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

Internal server error - Personal Git Server: Beyond coding. We Forge.

500

Internal server error

Forgejo version: 11.0.1+gitea-1.22.0

@ -8,225 +8,251 @@
// ==================== Types ==================== //
typedef struct {
BgcVersorFP32 turn;
BgcVector3FP32 shift;
} BgcPosition3FP32;
BGC_FP32_Versor turn;
BGC_FP32_Vector3 shift;
} BGC_FP32_Position3;
typedef struct {
BgcVersorFP64 turn;
BgcVector3FP64 shift;
} BgcPosition3FP64;
BGC_FP64_Versor turn;
BGC_FP64_Vector3 shift;
} BGC_FP64_Position3;
// ==================== Reset ==================== //
inline void bgc_position3_reset_fp32(BgcPosition3FP32 * position)
inline void bgc_fp32_position3_reset(BGC_FP32_Position3 * position)
{
bgc_versor_reset_fp32(&position->turn);
bgc_vector3_reset_fp32(&position->shift);
bgc_fp32_versor_reset(&position->turn);
bgc_fp32_vector3_reset(&position->shift);
}
inline void bgc_position3_reset_fp64(BgcPosition3FP64 * position)
inline void bgc_fp64_position3_reset(BGC_FP64_Position3 * position)
{
bgc_versor_reset_fp64(&position->turn);
bgc_vector3_reset_fp64(&position->shift);
bgc_fp64_versor_reset(&position->turn);
bgc_fp64_vector3_reset(&position->shift);
}
// ==================== Make ===================== //
inline void bgc_position3_make_fp32(const BgcVersorFP32 * turn, const BgcVector3FP32 * shift, BgcPosition3FP32 * position)
inline void bgc_fp32_position3_make(const BGC_FP32_Versor * turn, const BGC_FP32_Vector3 * shift, BGC_FP32_Position3 * position)
{
bgc_versor_copy_fp32(turn, &position->turn);
bgc_vector3_copy_fp32(shift, &position->shift);
bgc_fp32_versor_copy(turn, &position->turn);
bgc_fp32_vector3_copy(shift, &position->shift);
}
inline void bgc_position3_make_fp64(const BgcVersorFP64 * turn, const BgcVector3FP64 * shift, BgcPosition3FP64 * position)
inline void bgc_fp64_position3_make(const BGC_FP64_Versor * turn, const BGC_FP64_Vector3 * shift, BGC_FP64_Position3 * position)
{
bgc_versor_copy_fp64(turn, &position->turn);
bgc_vector3_copy_fp64(shift, &position->shift);
bgc_fp64_versor_copy(turn, &position->turn);
bgc_fp64_vector3_copy(shift, &position->shift);
}
// ==================== Copy ===================== //
inline void bgc_position3_copy_fp32(const BgcPosition3FP32 * source, BgcPosition3FP32 * destination)
inline void bgc_fp32_position3_copy(const BGC_FP32_Position3 * source, BGC_FP32_Position3 * destination)
{
bgc_versor_copy_fp32(&source->turn, &destination->turn);
bgc_vector3_copy_fp32(&source->shift, &destination->shift);
bgc_fp32_versor_copy(&source->turn, &destination->turn);
bgc_fp32_vector3_copy(&source->shift, &destination->shift);
}
inline void bgc_position3_copy_fp64(const BgcPosition3FP64 * source, BgcPosition3FP64 * destination)
inline void bgc_fp64_position3_copy(const BGC_FP64_Position3 * source, BGC_FP64_Position3 * destination)
{
bgc_versor_copy_fp64(&source->turn, &destination->turn);
bgc_vector3_copy_fp64(&source->shift, &destination->shift);
bgc_fp64_versor_copy(&source->turn, &destination->turn);
bgc_fp64_vector3_copy(&source->shift, &destination->shift);
}
// ==================== Swap ===================== //
inline void bgc_fp32_position3_swap(BGC_FP32_Position3 * first, BGC_FP32_Position3 * second)
{
bgc_fp32_versor_swap(&first->turn, &second->turn);
bgc_fp32_vector3_swap(&first->shift, &second->shift);
