259 lines
11 KiB
C
259 lines
11 KiB
C
#ifndef _BGC_POSITION2_H_INCLUDED_
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#define _BGC_POSITION2_H_INCLUDED_
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#include "vector2.h"
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#include "affine2.h"
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#include "cotes-number.h"
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// ==================== Types ==================== //
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typedef struct {
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BGC_FP32_CotesNumber turn;
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BGC_FP32_Vector2 shift;
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} BGC_FP32_Position2;
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typedef struct {
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BGC_FP64_CotesNumber turn;
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BGC_FP64_Vector2 shift;
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} BGC_FP64_Position2;
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// ==================== Reset ==================== //
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inline void bgc_fp32_position2_reset(BGC_FP32_Position2 * position)
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{
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bgc_fp32_cotes_number_reset(&position->turn);
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bgc_fp32_vector2_reset(&position->shift);
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}
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inline void bgc_fp64_position2_reset(BGC_FP64_Position2 * position)
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{
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bgc_fp64_cotes_number_reset(&position->turn);
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bgc_fp64_vector2_reset(&position->shift);
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}
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// ==================== Make ===================== //
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inline void bgc_fp32_position2_make(const BGC_FP32_CotesNumber * turn, const BGC_FP32_Vector2 * shift, BGC_FP32_Position2 * position)
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{
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bgc_fp32_cotes_number_copy(turn, &position->turn);
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bgc_fp32_vector2_copy(shift, &position->shift);
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}
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inline void bgc_fp64_position2_make(const BGC_FP64_CotesNumber * turn, const BGC_FP64_Vector2 * shift, BGC_FP64_Position2 * position)
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{
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bgc_fp64_cotes_number_copy(turn, &position->turn);
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bgc_fp64_vector2_copy(shift, &position->shift);
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}
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// ==================== Copy ===================== //
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inline void bgc_fp32_position2_copy(const BGC_FP32_Position2 * source, BGC_FP32_Position2 * destination)
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{
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bgc_fp32_cotes_number_copy(&source->turn, &destination->turn);
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bgc_fp32_vector2_copy(&source->shift, &destination->shift);
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}
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inline void bgc_fp64_position2_copy(const BGC_FP64_Position2 * source, BGC_FP64_Position2 * destination)
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{
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bgc_fp64_cotes_number_copy(&source->turn, &destination->turn);
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bgc_fp64_vector2_copy(&source->shift, &destination->shift);
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}
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// ==================== Swap ===================== //
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inline void bgc_fp32_position2_swap(BGC_FP32_Position2 * first, BGC_FP32_Position2 * second)
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{
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bgc_fp32_cotes_number_swap(&first->turn, &second->turn);
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bgc_fp32_vector2_swap(&first->shift, &second->shift);
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}
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inline void bgc_fp64_position2_swap(BGC_FP64_Position2 * first, BGC_FP64_Position2 * second)
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{
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bgc_fp64_cotes_number_swap(&first->turn, &second->turn);
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bgc_fp64_vector2_swap(&first->shift, &second->shift);
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}
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// =================== Convert =================== //
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inline void bgc_fp64_position2_convert_to_fp32(const BGC_FP64_Position2 * source, BGC_FP32_Position2 * destination)
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{
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bgc_fp64_cotes_number_convert_to_fp32(&source->turn, &destination->turn);
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bgc_fp64_vector2_convert_to_fp32(&source->shift, &destination->shift);
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}
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inline void bgc_fp32_position2_convert_to_fp64(const BGC_FP32_Position2 * source, BGC_FP64_Position2 * destination)
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{
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bgc_fp32_cotes_number_convert_to_fp64(&source->turn, &destination->turn);
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bgc_fp32_vector2_convert_to_fp64(&source->shift, &destination->shift);
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}
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// =================== Is Idle =================== //
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inline int bgc_fp32_position2_is_idle(const BGC_FP32_Position2 * position)
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{
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return bgc_fp32_vector2_is_zero(&position->shift) && bgc_fp32_cotes_number_is_idle(&position->turn);
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}
