc_matrix2x2_get_right_product_fp64(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_vector2_make_opposite_fp64(&inward_affine_map->shift);
bgc_fp64_cotes_number_get_reverse_matrix(&position->turn, &inward_affine_map->distortion);
bgc_fp64_multiply_matrix2x2_by_vector2(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_fp64_vector2_revert(&inward_affine_map->shift);
}
// ========== Transform Point Outwards =========== //
inline void bgc_position2_transform_point_outwards_fp32(const BgcPosition2FP32 * position, const BgcVector2FP32 * inner_point, BgcVector2FP32 * outer_point)
inline void bgc_fp32_position2_transform_point_outwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * inner_point, BGC_FP32_Vector2 * outer_point)
{
BgcVector2FP32 turned_point;
bgc_cotes_number_turn_vector_fp32(&position->turn, inner_point, &turned_point);
bgc_vector2_add_fp32(&position->shift, &turned_point, outer_point);
BGC_FP32_Vector2 turned_point;
bgc_fp32_cotes_number_turn_vector(&position->turn, inner_point, &turned_point);
bgc_fp32_vector2_add(&position->shift, &turned_point, outer_point);
}
inline void bgc_position2_transform_point_outwards_fp64(const BgcPosition2FP64 * position, const BgcVector2FP64 * inner_point, BgcVector2FP64 * outer_point)
inline void bgc_fp64_position2_transform_point_outwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * inner_point, BGC_FP64_Vector2 * outer_point)
{
BgcVector2FP64 turned_point;
bgc_cotes_number_turn_vector_fp64(&position->turn, inner_point, &turned_point);
bgc_vector2_add_fp64(&position->shift, &turned_point, outer_point);
BGC_FP64_Vector2 turned_point;
bgc_fp64_cotes_number_turn_vector(&position->turn, inner_point, &turned_point);
bgc_fp64_vector2_add(&position->shift, &turned_point, outer_point);
}
// =========== Transform Point Inwards =========== //
inline void bgc_position2_transform_point_inwards_fp32(const BgcPosition2FP32 * position, const BgcVector2FP32 * outer_point, BgcVector2FP32 * inner_point)
inline void bgc_fp32_position2_transform_point_inwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * outer_point, BGC_FP32_Vector2 * inner_point)
{
BgcVector2FP32 relative_point;
bgc_vector2_subtract_fp32(outer_point, &position->shift, &relative_point);
bgc_cotes_number_turn_vector_back_fp32(&position->turn, &relative_point, inner_point);
BGC_FP32_Vector2 relative_point;
bgc_fp32_vector2_subtract(outer_point, &position->shift, &relative_point);
bgc_fp32_cotes_number_turn_vector_back(&position->turn, &relative_point, inner_point);
}
inline void bgc_position2_transform_point_inwards_fp64(const BgcPosition2FP64 * position, const BgcVector2FP64 * outer_point, BgcVector2FP64 * inner_point)
inline void bgc_fp64_position2_transform_point_inwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * outer_point, BGC_FP64_Vector2 * inner_point)
{
BgcVector2FP64 relative_point;
bgc_vector2_subtract_fp64(outer_point, &position->shift, &relative_point);
bgc_cotes_number_turn_vector_back_fp64(&position->turn, &relative_point, inner_point);
BGC_FP64_Vector2 relative_point;
bgc_fp64_vector2_subtract(outer_point, &position->shift, &relative_point);
bgc_fp64_cotes_number_turn_vector_back(&position->turn, &relative_point, inner_point);
}
// ========== Transform Vector Outwards ========== //
inline void bgc_position2_transform_vector_outwards_fp32(const BgcPosition2FP32 * position, const BgcVector2FP32 * inner_vector, BgcVector2FP32 * outer_vector)
inline void bgc_fp32_position2_transform_vector_outwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * inner_vector, BGC_FP32_Vector2 * outer_vector)
{
bgc_cotes_number_turn_vector_fp32(&position->turn, inner_vector, outer_vector);
bgc_fp32_cotes_number_turn_vector(&position->turn, inner_vector, outer_vector);
}
inline void bgc_position2_transform_vector_outwards_fp64(const BgcPosition2FP64 * position, const BgcVector2FP64 * inner_vector, BgcVector2FP64 * outer_vector)
inline void bgc_fp64_position2_transform_vector_outwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * inner_vector, BGC_FP64_Vector2 * outer_vector)
{
bgc_cotes_number_turn_vector_fp64(&position->turn, inner_vector, outer_vector);
bgc_fp64_cotes_number_turn_vector(&position->turn, inner_vector, outer_vector);
}
// ========== Transform Vector Inwards =========== //
inline void bgc_position2_transform_vector_inwards_fp32(const BgcPosition2FP32 * position, const BgcVector2FP32 * outer_vector, BgcVector2FP32 * inner_vector)
inline void bgc_fp32_position2_transform_vector_inwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * outer_vector, BGC_FP32_Vector2 * inner_vector)
{
bgc_cotes_number_turn_vector_back_fp32(&position->turn, outer_vector, inner_vector);
bgc_fp32_cotes_number_turn_vector_back(&position->turn, outer_vector, inner_vector);
}
inline void bgc_position2_transform_vector_inwards_fp64(const BgcPosition2FP64 * position, const BgcVector2FP64 * outer_vector, BgcVector2FP64 * inner_vector)
inline void bgc_fp64_position2_transform_vector_inwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * outer_vector, BGC_FP64_Vector2 * inner_vector)
{
bgc_cotes_number_turn_vector_back_fp64(&position->turn, outer_vector, inner_vector);
bgc_fp64_cotes_number_turn_vector_back(&position->turn, outer_vector, inner_vector);
}
#endif