}
inline void bgc_fp64_position3_swap(BGC_FP64_Position3 * first, BGC_FP64_Position3 * second)
{
bgc_fp64_versor_swap(&first->turn, &second->turn);
bgc_fp64_vector3_swap(&first->shift, &second->shift);
}
// =================== Convert =================== //
inline void bgc_position3_convert_fp64_to_fp32(const BgcPosition3FP64 * source, BgcPosition3FP32 * destination)
inline void bgc_fp64_position3_convert_to_fp32(const BGC_FP64_Position3 * source, BGC_FP32_Position3 * destination)
{
bgc_versor_convert_fp64_to_fp32(&source->turn, &destination->turn);
bgc_vector3_convert_fp64_to_fp32(&source->shift, &destination->shift);
bgc_fp64_versor_convert_to_fp32(&source->turn, &destination->turn);
bgc_fp64_vector3_convert_to_fp32(&source->shift, &destination->shift);
}
inline void bgc_position3_convert_fp32_to_fp64(const BgcPosition3FP32 * source, BgcPosition3FP64 * destination)
inline void bgc_fp32_position3_convert_to_fp64(const BGC_FP32_Position3 * source, BGC_FP64_Position3 * destination)
{
bgc_versor_convert_fp32_to_fp64(&source->turn, &destination->turn);
bgc_vector3_convert_fp32_to_fp64(&source->shift, &destination->shift);
bgc_fp32_versor_convert_to_fp64(&source->turn, &destination->turn);
bgc_fp32_vector3_convert_to_fp64(&source->shift, &destination->shift);
}
// =================== Is Idle =================== //
inline int bgc_fp32_position3_is_idle(const BGC_FP32_Position3 * position)
{
return bgc_fp32_vector3_is_zero(&position->shift) && bgc_fp32_versor_is_idle(&position->turn);
}
inline int bgc_fp64_position3_is_idle(const BGC_FP64_Position3 * position)
{
return bgc_fp64_vector3_is_zero(&position->shift) && bgc_fp64_versor_is_idle(&position->turn);
}
// =================== Invert ==================== //
inline void bgc_position3_invert_fp32(BgcPosition3FP32 * position)
inline void bgc_fp32_position3_invert(BGC_FP32_Position3 * position)
{
bgc_versor_turn_vector_back_fp32(&position->turn, &position->shift, &position->shift);
bgc_versor_invert_fp32(&position->turn);
bgc_vector3_make_opposite_fp32(&position->shift);
bgc_fp32_versor_turn_vector_back(&position->turn, &position->shift, &position->shift);
bgc_fp32_versor_revert(&position->turn);
bgc_fp32_vector3_revert(&position->shift);
}
inline void bgc_position3_invert_fp64(BgcPosition3FP64 * position)
inline void bgc_fp64_position3_invert(BGC_FP64_Position3 * position)
{
bgc_versor_turn_vector_back_fp64(&position->turn, &position->shift, &position->shift);
bgc_versor_invert_fp64(&position->turn);
bgc_vector3_make_opposite_fp64(&position->shift);
bgc_fp64_versor_turn_vector_back(&position->turn, &position->shift, &position->shift);
bgc_fp64_versor_revert(&position->turn);
bgc_fp64_vector3_revert(&position->shift);
}
// ================= Get Inverse ================= //
inline void bgc_position3_get_inverse_fp32(const BgcPosition3FP32 * position, BgcPosition3FP32 * inverted)
inline void bgc_fp32_position3_get_inverse(const BGC_FP32_Position3 * position, BGC_FP32_Position3 * inverted)
{
bgc_versor_turn_vector_back_fp32(&position->turn, &position->shift, &inverted->shift);
bgc_versor_get_inverse_fp32(&position->turn, &inverted->turn);
bgc_vector3_make_opposite_fp32(&inverted->shift);
bgc_fp32_versor_turn_vector_back(&position->turn, &position->shift, &inverted->shift);
bgc_fp32_versor_get_reverse(&position->turn, &inverted->turn);
