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9 commits
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| 57280ac3f3 | |||
| b0b064de5a | |||
| b470a3194b | |||
| 38cff7e27d | |||
| b87518cd3f | |||
| 3f96b661a9 | |||
| 043cc72c81 | |||
| 03627f4401 | |||
| f7e41645fe |
110 changed files with 7242 additions and 6325 deletions
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@ -1,10 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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<CodeBlocks_workspace_file>
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<Workspace title="Workspace">
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<Project filename="basic-geometry/basic-geometry.cbp" />
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<Project filename="basic-geometry-dev/basic-geometry-dev.cbp">
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<Depends filename="basic-geometry/basic-geometry.cbp" />
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</Project>
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<Project filename="basic-geometry/basic-geometry.cbp" />
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<Project filename="basic-geometry-test/basic-geometry-test.cbp">
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<Depends filename="basic-geometry/basic-geometry.cbp" />
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</Project>
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@ -8,7 +8,7 @@
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Programming language: C (C99)
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Version: 0.2.0-dev
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Version: 0.3.0-dev
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License: Apache-2.0
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@ -10,7 +10,7 @@
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Язык программирования: Си (C99)
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Версия: 0.2.0-dev
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Версия: 0.3.0-dev
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Лицензия: Apache-2.0
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@ -9,16 +9,16 @@
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#include <time.h>
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#endif // _WINDOWS_
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BgcAffine3FP32* _create_bgc_affine3_list(int affine_amount)
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BGC_FP32_Affine3* _create_bgc_affine3_list(int affine_amount)
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{
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BgcAffine3FP32* affines = malloc(affine_amount * sizeof(BgcAffine3FP32));
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BGC_FP32_Affine3* affines = malloc(affine_amount * sizeof(BGC_FP32_Affine3));
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if (affines == 0) {
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return 0;
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}
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for (int i = 0; i < affine_amount; i++) {
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bgc_affine3_reset_fp32(&affines[i]);
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bgc_fp32_affine3_reset(&affines[i]);
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}
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return affines;
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@ -29,43 +29,43 @@ float get_random_value_fp32()
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return rand() * (2.0f / RAND_MAX) - 1.0f;
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}
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BgcAffine3FP32* _create_bgc_affine3_random_list(int affine_amount)
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BGC_FP32_Affine3* _create_bgc_affine3_random_list(int affine_amount)
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{
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BgcAffine3FP32* affines = malloc(affine_amount * sizeof(BgcAffine3FP32));
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BGC_FP32_Affine3* affines = malloc(affine_amount * sizeof(BGC_FP32_Affine3));
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if (affines == 0) {
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return 0;
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}
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BgcPosition3FP32 position;
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BGC_FP32_Position3 position;
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for (int i = 0; i < affine_amount; i++) {
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bgc_versor_set_values_fp32(
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bgc_fp32_turn3_set_raw_values(
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&position.turn,
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get_random_value_fp32(),
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get_random_value_fp32(),
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get_random_value_fp32(),
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get_random_value_fp32(),
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&position.turn
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get_random_value_fp32()
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);
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position.shift.x1 = get_random_value_fp32();
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position.shift.x2 = get_random_value_fp32();
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position.shift.x3 = get_random_value_fp32();
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bgc_position3_get_outward_affine_fp32(&position, &affines[i]);
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bgc_fp32_position3_get_outward_affine(&affines[i], &position);
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}
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return affines;
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}
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BgcVector3FP32* _create_bgc_vector3_list(int amount)
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BGC_FP32_Vector3* _create_bgc_vector3_list(int amount)
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{
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return malloc(amount * sizeof(BgcVector3FP32));
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return malloc(amount * sizeof(BGC_FP32_Vector3));
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}
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BgcVector3FP32* _create_bgc_vector3_random_list(int amount)
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BGC_FP32_Vector3* _create_bgc_vector3_random_list(int amount)
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{
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BgcVector3FP32* vectors = _create_bgc_vector3_list(amount);
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BGC_FP32_Vector3* vectors = _create_bgc_vector3_list(amount);
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if (vectors == 0) {
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return 0;
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@ -82,9 +82,9 @@ BgcVector3FP32* _create_bgc_vector3_random_list(int amount)
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float test_bgc_affine3_performance(int affine_amount, int vector_per_affine)
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{
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BgcAffine3FP32* affines;
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BgcVector3FP32* source_vectors;
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BgcVector3FP32* result_vectors;
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BGC_FP32_Affine3* affines;
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BGC_FP32_Vector3* source_vectors;
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BGC_FP32_Vector3* result_vectors;
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int vector_index = 0;
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float time = -1.0f;
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@ -131,7 +131,7 @@ float test_bgc_affine3_performance(int affine_amount, int vector_per_affine)
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for (int i = 0; i < affine_amount; i++)
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{
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for (int j = 0; j < vector_per_affine; j++) {
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bgc_affine3_transform_point_fp32(&affines[i], &source_vectors[vector_index], &result_vectors[vector_index]);
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bgc_fp32_affine3_transform_point(&result_vectors[vector_index], &affines[i], &source_vectors[vector_index]);
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vector_index++;
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}
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}
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@ -10,7 +10,7 @@
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#endif // _WINDOWS_
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typedef struct {
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BgcVersorFP32 versor1, versor2, result;
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BGC_FP32_Turn3 versor1, versor2, result;
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} structure_fp32_t;
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structure_fp32_t* allocate_structures(const unsigned int amount)
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@ -29,57 +29,57 @@ structure_fp32_t* make_structures(const unsigned int amount)
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const float multiplier = 2.0f / RAND_MAX;
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for (unsigned int i = 0; i < amount; i++) {
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bgc_versor_set_values_fp32(
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bgc_fp32_turn3_set_raw_values(
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&list[i].versor1,
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rand() * multiplier - 1.0f,
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rand() * multiplier - 1.0f,
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rand() * multiplier - 1.0f,
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rand() * multiplier - 1.0f,
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&list[i].versor1
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rand() * multiplier - 1.0f
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);
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bgc_versor_set_values_fp32(
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bgc_fp32_turn3_set_raw_values(
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&list[i].versor2,
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rand() * multiplier - 1.0f,
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rand() * multiplier - 1.0f,
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rand() * multiplier - 1.0f,
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rand() * multiplier - 1.0f,
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&list[i].versor2
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rand() * multiplier - 1.0f
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);
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bgc_versor_reset_fp32(&list[i].result);
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bgc_fp32_turn3_reset(&list[i].result);
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}
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return list;
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}
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void print_versor_fp32(const BgcVersorFP32* versor)
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void print_quaternion_fp32(const BGC_FP32_Quaternion* quaternion)
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{
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printf("Versor (s0 = %0.12f, x1 = %0.12f, x2 = %0.12f, x3 = %0.12f)\n", versor->_s0, versor->_x1, versor->_x2, versor->_x3);
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printf("Quaternion FP32(s0 = %0.12f, x1 = %0.12f, x2 = %0.12f, x3 = %0.12f)\n", quaternion->s0, quaternion->x1, quaternion->x2, quaternion->x3);
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}
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void print_versor_fp64(const BgcVersorFP64* versor)
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void print_quaternion_fp64(const BGC_FP64_Quaternion* quaternion)
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{
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