#ifndef _BGC_POSITION2_H_INCLUDED_ #define _BGC_POSITION2_H_INCLUDED_ #include "vector2.h" #include "affine2.h" #include "cotes-number.h" // ==================== Types ==================== // typedef struct { BGC_FP32_CotesNumber turn; BGC_FP32_Vector2 shift; } BGC_FP32_Position2; typedef struct { BGC_FP64_CotesNumber turn; BGC_FP64_Vector2 shift; } BGC_FP64_Position2; // ==================== Reset ==================== // inline void bgc_fp32_position2_reset(BGC_FP32_Position2* position) { bgc_fp32_cotes_number_reset(&position->turn); bgc_fp32_vector2_reset(&position->shift); } inline void bgc_fp64_position2_reset(BGC_FP64_Position2* position) { bgc_fp64_cotes_number_reset(&position->turn); bgc_fp64_vector2_reset(&position->shift); } // ==================== Make ===================== // inline void bgc_fp32_position2_make(BGC_FP32_Position2* position, const BGC_FP32_CotesNumber* turn, const BGC_FP32_Vector2* shift) { bgc_fp32_cotes_number_copy(&position->turn, turn); bgc_fp32_vector2_copy(&position->shift, shift); } inline void bgc_fp64_position2_make(BGC_FP64_Position2* position, const BGC_FP64_CotesNumber* turn, const BGC_FP64_Vector2* shift) { bgc_fp64_cotes_number_copy(&position->turn, turn); bgc_fp64_vector2_copy(&position->shift, shift); } // ==================== Copy ===================== // inline void bgc_fp32_position2_copy(BGC_FP32_Position2* destination, const BGC_FP32_Position2* source) { bgc_fp32_cotes_number_copy(&destination->turn, &source->turn); bgc_fp32_vector2_copy(&destination->shift, &source->shift); } inline void bgc_fp64_position2_copy(BGC_FP64_Position2* destination, const BGC_FP64_Position2* source) { bgc_fp64_cotes_number_copy(&destination->turn, &source->turn); bgc_fp64_vector2_copy(&destination->shift, &source->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_fp64_position2_convert_to_fp32(BGC_FP32_Position2* destination, const BGC_FP64_Position2 * source) { bgc_fp64_cotes_number_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* destination, const BGC_FP32_Position2 * source) { bgc_fp32_cotes_number_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 * 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_fp32_position2_invert(BGC_FP32_Position2 * position) { bgc_fp32_cotes_number_turn_vector_back(&position->shift, &position->turn, &position->shift); bgc_fp32_cotes_number_revert(&position->turn); bgc_fp32_vector2_revert(&position->shift); } inline void bgc_fp64_position2_invert(BGC_FP64_Position2 * position) { bgc_fp64_cotes_number_turn_vector_back(&position->shift, &position->turn, &position->shift); bgc_fp64_cotes_number_revert(&position->turn); bgc_fp64_vector2_revert(&position->shift); } // ================= Get Inverse ================= // inline void bgc_fp32_position2_get_inverse(BGC_FP32_Position2* inverted, const BGC_FP32_Position2 * position) { bgc_fp32_cotes_number_turn_vector_back(&inverted->shift, &position->turn, &position->shift); bgc_fp32_cotes_number_get_reverse(&inverted->turn, &position->turn); bgc_fp32_vector2_revert(&inverted->shift); } inline void bgc_fp64_position2_get_inverse(BGC_FP64_Position2* inverted, const BGC_FP64_Position2 * position) { bgc_fp64_cotes_number_turn_vector_back(&inverted->shift, &position->turn, &position->shift); bgc_fp64_cotes_number_get_reverse(&inverted->turn, &position->turn); bgc_fp64_vector2_revert(&inverted->shift); } // =================== Combine =================== // inline void bgc_fp32_position2_combine(BGC_FP32_Position2* combination, const BGC_FP32_Position2 * first, const BGC_FP32_Position2 * second) { BGC_FP32_Vector2 relative_shift; bgc_fp32_cotes_number_turn_vector(&relative_shift, &second->turn, &first->shift); bgc_fp32_cotes_number_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* combination, const BGC_FP64_Position2 * first, const BGC_FP64_Position2 * second) { BGC_FP64_Vector2 relative_shift; bgc_fp64_cotes_number_turn_vector(&relative_shift, &second->turn, &first->shift); bgc_fp64_cotes_number_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* difference, const BGC_FP32_Position2 * base, const BGC_FP32_Position2 * excludand) { BGC_FP32_Vector2 relative_shift; bgc_fp32_vector2_subtract(&relative_shift, &base->shift, &excludand->shift); bgc_fp32_cotes_number_turn_vector_back(&difference->shift, &excludand->turn, &relative_shift); bgc_fp32_cotes_number_exclude(&difference->turn, &base->turn, &excludand->turn); } inline void bgc_fp64_position2_exclude(BGC_FP64_Position2* difference, const