bgc_fp32_vector3_revert(&inverted->shift);
}
inline void bgc_position3_get_inverse_fp64(const BgcPosition3FP64 * position, BgcPosition3FP64 * inverted)
inline void bgc_fp64_position3_get_inverse(const BGC_FP64_Position3 * position, BGC_FP64_Position3 * inverted)
{
bgc_versor_turn_vector_back_fp64(&position->turn, &position->shift, &inverted->shift);
bgc_versor_get_inverse_fp64(&position->turn, &inverted->turn);
bgc_vector3_make_opposite_fp64(&inverted->shift);
bgc_fp64_versor_turn_vector_back(&position->turn, &position->shift, &inverted->shift);
bgc_fp64_versor_get_reverse(&position->turn, &inverted->turn);
bgc_fp64_vector3_revert(&inverted->shift);
}
// =================== Combine =================== //
inline void bgc_position3_combine_fp32(const BgcPosition3FP32 * first, const BgcPosition3FP32 * second, BgcPosition3FP32 * combination)
inline void bgc_fp32_position3_combine(const BGC_FP32_Position3 * first, const BGC_FP32_Position3 * second, BGC_FP32_Position3 * combination)
{
BgcVector3FP32 relative_shift;
bgc_versor_turn_vector_fp32(&second->turn, &first->shift, &relative_shift);
bgc_versor_combine_fp32(&first->turn, &second->turn, &combination->turn);
bgc_vector3_add_fp32(&relative_shift, &second->shift, &combination->shift);
BGC_FP32_Vector3 relative_shift;
bgc_fp32_versor_turn_vector(&second->turn, &first->shift, &relative_shift);
bgc_fp32_versor_combine(&first->turn, &second->turn, &combination->turn);
bgc_fp32_vector3_add(&relative_shift, &second->shift, &combination->shift);
}
inline void bgc_position3_combine_fp64(const BgcPosition3FP64 * first, const BgcPosition3FP64 * second, BgcPosition3FP64 * combination)
inline void bgc_fp64_position3_combine(const BGC_FP64_Position3 * first, const BGC_FP64_Position3 * second, BGC_FP64_Position3 * combination)
{
BgcVector3FP64 relative_shift;
bgc_versor_turn_vector_fp64(&second->turn, &first->shift, &relative_shift);
bgc_versor_combine_fp64(&first->turn, &second->turn, &combination->turn);
bgc_vector3_add_fp64(&relative_shift, &second->shift, &combination->shift);
BGC_FP64_Vector3 relative_shift;
bgc_fp64_versor_turn_vector(&second->turn, &first->shift, &relative_shift);
bgc_fp64_versor_combine(&first->turn, &second->turn, &combination->turn);
bgc_fp64_vector3_add(&relative_shift, &second->shift, &combination->shift);
}
// =================== Exclude =================== //
inline void bgc_position3_exclude_fp32(const BgcPosition3FP32 * base, const BgcPosition3FP32 * excludant, BgcPosition3FP32 * difference)
inline void bgc_fp32_position3_exclude(const BGC_FP32_Position3 * base, const BGC_FP32_Position3 * excludant, BGC_FP32_Position3 * difference)
{
BgcVector3FP32 relative_shift;
bgc_vector3_subtract_fp32(&base->shift, &excludant->shift, &relative_shift);
bgc_versor_turn_vector_back_fp32(&excludant->turn, &relative_shift, &difference->shift);
bgc_versor_exclude_fp32(&base->turn, &excludant->turn, &difference->turn);
BGC_FP32_Vector3 relative_shift;
bgc_fp32_vector3_subtract(&base->shift, &excludant->shift, &relative_shift);
bgc_fp32_versor_turn_vector_back(&excludant->turn, &relative_shift, &difference->shift);
bgc_fp32_versor_exclude(&base->turn, &excludant->turn, &difference->turn);
}
inline void bgc_position3_exclude_fp64(const BgcPosition3FP64 * base, const BgcPosition3FP64 * excludant, BgcPosition3FP64 * difference)
