bgc-c/basic-geometry/turn2.h

343 lines
9.6 KiB
C

#ifndef _BGC_COTES_NUMBER_H_
#define _BGC_COTES_NUMBER_H_
#include <math.h>
#include "utilities.h"
#include "angle.h"
#include "vector2.h"
#include "matrix2x2.h"
// =================== Types ==================== //
typedef struct
{
float _cos, _sin;
} BGC_FP32_Turn2;
typedef struct
{
double _cos, _sin;
} BGC_FP64_Turn2;
// ================= Constants ================== //
extern const BGC_FP32_Turn2 BGC_FP32_IDLE_TURN2;
extern const BGC_FP64_Turn2 BGC_FP64_IDLE_TURN2;
// =================== Reset ==================== //
inline void bgc_fp32_turn2_reset(BGC_FP32_Turn2* turn)
{
turn->_cos = 1.0f;
turn->_sin = 0.0f;
}
inline void bgc_fp64_turn2_reset(BGC_FP64_Turn2* turn)
{
turn->_cos = 1.0;
turn->_sin = 0.0;
}
// ================== Set Turn ================== //
inline void bgc_fp32_turn2_make_for_angle(BGC_FP32_Turn2* turn, const float angle, const int angle_unit)
{
const float radians = bgc_fp32_angle_to_radians(angle, angle_unit);
turn->_cos = cosf(radians);
turn->_sin = sinf(radians);
}
inline void bgc_fp64_turn2_make_for_angle(BGC_FP64_Turn2* turn, const double angle, const int angle_unit)
{
const double radians = bgc_fp64_angle_to_radians(angle, angle_unit);
turn->_cos = cos(radians);
turn->_sin = sin(radians);
}
// ================== Set Turn ================== //
inline int bgc_fp32_turn2_is_idle(const BGC_FP32_Turn2* turn)
{
return bgc_fp32_is_unit(turn->_cos) && bgc_fp32_is_zero(turn->_sin);
}
inline int bgc_fp64_turn2_is_idle(const BGC_FP64_Turn2* turn)
{
return bgc_fp64_is_unit(turn->_cos) && bgc_fp64_is_zero(turn->_sin);
}
// ==================== Set ===================== //
void _bgc_fp32_turn2_normalize(BGC_FP32_Turn2* twin);
void _bgc_fp64_turn2_normalize(BGC_FP64_Turn2* twin);
inline void bgc_fp32_turn2_make(BGC_FP32_Turn2* turn, const float x1, const float x2)
{
const float square_modulus = x1 * x1 + x2 * x2;
turn->_cos = x1;
turn->_sin = x2;
if (!bgc_fp32_is_square_unit(square_modulus)) {
_bgc_fp32_turn2_normalize(turn);
}
}
inline void bgc_fp64_turn2_make(BGC_FP64_Turn2* turn, const double x1, const double x2)
{
const double square_modulus = x1 * x1 + x2 * x2;
turn->_cos = x1;
turn->_sin = x2;
if (!bgc_fp64_is_square_unit(square_modulus)) {
_bgc_fp64_turn2_normalize(turn);
}
}
// =================== Angle =================== //
inline float bgc_fp32_turn2_get_angle(const BGC_FP32_Turn2* turn, const int angle_unit)
{
return bgc_fp32_radians_to_units(atan2f(turn->_sin, turn->_cos), angle_unit);
}
inline double bgc_fp64_turn2_get_angle(const BGC_FP64_Turn2* turn, const int angle_unit)
{
return bgc_fp64_radians_to_units(atan2(turn->_sin, turn->_cos), angle_unit);
}
// ==================== Copy ==================== //
inline void bgc_fp32_turn2_copy(BGC_FP32_Turn2* destination, const BGC_FP32_Turn2* source)
{
destination->_cos = source->_cos;
destination->_sin = source->_sin;
}
inline void bgc_fp64_turn2_copy(BGC_FP64_Turn2* destination, const BGC_FP64_Turn2* source)
{
destination->_cos = source->_cos;
destination->_sin = source->_sin;
}
// ==================== Swap ==================== //
