#ifndef _BGC_POSITION2_H_INCLUDED_ #define _BGC_POSITION2_H_INCLUDED_ #include "./types.h" #include "./vector2.h" #include "./matrix2x2.h" #include "./turn2.h" // ==================== Reset ==================== // inline void bgc_fp32_position2_reset(BGC_FP32_Position2* const position) { bgc_fp32_turn2_reset(&position->turn); bgc_fp32_vector2_reset(&position->shift); } inline void bgc_fp64_position2_reset(BGC_FP64_Position2* const position) { bgc_fp64_turn2_reset(&position->turn); bgc_fp64_vector2_reset(&position->shift); } // ==================== Make ===================== // inline void bgc_fp32_position2_make(BGC_FP32_Position2* const position, const BGC_FP32_Turn2* const turn, const BGC_FP32_Vector2* const shift) { bgc_fp32_turn2_copy(&position->turn, turn); bgc_fp32_vector2_copy(&position->shift, shift); } inline void bgc_fp64_position2_make(BGC_FP64_Position2* const position, const BGC_FP64_Turn2* const turn, const BGC_FP64_Vector2* const shift) { bgc_fp64_turn2_copy(&position->turn, turn); bgc_fp64_vector2_copy(&position->shift, shift); } // ==================== Copy ===================== // inline void bgc_fp32_position2_copy(BGC_FP32_Position2* const destination, const BGC_FP32_Position2* const source) { bgc_fp32_turn2_copy(&destination->turn, &source->turn); bgc_fp32_vector2_copy(&destination->shift, &source->shift); } inline void bgc_fp64_position2_copy(BGC_FP64_Position2* const destination, const BGC_FP64_Position2* const source) { bgc_fp64_turn2_copy(&destination->turn, &source->turn); bgc_fp64_vector2_copy(&destination->shift, &source->shift); } // ==================== Swap ===================== // inline void bgc_fp32_position2_swap(BGC_FP32_Position2* const first, BGC_FP32_Position2* const second) { bgc_fp32_turn2_swap(&first->turn, &second->turn); bgc_fp32_vector2_swap(&first->shift, &second->shift); } inline void bgc_fp64_position2_swap(BGC_FP64_Position2* const first, BGC_FP64_Position2* const second) { bgc_fp64_turn2_swap(&first->turn, &second->turn); bgc_fp64_vector2_swap(&first->shift, &second->shift); } // =================== Convert =================== // inline void bgc_fp64_position2_convert_to_fp32(BGC_FP32_Position2* const destination, const BGC_FP64_Position2* const source) { bgc_fp64_turn2_convert_to_fp32(&destination->turn, &source->turn); bgc_fp64_vector2_convert_to_fp32(&destination->shift, &source->shift); } inline void bgc_fp32_position2_convert_to_fp64(BGC_FP64_Position2* const destination, const BGC_FP32_Position2* const source) { bgc_fp32_turn2_convert_to_fp64(&destination->turn, &source->turn); bgc_fp32_vector2_convert_to_fp64(&destination->shift, &source->shift); } // =================== Is Idle =================== // inline int bgc_fp32_position2_is_idle(const BGC_FP32_Position2* const position) { return bgc_fp32_vector2_is_zero(&position->shift) && bgc_fp32_turn2_is_idle(&position->turn); } 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); } // =================== Revert ==================== // 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_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 Reverse 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_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); bgc_fp64_vector2_revert(&inverted->shift); } // =================== Combine =================== // inline void bgc_fp32_position2_combine(BGC_FP32_Position2* const combination, const BGC_FP32_Position2* const first, const BGC_FP32_Position2* const second) { BGC_FP32_Vector2 relative_shift; bgc_fp32_turn2_vector(&relative_shift, &second->turn, &first->shift); bgc_fp32_turn2_combine(&combination->turn, &first->turn, &second->turn); bgc_fp32_vector2_add(&combination->shift, &second->shift, &relative_shift); } inline void bgc_fp64_position2_combine(BGC_FP64_Position2* const combination, const BGC_FP64_Position2* const first, const BGC_FP64_Position2* const second) { BGC_FP64_Vector2 relative_shift; bgc_fp64_turn2_vector(&relative_shift, &second->turn, &first->shift); bgc_fp64_turn2_combine(&combination->turn, &first->turn, &second->turn); bgc_fp64_vector2_add(&combination->shift, &second->shift, &relative_shift); } // =================== Exclude =================== // inline void bgc_fp32_position2_exclude(BGC_FP32_Position2* const difference, const BGC_FP32_Position2* const base, const BGC_FP32_Position2* const excludand) { BGC_FP32_Vector2 relative_shift; bgc_fp32_vector2_subtract(&relative_shift, &base->shift, &excludand->shift); bgc_fp32_turn2_vector_back(&difference->shift, &excludand->turn, &relative_shift); bgc_fp32_turn2_exclude(&difference->turn, &base->turn, &excludand->turn); } inline void bgc_fp64_position2_exclude(BGC_FP64_Position2* const difference, const BGC_FP64_Position2* const base, const BGC_FP64_Position2* const excludand) { BGC_FP64_Vector2 relative_shift; bgc_fp64_vector2_subtract(&relative_shift, &base->shift, &excludand->shift); bgc_fp64_turn2_vector_back(&difference->shift, &excludand->turn, &relative_shift); bgc_fp64_turn2_exclude(&difference->turn, &base->turn, &excludand->turn); } // ================= Get Affine ================== // 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(&affine_map->distortion, &position->turn); bgc_fp32_vector2_copy(&affine_map->shift, &position->shift); } 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(&affine_map->distortion, &position->turn); bgc_fp64_vector2_copy(&affine_map->shift, &position->shift); } // ============= Get Reverse Affine ============== // 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(&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_reverse_affine(BGC_FP64_Affine2* const affine_map, const BGC_FP64_Position2* const position) { 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 =============== // 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, initial_point); bgc_fp32_vector2_add(transformed_point, &position->shift, &turned_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, initial_point); bgc_fp64_vector2_add(transformed_point, &position->shift, &turned_point); } // ========== Transform Point Backwards ========== // 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, initial_point, &position->shift); bgc_fp32_turn2_vector_back(transformed_point, &position->turn, &relative_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, initial_point, &position->shift); bgc_fp64_turn2_vector_back(transformed_point, &position->turn, &relative_point); } // ============== Transform 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(transformed_vector, &position->turn, initial_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(transformed_vector, &position->turn, initial_vector); } // ========= Transform Vector Backwards ========== // 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(transformed_vector, &position->turn, initial_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(transformed_vector, &position->turn, initial_vector); } #endif