inline void bgc_fp64_position3_exclude(const BGC_FP64_Position3 * base, const BGC_FP64_Position3 * excludant, BGC_FP64_Position3 * difference)
{
BgcVector3FP64 relative_shift;
bgc_vector3_subtract_fp64(&base->shift, &excludant->shift, &relative_shift);
bgc_versor_turn_vector_back_fp64(&excludant->turn, &relative_shift, &difference->shift);
bgc_versor_exclude_fp64(&base->turn, &excludant->turn, &difference->turn);
BGC_FP64_Vector3 relative_shift;
bgc_fp64_vector3_subtract(&base->shift, &excludant->shift, &relative_shift);
bgc_fp64_versor_turn_vector_back(&excludant->turn, &relative_shift, &difference->shift);
bgc_fp64_versor_exclude(&base->turn, &excludant->turn, &difference->turn);
}
// ============= Get Outward Affine ============== //
inline void bgc_position3_get_outward_affine_fp32(const BgcPosition3FP32 * position, BgcAffine3FP32 * outward_affine_map)
inline void bgc_fp32_position3_get_outward_affine(const BGC_FP32_Position3 * position, BGC_FP32_Affine3 * outward_affine_map)
{
bgc_versor_get_rotation_matrix_fp32(&position->turn, &outward_affine_map->distortion);
bgc_vector3_copy_fp32(&position->shift, &outward_affine_map->shift);
bgc_fp32_versor_get_rotation_matrix(&position->turn, &outward_affine_map->distortion);
bgc_fp32_vector3_copy(&position->shift, &outward_affine_map->shift);
}
inline void bgc_position3_get_outward_affine_fp64(const BgcPosition3FP64 * position, BgcAffine3FP64 * outward_affine_map)
inline void bgc_fp64_position3_get_outward_affine(const BGC_FP64_Position3 * position, BGC_FP64_Affine3 * outward_affine_map)
{
bgc_versor_get_rotation_matrix_fp64(&position->turn, &outward_affine_map->distortion);
bgc_vector3_copy_fp64(&position->shift, &outward_affine_map->shift);
bgc_fp64_versor_get_rotation_matrix(&position->turn, &outward_affine_map->distortion);
bgc_fp64_vector3_copy(&position->shift, &outward_affine_map->shift);
}
// ============== Get Inward Affine ============== //
inline void bgc_position3_get_inward_affine_fp32(const BgcPosition3FP32 * position, BgcAffine3FP32 * inward_affine_map)
inline void bgc_fp32_position3_get_inward_affine(const BGC_FP32_Position3 * position, BGC_FP32_Affine3 * inward_affine_map)
{
bgc_versor_get_reverse_matrix_fp32(&position->turn, &inward_affine_map->distortion);
bgc_matrix3x3_get_right_product_fp32(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_vector3_make_opposite_fp32(&inward_affine_map->shift);
bgc_fp32_versor_get_reverse_matrix(&position->turn, &inward_affine_map->distortion);
bgc_fp32_multiply_matrix3x3_by_vector3(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_fp32_vector3_revert(&inward_affine_map->shift);
}
inline void bgc_position3_get_inward_affine_fp64(const BgcPosition3FP64 * position, BgcAffine3FP64 * inward_affine_map)
inline void bgc_fp64_position3_get_inward_affine(const BGC_FP64_Position3 * position, BGC_FP64_Affine3 * inward_affine_map)
{
bgc_versor_get_reverse_matrix_fp64(&position->turn, &inward_affine_map->distortion);
bgc_matrix3x3_get_right_product_fp64(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_vector3_make_opposite_fp64(&inward_affine_map->shift);
bgc_fp64_versor_get_reverse_matrix(&position->turn, &inward_affine_map->distortion);
bgc_fp64_multiply_matrix3x3_by_vector3(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
bgc_fp64_vector3_revert(&inward_affine_map->shift);
}