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inline int bgc_fp64_position2_is_idle(const BGC_FP64_Position2 * position)
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{
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return bgc_fp64_vector2_is_zero(&position->shift) && bgc_fp64_cotes_number_is_idle(&position->turn);
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}
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// =================== Invert ==================== //
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inline void bgc_fp32_position2_invert(BGC_FP32_Position2 * position)
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{
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bgc_fp32_cotes_number_turn_vector_back(&position->turn, &position->shift, &position->shift);
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bgc_fp32_cotes_number_revert(&position->turn);
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bgc_fp32_vector2_revert(&position->shift);
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}
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inline void bgc_fp64_position2_invert(BGC_FP64_Position2 * position)
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{
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bgc_fp64_cotes_number_turn_vector_back(&position->turn, &position->shift, &position->shift);
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bgc_fp64_cotes_number_revert(&position->turn);
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bgc_fp64_vector2_revert(&position->shift);
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}
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// ================= Get Inverse ================= //
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inline void bgc_fp32_position2_get_inverse(const BGC_FP32_Position2 * position, BGC_FP32_Position2 * inverted)
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{
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bgc_fp32_cotes_number_turn_vector_back(&position->turn, &position->shift, &inverted->shift);
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bgc_fp32_cotes_number_get_reverse(&position->turn, &inverted->turn);
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bgc_fp32_vector2_revert(&inverted->shift);
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}
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inline void bgc_fp64_position2_get_inverse(const BGC_FP64_Position2 * position, BGC_FP64_Position2 * inverted)
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{
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bgc_fp64_cotes_number_turn_vector_back(&position->turn, &position->shift, &inverted->shift);
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bgc_fp64_cotes_number_get_inverse(&position->turn, &inverted->turn);
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bgc_fp64_vector2_revert(&inverted->shift);
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}
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// =================== Combine =================== //
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inline void bgc_fp32_position2_combine(const BGC_FP32_Position2 * first, const BGC_FP32_Position2 * second, BGC_FP32_Position2 * combination)
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{
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BGC_FP32_Vector2 relative_shift;
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bgc_fp32_cotes_number_turn_vector(&second->turn, &first->shift, &relative_shift);
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bgc_fp32_cotes_number_combine(&first->turn, &second->turn, &combination->turn);
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bgc_fp32_vector2_add(&relative_shift, &second->shift, &combination->shift);
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}
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inline void bgc_fp64_position2_combine(const BGC_FP64_Position2 * first, const BGC_FP64_Position2 * second, BGC_FP64_Position2 * combination)
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{
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BGC_FP64_Vector2 relative_shift;
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bgc_fp64_cotes_number_turn_vector(&second->turn, &first->shift, &relative_shift);
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bgc_fp64_cotes_number_combine(&first->turn, &second->turn, &combination->turn);
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bgc_fp64_vector2_add(&relative_shift, &second->shift, &combination->shift);
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}
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// =================== Exclude =================== //
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inline void bgc_fp32_position2_exclude(const BGC_FP32_Position2 * base, const BGC_FP32_Position2 * excludand, BGC_FP32_Position2 * difference)
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{
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BGC_FP32_Vector2 relative_shift;
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bgc_fp32_vector2_subtract(&base->shift, &excludand->shift, &relative_shift);
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bgc_fp32_cotes_number_turn_vector_back(&excludand->turn, &relative_shift, &difference->shift);
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bgc_fp32_cotes_number_exclude(&base->turn, &excludand->turn, &difference->turn);
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}
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inline void bgc_fp64_position2_exclude(const BGC_FP64_Position2 * base, const BGC_FP64_Position2 * excludand, BGC_FP64_Position2 * difference)
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{
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BGC_FP64_Vector2 relative_shift;
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bgc_fp64_vector2_subtract(&base->shift, &excludand->shift, &relative_shift);
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bgc_fp64_cotes_number_turn_vector_back(&excludand->turn, &relative_shift, &difference->shift);
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bgc_fp64_cotes_number_exclude(&base->turn, &excludand->turn, &difference->turn);
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}
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// ============= Get Outward Affine ============== //
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inline void bgc_fp32_position2_get_outward_affine(const BGC_FP32_Position2 * position, BGC_FP32_Affine2 * outward_affine_map)
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{
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bgc_fp32_cotes_number_get_rotation_matrix(&position->turn, &outward_affine_map->distortion);
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bgc_fp32_vector2_copy(&position->shift, &outward_affine_map->shift);
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}