BGC_FP64_Position2 * base, const BGC_FP64_Position2 * excludand) { BGC_FP64_Vector2 relative_shift; bgc_fp64_vector2_subtract(&relative_shift, &base->shift, &excludand->shift); bgc_fp64_cotes_number_turn_vector_back(&difference->shift, &excludand->turn, &relative_shift); bgc_fp64_cotes_number_exclude(&difference->turn, &base->turn, &excludand->turn); } // ============= Get Outward Affine ============== // inline void bgc_fp32_position2_get_outward_affine(BGC_FP32_Affine2* outward_affine_map, const BGC_FP32_Position2 * position) { bgc_fp32_cotes_number_get_rotation_matrix(&outward_affine_map->distortion, &position->turn); bgc_fp32_vector2_copy(&outward_affine_map->shift, &position->shift); } inline void bgc_fp64_position2_get_outward_affine(BGC_FP64_Affine2* outward_affine_map, const BGC_FP64_Position2 * position) { bgc_fp64_cotes_number_get_rotation_matrix(&outward_affine_map->distortion, &position->turn); bgc_fp64_vector2_copy(&outward_affine_map->shift, &position->shift); } // ============== Get Inward Affine ============== // inline void bgc_fp32_position2_get_inward_affine(BGC_FP32_Affine2* inward_affine_map, const BGC_FP32_Position2 * position) { bgc_fp32_cotes_number_get_reverse_matrix(&inward_affine_map->distortion, &position->turn); bgc_fp32_multiply_matrix2x2_by_vector2(&inward_affine_map->shift, &inward_affine_map->distortion, &position->shift); bgc_fp32_vector2_revert(&inward_affine_map->shift); } inline void bgc_fp64_position2_get_inward_affine(BGC_FP64_Affine2* inward_affine_map, const BGC_FP64_Position2 * position) { bgc_fp64_cotes_number_get_reverse_matrix(&inward_affine_map->distortion, &position->turn); bgc_fp64_multiply_matrix2x2_by_vector2(&inward_affine_map->shift, &inward_affine_map->distortion, &position->shift); bgc_fp64_vector2_revert(&inward_affine_map->shift); } // ========== Transform Point Outwards =========== // inline void bgc_fp32_position2_transform_point_outwards(BGC_FP32_Vector2* outer_point, const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * inner_point) { BGC_FP32_Vector2 turned_point; bgc_fp32_cotes_number_turn_vector(&turned_point, &position->turn, inner_point); bgc_fp32_vector2_add(outer_point, &position->shift, &turned_point); } inline void bgc_fp64_position2_transform_point_outwards(BGC_FP64_Vector2* outer_point, const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * inner_point) { BGC_FP64_Vector2 turned_point; bgc_fp64_cotes_number_turn_vector(&turned_point, &position->turn, inner_point); bgc_fp64_vector2_add(outer_point, &position->shift, &turned_point); } // =========== Transform Point Inwards =========== // inline void bgc_fp32_position2_transform_point_inwards(BGC_FP32_Vector2* inner_point, const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * outer_point) { BGC_FP32_Vector2 relative_point; bgc_fp32_vector2_subtract(&relative_point, outer_point, &position->shift); bgc_fp32_cotes_number_turn_vector_back(inner_point, &position->turn, &relative_point); } inline void bgc_fp64_position2_transform_point_inwards(BGC_FP64_Vector2* inner_point, const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * outer_point) { BGC_FP64_Vector2 relative_point; bgc_fp64_vector2_subtract(&relative_point, outer_point, &position->shift); bgc_fp64_cotes_number_turn_vector_back(inner_point, &position->turn, &relative_point); } // ========== Transform Vector Outwards ========== // inline void bgc_fp32_position2_transform_vector_outwards(BGC_FP32_Vector2* outer_vector, const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * inner_vector) { bgc_fp32_cotes_number_turn_vector(outer_vector, &position->turn, inner_vector); } inline void bgc_fp64_position2_transform_vector_outwards(BGC_FP64_Vector2* outer_vector, const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * inner_vector) { bgc_fp64_cotes_number_turn_vector(outer_vector, &position->turn, inner_vector); } // ========== Transform Vector Inwards =========== // inline void bgc_fp32_position2_transform_vector_inwards(BGC_FP32_Vector2* inner_vector, const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * outer_vector) { bgc_fp32_cotes_number_turn_vector_back(inner_vector, &position->turn, outer_vector); } inline void bgc_fp64_position2_transform_vector_inwards(BGC_FP64_Vector2* inner_vector, const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * outer_vector) { bgc_fp64_cotes_number_turn_vector_back(inner_vector, &position->turn, outer_vector); } #endif