// ========== Transform Point Outwards =========== //
inline void bgc_position3_transform_point_outwards_fp32(const BgcPosition3FP32 * position, const BgcVector3FP32 * inner_point, BgcVector3FP32 * outer_point)
inline void bgc_fp32_position3_transform_point_outwards(const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * inner_point, BGC_FP32_Vector3 * outer_point)
{
BgcVector3FP32 turned_point;
bgc_versor_turn_vector_fp32(&position->turn, inner_point, &turned_point);
bgc_vector3_add_fp32(&position->shift, &turned_point, outer_point);
BGC_FP32_Vector3 turned_point;
bgc_fp32_versor_turn_vector(&position->turn, inner_point, &turned_point);
bgc_fp32_vector3_add(&position->shift, &turned_point, outer_point);
}
inline void bgc_position3_transform_point_outwards_fp64(const BgcPosition3FP64 * position, const BgcVector3FP64 * inner_point, BgcVector3FP64 * outer_point)
inline void bgc_fp64_position3_transform_point_outwards(const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * inner_point, BGC_FP64_Vector3 * outer_point)
{
BgcVector3FP64 turned_point;
bgc_versor_turn_vector_fp64(&position->turn, inner_point, &turned_point);
bgc_vector3_add_fp64(&position->shift, &turned_point, outer_point);
BGC_FP64_Vector3 turned_point;
bgc_fp64_versor_turn_vector(&position->turn, inner_point, &turned_point);
bgc_fp64_vector3_add(&position->shift, &turned_point, outer_point);
}
// =========== Transform Point Inwards =========== //
inline void bgc_position3_transform_point_inwards_fp32(const BgcPosition3FP32 * position, const BgcVector3FP32 * outer_point, BgcVector3FP32 * inner_point)
inline void bgc_fp32_position3_transform_point_inwards(const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * outer_point, BGC_FP32_Vector3 * inner_point)
{
BgcVector3FP32 relative_point;
bgc_vector3_subtract_fp32(outer_point, &position->shift, &relative_point);
bgc_versor_turn_vector_back_fp32(&position->turn, &relative_point, inner_point);
BGC_FP32_Vector3 relative_point;
bgc_fp32_vector3_subtract(outer_point, &position->shift, &relative_point);
bgc_fp32_versor_turn_vector_back(&position->turn, &relative_point, inner_point);
}
inline void bgc_position3_transform_point_inwards_fp64(const BgcPosition3FP64 * position, const BgcVector3FP64 * outer_point, BgcVector3FP64 * inner_point)
inline void bgc_fp64_position3_transform_point_inwards(const BGC_FP64_Position3 * position, const BGC_FP64_Vector3 * outer_point, BGC_FP64_Vector3 * inner_point)
{
BgcVector3FP64 relative_point;
bgc_vector3_subtract_fp64(outer_point, &position->shift, &relative_point);
bgc_versor_turn_vector_back_fp64(&position->turn, &relative_point, inner_point);
BGC_FP64_Vector3 relative_point;
bgc_fp64_vector3_subtract(outer_point, &position->shift, &relative_point);
bgc_fp64_versor_turn_vector_back(&position->turn, &relative_point, inner_point);
}
// ========== Transform Vector Outwards ========== //
inline void bgc_position3_transform_vector_outwards_fp32(const BgcPosition3FP32 * position, const BgcVector3FP32 * inner_vector, BgcVector3FP32 * outer_vector)
inline void bgc_fp32_position3_transform_vector_outwards(const BGC_FP32_Position3 * position, const BGC_FP32_Vector3 * inner_vector, BGC_FP32_Vector3 * outer_vector)
{
bgc_versor_turn_vector_fp32(&position->turn, inner_vector, outer_vector);
bgc_fp32_versor_turn_vector(&position->turn, inner_vector, outer_vector);
}