bgc-c/basic-geometry/position2.h

259 lines
10 KiB
C

#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