inline void bgc_fp32_turn2_swap(BGC_FP32_Turn2* turn1, BGC_FP32_Turn2* turn2)
{
const float cos = turn1->_cos;
const float sin = turn1->_sin;
turn1->_cos = turn2->_cos;
turn1->_sin = turn2->_sin;
turn2->_cos = cos;
turn2->_sin = sin;
}
inline void bgc_fp64_turn2_swap(BGC_FP64_Turn2* turn1, BGC_FP64_Turn2* turn2)
{
const double cos = turn1->_cos;
const double sin = turn1->_sin;
turn1->_cos = turn2->_cos;
turn1->_sin = turn2->_sin;
turn2->_cos = cos;
turn2->_sin = sin;
}
// ================== Convert =================== //
inline void bgc_fp64_turn2_convert_to_fp32(BGC_FP32_Turn2* destination, const BGC_FP64_Turn2* source)
{
bgc_fp32_turn2_make(destination, (float)source->_cos, (float)source->_sin);
}
inline void bgc_fp32_turn2_convert_to_fp64(BGC_FP64_Turn2* destination, const BGC_FP32_Turn2* source)
{
bgc_fp64_turn2_make(destination, (double)source->_cos, (double)source->_sin);
}
// =================== Revert =================== //
inline void bgc_fp32_turn2_revert(BGC_FP32_Turn2* turn)
{
turn->_sin = -turn->_sin;
}
inline void bgc_fp64_turn2_revert(BGC_FP64_Turn2* turn)
{
turn->_sin = -turn->_sin;
}
inline void bgc_fp32_turn2_get_reverse(BGC_FP32_Turn2* reverse, const BGC_FP32_Turn2* turn)
{
reverse->_cos = turn->_cos;
reverse->_sin = -turn->_sin;
}
inline void bgc_fp64_turn2_get_reverse(BGC_FP64_Turn2* reverse, const BGC_FP64_Turn2* turn)
{
reverse->_cos = turn->_cos;
reverse->_sin = -turn->_sin;
}
// ================= Exponation ================= //
inline void bgc_fp32_turn2_get_exponation(BGC_FP32_Turn2* power, const BGC_FP32_Turn2* base, const float exponent)
{
const float power_angle = exponent * atan2f(base->_sin, base->_cos);
power->_cos = cosf(power_angle);
power->_sin = sinf(power_angle);
}
inline void bgc_fp64_turn2_get_exponation(BGC_FP64_Turn2* power, const BGC_FP64_Turn2* base, const double exponent)
{
const double power_angle = exponent * atan2(base->_sin, base->_cos);
power->_cos = cos(power_angle);
power->_sin = sin(power_angle);
}
// ================ Combination ================= //
inline void bgc_fp32_turn2_combine(BGC_FP32_Turn2* combination, const BGC_FP32_Turn2* turn1, const BGC_FP32_Turn2* turn2)
{
bgc_fp32_turn2_make(
combination,
turn1->_cos * turn2->_cos - turn1->_sin * turn2->_sin,
turn1->_cos * turn2->_sin + turn1->_sin * turn2->_cos
);
}
inline void bgc_fp64_turn2_combine(BGC_FP64_Turn2* combination, const BGC_FP64_Turn2* turn1, const BGC_FP64_Turn2* turn2)
{
bgc_fp64_turn2_make(
combination,
turn1->_cos * turn2->_cos - turn1->_sin * turn2->_sin,
turn1->_cos * turn2->_sin + turn1->_sin * turn2->_cos
);
}
// ================= Exclusion ================== //
inline void bgc_fp32_turn2_exclude(BGC_FP32_Turn2* difference, const BGC_FP32_Turn2* base, const BGC_FP32_Turn2* excludant)
{
bgc_fp32_turn2_make(
difference,
base->_cos * excludant->_cos + base->_sin * excludant->_sin,
base->_sin * excludant->_cos - base->_cos * excludant->_sin
);
}
inline void bgc_fp64_turn2_exclude(BGC_FP64_Turn2* difference, const BGC_FP64_Turn2* base, const BGC_FP64_Turn2* excludant)
{
bgc_fp64_turn2_make(
