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blender-archive/source/blender/blenlib/intern/math_base_inline.c

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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: some of this file.
*
* ***** END GPL LICENSE BLOCK *****
* */
#include <float.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "BLI_math.h"
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#ifndef BLI_MATH_BASE_INLINE_H
#define BLI_MATH_BASE_INLINE_H
/* A few small defines. Keep'em local! */
#define SMALL_NUMBER 1.e-8
MINLINE float sqrt3f(float f)
{
if(f==0.0) return 0;
if(f<0) return (float)(-exp(log(-f)/3));
else return (float)(exp(log(f)/3));
}
MINLINE double sqrt3d(double d)
{
if(d==0.0) return 0;
if(d<0) return -exp(log(-d)/3);
else return exp(log(d)/3);
}
MINLINE float saacos(float fac)
{
if(fac<= -1.0f) return (float)M_PI;
else if(fac>=1.0f) return 0.0;
else return (float)acos(fac);
}
MINLINE float saasin(float fac)
{
if(fac<= -1.0f) return (float)-M_PI/2.0f;
else if(fac>=1.0f) return (float)M_PI/2.0f;
else return (float)asin(fac);
}
MINLINE float sasqrt(float fac)
{
if(fac<=0.0) return 0.0;
return (float)sqrt(fac);
}
MINLINE float saacosf(float fac)
{
if(fac<= -1.0f) return (float)M_PI;
else if(fac>=1.0f) return 0.0f;
else return (float)acosf(fac);
}
MINLINE float saasinf(float fac)
{
if(fac<= -1.0f) return (float)-M_PI/2.0f;
else if(fac>=1.0f) return (float)M_PI/2.0f;
else return (float)asinf(fac);
}
MINLINE float sasqrtf(float fac)
{
if(fac<=0.0) return 0.0;
return (float)sqrtf(fac);
}
MINLINE float interpf(float target, float origin, float fac)
{
return (fac*target) + (1.0f-fac)*origin;
}
/* useful to calculate an even width shell, by taking the angle between 2 planes.
* The return value is a scale on the offset.
* no angle between planes is 1.0, as the angle between the 2 planes approches 180d
* the distance gets very high, 180d would be inf, but this case isn't valid */
MINLINE float shell_angle_to_dist(const float angle)
{
return (angle < SMALL_NUMBER) ? 1.0f : fabsf(1.0f / cosf(angle));
}
/* used for zoom values*/
MINLINE float power_of_2(float val)
{
return (float)pow(2.0, ceil(log((double)val) / log(2.0)));
}
MINLINE float minf(float a, float b)
{
return (a < b)? a: b;
}
MINLINE float maxf(float a, float b)
{
return (a > b)? a: b;
}
MINLINE float signf(float f)
{
return (f < 0.f)? -1.f: 1.f;
}
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#endif /* BLI_MATH_BASE_INLINE_H */