Переход на версию 0.3: изменение подхода к именованию сущностей, добавление, изменение и удаление ряда функций
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87 changed files with 4580 additions and 4051 deletions
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@ -6,22 +6,22 @@
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#include "vector3.h"
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typedef struct {
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BgcVector3FP32 axis;
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BGC_FP32_Vector3 axis;
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float radians;
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} BgcRotation3FP32;
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} BGC_FP32_Rotation3;
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typedef struct {
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BgcVector3FP64 axis;
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BGC_FP64_Vector3 axis;
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double radians;
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} BgcRotation3FP64;
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} BGC_FP64_Rotation3;
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extern const BgcRotation3FP32 BGC_IDLE_ROTATION3_FP32;
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extern const BGC_FP32_Rotation3 BGC_FP32_IDLE_ROTATION3;
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extern const BgcRotation3FP64 BGC_IDLE_ROTATION3_FP64;
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extern const BGC_FP64_Rotation3 BGC_FP64_IDLE_ROTATION3;
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// =================== Reset ==================== //
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inline void bgc_rotation3_reset_fp32(BgcRotation3FP32* rotation)
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inline void bgc_fp32_rotation3_reset(BGC_FP32_Rotation3* rotation)
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{
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rotation->axis.x1 = 0.0f;
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rotation->axis.x2 = 0.0f;
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@ -30,7 +30,7 @@ inline void bgc_rotation3_reset_fp32(BgcRotation3FP32* rotation)
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rotation->radians = 0.0f;
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}
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inline void bgc_rotation3_reset_fp64(BgcRotation3FP64* rotation)
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inline void bgc_fp64_rotation3_reset(BGC_FP64_Rotation3* rotation)
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{
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rotation->axis.x1 = 0.0;
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rotation->axis.x2 = 0.0;
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@ -41,14 +41,14 @@ inline void bgc_rotation3_reset_fp64(BgcRotation3FP64* rotation)
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// ================= Set Values ================= //
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inline void bgc_rotation3_set_values_fp32(const float x1, const float x2, const float x3, const float angle, const BgcAngleUnitEnum unit, BgcRotation3FP32* rotation)
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inline void bgc_fp32_rotation3_make(const float x1, const float x2, const float x3, const float angle, const int unit, BGC_FP32_Rotation3* rotation)
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{
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rotation->axis.x1 = x1;
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rotation->axis.x2 = x2;
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rotation->axis.x3 = x3;
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if (bgc_vector3_normalize_fp32(&rotation->axis)) {
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rotation->radians = bgc_angle_to_radians_fp32(angle, unit);
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if (bgc_fp32_vector3_normalize(&rotation->axis)) {
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rotation->radians = bgc_fp32_angle_to_radians(angle, unit);
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}
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else {
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rotation->radians = 0.0f;
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@ -56,34 +56,34 @@ inline void bgc_rotation3_set_values_fp32(const float x1, const float x2, const
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}
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inline void bgc_rotation3_set_values_fp64(const double x1, const double x2, const double x3, const double angle, const BgcAngleUnitEnum unit, BgcRotation3FP64* rotation)
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inline void bgc_fp64_rotation3_make(const double x1, const double x2, const double x3, const double angle, const int unit, BGC_FP64_Rotation3* rotation)
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{
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rotation->axis.x1 = x1;
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rotation->axis.x2 = x2;
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rotation->axis.x3 = x3;
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if (bgc_vector3_normalize_fp64(&rotation->axis)) {
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rotation->radians = bgc_angle_to_radians_fp64(angle, unit);
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if (bgc_fp64_vector3_normalize(&rotation->axis)) {
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rotation->radians = bgc_fp64_angle_to_radians(angle, unit);
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}
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else {
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rotation->radians = 0.0;
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}
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}
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inline void bgc_rotation3_set_with_axis_fp32(const BgcVector3FP32* axis, const float angle, const BgcAngleUnitEnum unit, BgcRotation3FP32* rotation)
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inline void bgc_fp32_rotation3_make_for_axis(const BGC_FP32_Vector3* axis, const float angle, const int unit, BGC_FP32_Rotation3* rotation)
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{
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if (bgc_vector3_get_normalized_fp32(axis, &rotation->axis)) {
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rotation->radians = bgc_angle_to_radians_fp32(angle, unit);
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if (bgc_fp32_vector3_get_normalized(axis, &rotation->axis)) {
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rotation->radians = bgc_fp32_angle_to_radians(angle, unit);
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}
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else {
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rotation->radians = 0.0f;
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}
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}
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inline void bgc_rotation3_set_with_axis_fp64(const BgcVector3FP64* axis, const double angle, const BgcAngleUnitEnum unit, BgcRotation3FP64* rotation)
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inline void bgc_fp64_rotation3_make_for_axis(const BGC_FP64_Vector3* axis, const double angle, const int unit, BGC_FP64_Rotation3* rotation)
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{
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if (bgc_vector3_get_normalized_fp64(axis, &rotation->axis)) {
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rotation->radians = bgc_angle_to_radians_fp64(angle, unit);
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if (bgc_fp64_vector3_get_normalized(axis, &rotation->axis)) {
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rotation->radians = bgc_fp64_angle_to_radians(angle, unit);
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}
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else {
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rotation->radians = 0.0;
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