difference,
base->_cos * excludant->_cos + base->_sin * excludant->_sin,
base->_sin * excludant->_cos - base->_cos * excludant->_sin
);
}
// ============== Rotation Matrix =============== //
inline void bgc_fp32_turn2_get_rotation_matrix(BGC_FP32_Matrix2x2* matrix, const BGC_FP32_Turn2* turn)
{
matrix->r1c1 = turn->_cos;
matrix->r1c2 = -turn->_sin;
matrix->r2c1 = turn->_sin;
matrix->r2c2 = turn->_cos;
}
inline void bgc_fp64_turn2_get_rotation_matrix(BGC_FP64_Matrix2x2* matrix, const BGC_FP64_Turn2* turn)
{
matrix->r1c1 = turn->_cos;
matrix->r1c2 = -turn->_sin;
matrix->r2c1 = turn->_sin;
matrix->r2c2 = turn->_cos;
}
// ============== Reverse Matrix ================ //
inline void bgc_fp32_turn2_get_reverse_matrix(BGC_FP32_Matrix2x2* matrix, const BGC_FP32_Turn2* turn)
{
matrix->r1c1 = turn->_cos;
matrix->r1c2 = turn->_sin;
matrix->r2c1 = -turn->_sin;
matrix->r2c2 = turn->_cos;
}
inline void bgc_fp64_turn2_get_reverse_matrix(BGC_FP64_Matrix2x2* matrix, const BGC_FP64_Turn2* turn)
{
matrix->r1c1 = turn->_cos;
matrix->r1c2 = turn->_sin;
matrix->r2c1 = -turn->_sin;
matrix->r2c2 = turn->_cos;
}
// ================ Turn Vector ================= //
inline void bgc_fp32_turn2_vector(BGC_FP32_Vector2* turned_vector, const BGC_FP32_Turn2* turn, const BGC_FP32_Vector2* vector)
{
const float x1 = turn->_cos * vector->x1 - turn->_sin * vector->x2;
const float x2 = turn->_sin * vector->x1 + turn->_cos * vector->x2;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
}
inline void bgc_fp64_turn2_vector(BGC_FP64_Vector2* turned_vector, const BGC_FP64_Turn2* turn, const BGC_FP64_Vector2* vector)
{
const double x1 = turn->_cos * vector->x1 - turn->_sin * vector->x2;
const double x2 = turn->_sin * vector->x1 + turn->_cos * vector->x2;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
}
// ============ Turn Vector Backward ============ //
inline void bgc_fp32_turn2_vector_back(BGC_FP32_Vector2* turned_vector, const BGC_FP32_Turn2* turn, const BGC_FP32_Vector2* vector)
{
const float x1 = turn->_sin * vector->x2 + turn->_cos * vector->x1;
const float x2 = turn->_cos * vector->x2 - turn->_sin * vector->x1;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
}
inline void bgc_fp64_turn2_vector_back(BGC_FP64_Vector2* turned_vector, const BGC_FP64_Turn2* turn, const BGC_FP64_Vector2* vector)
{
const double x1 = turn->_sin * vector->x2 + turn->_cos * vector->x1;
const double x2 = turn->_cos * vector->x2 - turn->_sin * vector->x1;
turned_vector->x1 = x1;
turned_vector->x2 = x2;
}
// ================== Are Close ================= //
inline int bgc_fp32_turn2_are_close(const BGC_FP32_Turn2* turn1, const BGC_FP32_Turn2* turn2)
{
const float d_cos = turn1->_cos - turn2->_cos;
const float d_sin = turn1->_sin - turn2->_sin;
return d_cos * d_cos + d_sin * d_sin <= BGC_FP32_SQUARE_EPSILON;
}
inline int bgc_fp64_turn2_are_close(const BGC_FP64_Turn2* turn1, const BGC_FP64_Turn2* turn2)
{
const double d_cos = turn1->_cos - turn2->_cos;
const double d_sin = turn1->_sin - turn2->_sin;
return d_cos * d_cos + d_sin * d_sin <= BGC_FP64_SQUARE_EPSILON;
}
#endif