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inline void bgc_fp64_position2_get_outward_affine(const BGC_FP64_Position2 * position, BGC_FP64_Affine2 * outward_affine_map)
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{
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bgc_fp64_cotes_number_get_rotation_matrix(&position->turn, &outward_affine_map->distortion);
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bgc_fp64_vector2_copy(&position->shift, &outward_affine_map->shift);
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}
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// ============== Get Inward Affine ============== //
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inline void bgc_fp32_position2_get_inward_affine(const BGC_FP32_Position2 * position, BGC_FP32_Affine2 * inward_affine_map)
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{
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bgc_fp32_cotes_number_get_reverse_matrix(&position->turn, &inward_affine_map->distortion);
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bgc_fp32_multiply_matrix2x2_by_vector2(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
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bgc_fp32_vector2_revert(&inward_affine_map->shift);
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}
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inline void bgc_fp64_position2_get_inward_affine(const BGC_FP64_Position2 * position, BGC_FP64_Affine2 * inward_affine_map)
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{
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bgc_fp64_cotes_number_get_reverse_matrix(&position->turn, &inward_affine_map->distortion);
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bgc_fp64_multiply_matrix2x2_by_vector2(&inward_affine_map->distortion, &position->shift, &inward_affine_map->shift);
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bgc_fp64_vector2_revert(&inward_affine_map->shift);
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}
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// ========== Transform Point Outwards =========== //
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inline void bgc_fp32_position2_transform_point_outwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * inner_point, BGC_FP32_Vector2 * outer_point)
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{
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BGC_FP32_Vector2 turned_point;
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bgc_fp32_cotes_number_turn_vector(&position->turn, inner_point, &turned_point);
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bgc_fp32_vector2_add(&position->shift, &turned_point, outer_point);
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}
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inline void bgc_fp64_position2_transform_point_outwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * inner_point, BGC_FP64_Vector2 * outer_point)
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{
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BGC_FP64_Vector2 turned_point;
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bgc_fp64_cotes_number_turn_vector(&position->turn, inner_point, &turned_point);
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bgc_fp64_vector2_add(&position->shift, &turned_point, outer_point);
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}
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// =========== Transform Point Inwards =========== //
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inline void bgc_fp32_position2_transform_point_inwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * outer_point, BGC_FP32_Vector2 * inner_point)
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{
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BGC_FP32_Vector2 relative_point;
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bgc_fp32_vector2_subtract(outer_point, &position->shift, &relative_point);
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bgc_fp32_cotes_number_turn_vector_back(&position->turn, &relative_point, inner_point);
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}
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inline void bgc_fp64_position2_transform_point_inwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * outer_point, BGC_FP64_Vector2 * inner_point)
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{
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BGC_FP64_Vector2 relative_point;
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bgc_fp64_vector2_subtract(outer_point, &position->shift, &relative_point);
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bgc_fp64_cotes_number_turn_vector_back(&position->turn, &relative_point, inner_point);
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}
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// ========== Transform Vector Outwards ========== //
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inline void bgc_fp32_position2_transform_vector_outwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * inner_vector, BGC_FP32_Vector2 * outer_vector)
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{
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bgc_fp32_cotes_number_turn_vector(&position->turn, inner_vector, outer_vector);
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}
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inline void bgc_fp64_position2_transform_vector_outwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * inner_vector, BGC_FP64_Vector2 * outer_vector)
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{
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bgc_fp64_cotes_number_turn_vector(&position->turn, inner_vector, outer_vector);
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}
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// ========== Transform Vector Inwards =========== //
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inline void bgc_fp32_position2_transform_vector_inwards(const BGC_FP32_Position2 * position, const BGC_FP32_Vector2 * outer_vector, BGC_FP32_Vector2 * inner_vector)
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{
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bgc_fp32_cotes_number_turn_vector_back(&position->turn, outer_vector, inner_vector);
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}
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inline void bgc_fp64_position2_transform_vector_inwards(const BGC_FP64_Position2 * position, const BGC_FP64_Vector2 * outer_vector, BGC_FP64_Vector2 * inner_vector)
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{
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bgc_fp64_cotes_number_turn_vector_back(&position->turn, outer_vector, inner_vector);
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}
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#endif
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